Borrowing it
Nothing to install: this file belongs to Txpple/fvtt-mcp-molten5e. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/Txpple/fvtt-mcp-molten5e/main/.claude/skills/pc-builder/SKILL.mdgit clone --depth 1 https://github.com/Txpple/fvtt-mcp-molten5eWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/txpple/fvtt-mcp-molten5e/pc-builder)<a href="https://agentmods.dev/skills/txpple/fvtt-mcp-molten5e/pc-builder"><img src="https://agentmods.dev/badge/skills/txpple/fvtt-mcp-molten5e/pc-builder/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/txpple/fvtt-mcp-molten5e/pc-builder"><img src="https://agentmods.dev/badge/skills/txpple/fvtt-mcp-molten5e/pc-builder.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00318 | $0.06557 |
| Opus 5 | $0.00159 | $0.03279 |
| Sonnet 5 | $0.00064 | $0.01311 |
| Haiku 4.5 | $0.00032 | $0.00656 |
Grade A, and why
pc-builder scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 336 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Player-character builder
A judgment layer over the PC leveling engine. It turns a character concept (a class + a few choices, a pasted sheet, "a level-1 dragonborn fighter for Sam") into a fully-built, ready-to-play Foundry PC — class/species/background with real advancement, the level-1 choices, ability scores, spells, starting gear, and a finishing pass — by sequencing the right tool calls. It adds NO new mechanics; the engine holds the correctness.
PCs are a different product from NPCs (design.md §7). A PC is type:character + advancement:
the class/species features come with @scale.* scaling that resolves natively from the character's
level (a Barbarian's rage damage, a Rogue's sneak attack, a Dragonborn's breath weapon) — you do NOT
hand-patch dangling @scale dice the way [[stat-block-builder]] does for NPCs. If you want a monster
that happens to use a PC race, that's the NPC builder; this skill is for actual player characters.
Tools used: create-pc (build + persist the PC, running advancement), create-pc-from-prefab
(copy a premium PHB pregen as a base, then tweak — the fast path when a stock build fits),
level-up-pc (add ONE class level to an existing PC — single-class level-up OR multiclass),
inspect-pc-advancement
(read-only: what choices a class needs at a level + the legal options), search-compendium
(name lookup to confirm a class/species/background/spell exists in the premium books),
search-compendium-spells (find spells by facet for casters), import-item (starting equipment —
copy real gear from the PHB), add-feature (a feat taken at an ASI tier), set-actor-art,
set-actor-ownership (assign the player as owner), move-documents (file the PC), get-actor /
get-actor-entity (read back). Defer gear judgment to [[physical-item-builder]].
Authoring policy — READ FIRST
Follow the shared project authoring policy: read
_shared/authoring-policy.md — 2024 by default · compendium-FIRST
(premium PHB/DMG/MM; copy, don't author) · never the SRD · custom = copy→modify→rename · no 2024
match → STOP and ASK · authoring, not play. create-pc enforces premium-only by construction: a
class/species/background not in the books is an error, not invented. If the user wants a class or
species that isn't in the library, stop and ask — don't substitute or fabricate.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 8d ago First seen · 336 lines · 318 tokens per session scan A 804938cd0566
pc-builder is a skill published in the GitHub repository Txpple/fvtt-mcp-molten5e (0 stars, last pushed 7d ago), licensed MIT. It adds 318 tokens to every session and 6,557 once invoked, about $0.0016 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.