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chargen:common_terms [2025/11/26 00:40] – [Enhancement Bonuses] 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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 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.
  
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 +----
 +
 +===== 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.
  
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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: