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| chargen:common_terms [2024/10/29 17:26] – [Core Stats] elfinlocks | chargen:common_terms [2025/11/26 00:54] (current) – [Core Stats] elfinlocks | ||
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| [[priority: | [[priority: | ||
| - | * **Base Attack Bonus** | + | * **Base Attack Bonus** |
| - | * **Hit Dice** is determines your [[game_systems: | + | * **Hit Dice** is determines your [[game_systems:combat:health|Hit Points]], saving throws, and your general robustness. |
| * **Caster Level** determines the power of your magic. | * **Caster Level** determines the power of your magic. | ||
| * **Initiation Grade** determines the [[priority: | * **Initiation Grade** determines the [[priority: | ||
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| | 44–45 | | 44–45 | ||
| </ | </ | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ==== Secondary Attribute Modifiers ==== | ||
| + | |||
| + | Some Talents will mention a Secondary Attribute Modifier. Upon acquiring your first Talent which uses this verbiage, you may choose one Mental Ability Score (Wisdom, Intelligence, | ||
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| These modifiers round to the **nearest whole number, rounding up from 5.** For example, a [[chargen: | These modifiers round to the **nearest whole number, rounding up from 5.** For example, a [[chargen: | ||
| - | ===== Saving Throws ===== | + | |
| + | ---- | ||
| + | |||
| + | ===== Rolling the Dice ===== | ||
| + | |||
| + | Most actions in Pathrunner require you to roll a dice, typically a 20-sided die, or D20 for short. The D20 is the default dice through which your success or failure on attack rolls, skill checks, saving throws, and more are determined. Typically, you roll the D20 once per action (such as an attack), and then add your bonuses from your [[priority: | ||
| + | |||
| + | Notably, the D20 is capable of providing you with critical success or critical failure on a roll: | ||
| + | |||
| + | * A 1 on the D20 is a **critical failure**, this imposes an untyped -5 penalty to your total result. | ||
| + | * A 20 on the D20 is a **critical success**, this provides an untyped +5 bonus to your total result. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ==== Enhancement Bonuses ==== | ||
| + | |||
| + | Most bonuses provided by [[: | ||
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| + | <WRAP center round info 80%> | ||
| + | For example, if Crag the Barbarian possesses the [[paths: | ||
| + | </ | ||
| + | |||
| + | |||
| + | ---- | ||
| + | |||
| + | ==== Saving Throws | ||
| Some effects don't directly target your armor or shield, but your physical or mental fortitude, or your reaction speed. For such dangers, you roll a Saving Throw to mitigate or to entirely avoid the effects. The Saving Throws are: | Some effects don't directly target your armor or shield, but your physical or mental fortitude, or your reaction speed. For such dangers, you roll a Saving Throw to mitigate or to entirely avoid the effects. The Saving Throws are: | ||
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| **All Armor** provides an **Armor Class (AC) Bonus**, which provides a flat numerical bonus against enemy attack rolls. Some attack rolls are capable of penetrating your Armor Class, striking directly against your **Touch AC**. Such attacks are usually magical or caused by a firearm. | **All Armor** provides an **Armor Class (AC) Bonus**, which provides a flat numerical bonus against enemy attack rolls. Some attack rolls are capable of penetrating your Armor Class, striking directly against your **Touch AC**. Such attacks are usually magical or caused by a firearm. | ||
| - | **Shields** do //not// offer any AC Bonus - instead, a shield provides you with a Parry Bonus. Any attack made against a character wearing a shield allows the shield-wearer to attempt to Parry the incoming attack: the shield-wearer may make an opposed attack roll against their attacker - if he meets or exceeds the enemy attack roll, they successfully deflect the attack using the shield. A shield may be used to attempt to deflect a number of attacks per turn equal to its Parry Bonus. When a shield is used to successfully deflect an attack, the shield takes the damage in place of its wielder, so more brittle shields may not last very long! | + | **Shields** do //not// offer any AC Bonus - instead, a shield provides you with a **Parry Bonus**. Any attack made against a character wearing a shield allows the shield-wearer to attempt to Parry the incoming attack: the shield-wearer may make an opposed attack roll against their attacker - if he meets or exceeds the enemy attack roll, they successfully deflect the attack using the shield. A shield may be used to attempt to deflect a number of attacks per turn equal to its Parry Bonus. When a shield is used to successfully deflect an attack, the shield takes the damage in place of its wielder, so more brittle shields may not last very long! Parries require quick reflexes, and thus your Armor Check Penalty applies to Parry attempts. |
| **Concealment** is a unique status that can grant your character a bonus to their AC, a percentage chance of not being hit at all, or both! Concealment is typically gained from hiding behind cover, or from magical effects. | **Concealment** is a unique status that can grant your character a bonus to their AC, a percentage chance of not being hit at all, or both! Concealment is typically gained from hiding behind cover, or from magical effects. | ||
| + | |||
| + | **Total Defense** is an action you can take in combat, by spending a Half Action. Doing so grants you a +4 bonus to your AC until the beginning of your next turn. You cannot make attacks of opportunity whilst in Total Defense, and you must spend additional Half Actions to maintain it for following rounds. You can't combine Total Defense with Defensive Fighting, or any Combat Stances or Styles. | ||
| ==== Hit Dice ==== | ==== Hit Dice ==== | ||
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| ==== Barrier ==== | ==== Barrier ==== | ||
| - | Barrier represents a " | + | Barrier represents a " |
| + | |||
| + | Barriers are represented by two factors - their strength, and their total amount. For example, a Barrier with a strength of 10 and a total of 100 would block up to 10 damage per attack or otherwise damage-inflicting effect, until 100 total points of damage have been blocked. This is typically illustrated as Barrier 10/100. | ||
| + | |||
| + | ==== Shell ==== | ||
| + | |||
| + | Shell operates similarly to Barrier, with some key differences. Shell provides a large amount of mitigation, which absorbs damage before affecting your HP or Wounds. Unlike Barrier, Shell does not have a strength factor - a Shell of 50 will absorb 50 damage in one go, if necessary. However, once Shell is used, it's gone. Additionally, | ||
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| A character may exchange two Key Skills gained from a Path for the [[chargen: | A character may exchange two Key Skills gained from a Path for the [[chargen: | ||
| </ | </ | ||
| + | |||
| + | ==== Skill Specializations ==== | ||
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| + | Furthermore, | ||
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| + | ---- | ||
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| [[chargen: | [[chargen: | ||
| + | ==== Talent Types ==== | ||
| + | |||
| + | Talents may be designated with a type such as (Ex) or (Su). Below is an explanation of what these indicators mean. | ||
| + | |||
| + | * **Extraordinary Abilities (Ex)** are non-magical abilities which are not subject to [[priority: | ||
| + | * **Spell-Like Abilities (Sp)** are effectively spells obtained from Talents. They are subject to being Counterspelled, | ||
| + | * **Supernatural Abilities (Su)** are magical, but not quite spells. Supernatural abilities are **not** subject to Spell Resistance or Counterspelling, | ||
| + | |||
| + | |||
| + | ---- | ||
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| + | |||
| + | ===== Weapons & Armor ===== | ||
| + | |||
| + | To use a piece of equipment, you must possess the Proficiency to do so. Proficiency may be gained from possessing the appropriate [[chargen: | ||
| + | Weapons and Armor may then be upgraded through [[equipment: | ||
