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| chargen:common_terms [2025/09/10 00:44] – [Barrier] elfinlocks | chargen: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: | + | * **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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| + | ==== Secondary Attribute Modifiers ==== | ||
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| + | 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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| + | ---- | ||
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| ==== Racial Bonuses and Penalties ==== | ==== Racial Bonuses and Penalties ==== | ||
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| - | ===== Enhancement Bonuses | + | ===== Rolling the Dice ===== |
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| + | 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: | ||
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| + | Notably, the D20 is capable of providing you with critical success or critical failure on a roll: | ||
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| + | * 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. | ||
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| + | ---- | ||
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| + | ==== Enhancement Bonuses ==== | ||
| Most bonuses provided by [[: | Most bonuses provided by [[: | ||
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| - | ===== Saving Throws | + | ==== 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 " | + | 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. | 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. | ||
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| ==== Shell ==== | ==== 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 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, |
