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chargen:common_terms [2025/04/12 06:15] – [Armor Class, Shields, and Concealment] elfinlockschargen:common_terms [2025/11/26 00:54] (current) – [Core Stats] elfinlocks
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   * **Base Attack Bonus** determines your effectiveness in combat.   * **Base Attack Bonus** determines your effectiveness in combat.
-  * **Hit Dice** is determines your [[game_systems:health|Hit Points]], saving throws, and your general robustness. +  * **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:magic:spells|Tier of Spell]] which you can cast.   * **Initiation Grade** determines the [[priority:magic:spells|Tier of Spell]] which you can cast.
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 | 44–45          | +17       | | 44–45          | +17       |
 </WRAP> </WRAP>
 +
 +----
 +
 +==== 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, or Charisma) to serve as your Secondary Modifier. This acts, as the name implies, as a second Ability Score which your Talents may scale off of. Once selected, this secondary mental ability score cannot typically be changed.
  
 ---- ----
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 These modifiers round to the **nearest whole number, rounding up from 5.** For example, a [[chargen:races:halfling|Halfling]] who wishes to raise his Strength from 8 to 10 would have to pay 10 Experience (8 * 1.2 = 9.6, which round to 10). Apply this 20% bonus or penalty to the **total experience spent** on the Ability Score, rather than per "tier." This may lead to Experience reshuffling during the course of the character's adventure. These modifiers round to the **nearest whole number, rounding up from 5.** For example, a [[chargen:races:halfling|Halfling]] who wishes to raise his Strength from 8 to 10 would have to pay 10 Experience (8 * 1.2 = 9.6, which round to 10). Apply this 20% bonus or penalty to the **total experience spent** on the Ability Score, rather than per "tier." This may lead to Experience reshuffling during the course of the character's adventure.
  
-===== 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:prowess|Base Attack Bonus]], [[:equipment|Equipment]], or [[:paths|Paths]], as an example. 
 + 
 +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 [[:equipment|Equipment]] or [[:paths|Talents]] is an Enhancement bonus. Enhancement bonuses come in two forms: **Flat** and **Dice**. Importantly, Enhancement bonuses of the same type do not stack with one another, but may work together otherwise. This means that you may have Enhancement bonuses which contribute to **different** rolls (such as your Saving Throws, Attacks, or Damage rolls), but you may never add an Enhancement Bonus of the same type (Flat or Dice) to the same roll. 
 + 
 +<WRAP center round info 80%> 
 +For example, if Crag the Barbarian possesses the [[paths:rage_path#mighty_rage|Mighty Rage]] Talent, he gains many hefty **Flat** bonuses - note that none of the listed benefits of the Talent are dice. This means that he could freely add Fire, Electricity, or other Dice-based Enhancement effects to his mighty war-axe, but he would gain no benefit from adding a flat bonus such as Masterwork to his attack or damage rolls, since he is already gaining a Flat bonus to both through his Mighty Rage. 
 +</WRAP> 
 + 
 + 
 +---- 
 + 
 +==== 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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 ==== Barrier ==== ==== Barrier ====
  
-Barrier represents a "shield" or "pool" of HP that mitigates damage. Usually, Barrier absorbs damage **before** your HP or [[game_systems:health|Wounds]], until the amount of Barrier is expended, or the duration of the Barrier expires. Certain effects may still bypass Barrier. Barrier effects do not stack unless they explicitly say otherwise.+Barrier represents a "shield" of HP which mitigates damage. Barriers are typically a small amount of mitigationand any excess damage applies to your HP or Wounds as normal. Barrier absorbs damage **before** your HP or [[game_systems:combat:health|Wounds]], until the Barrier is depleted. Certain effects may still bypass Barrier. Barrier effects do not stack - the highest Barrier overwrites any others. 
 + 
 +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, Shell typically lasts for just one round, unless stated otherwise. Shell does not stack with Shell - the highest one overwrites.
  
  
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 A character may exchange two Key Skills gained from a Path for the [[chargen:universal_talents#weapon_group_proficiency|Weapon Group Proficiency]] Universal Talent. Alternatively, they may exchange one Key Skill for the [[chargen:universal_talents#weapon_proficiency|Weapon Proficiency]], [[chargen:universal_talents#shield_proficiency|Shield Proficiency]], or an applicable [[chargen:universal_talents#armor_proficiency_light|Armor Proficiency]] Universal Talent. A character may exchange two Key Skills gained from a Path for the [[chargen:universal_talents#weapon_group_proficiency|Weapon Group Proficiency]] Universal Talent. Alternatively, they may exchange one Key Skill for the [[chargen:universal_talents#weapon_proficiency|Weapon Proficiency]], [[chargen:universal_talents#shield_proficiency|Shield Proficiency]], or an applicable [[chargen:universal_talents#armor_proficiency_light|Armor Proficiency]] Universal Talent.
 </WRAP> </WRAP>
 +
 +==== Skill Specializations ====
 +
 +Furthermore, skills may have **Specializations.** These represent focusing upon a particular aspect of the skill in question. Specializations must be very niche, but provide you a +5 bonus to checks with that skill, as long as it falls within your Specialization.
 +
 +
 +----
 +
  
  
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   * **Spell-Like Abilities (Sp)** are effectively spells obtained from Talents. They are subject to being Counterspelled, as well as to effects like Antimagic Fields. Casting a Spell-Like Ability provokes Attacks of Opportunity, and applies to the standard limit of one Spell per turn.   * **Spell-Like Abilities (Sp)** are effectively spells obtained from Talents. They are subject to being Counterspelled, as well as to effects like Antimagic Fields. Casting a Spell-Like Ability provokes Attacks of Opportunity, and applies to the standard limit of one Spell per turn.
   * **Supernatural Abilities (Su)** are magical, but not quite spells. Supernatural abilities are **not** subject to Spell Resistance or Counterspelling, but they **do not function** in areas where magic is suppressed, such as within an Antimagic Field. Supernatural Abilities are not spells, and thus may be used on the same turn on which a [[priority:magic:spells|Spell]] or Spell-Like Ability is cast.   * **Supernatural Abilities (Su)** are magical, but not quite spells. Supernatural abilities are **not** subject to Spell Resistance or Counterspelling, but they **do not function** in areas where magic is suppressed, such as within an Antimagic Field. Supernatural Abilities are not spells, and thus may be used on the same turn on which a [[priority:magic:spells|Spell]] or Spell-Like Ability is cast.
 +
 +
 +----
 +
 +
 +===== 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:universal_talents|Universal Talent]], or by expending free points gained from the [[priority:resources|Resources]] field of the [[:priority|Priority Chart]]. As indicated by these Proficiency Talents, [[equipment:weapons|Weapons]] and [[equipment:armornshields|Armor]] are separated into categories, such as Simple One-Handed weapons, Light armor, Shortbows, etc.
 +
 +Weapons and Armor may then be upgraded through [[equipment:mwk|Masterwork]] or [[equipment:weapons:weaponenchantments|Magic]]. Each of these represents improving the quality of your gear through mundane or magical means, and each can provide unique benefits to your gear. Both are treated as Enhancement bonuses.