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| chargen:common_terms [2026/03/09 16:06] – [Combat Styles] elfinlocks | chargen:common_terms [2026/03/21 05:07] (current) – [Attacking] elfinlocks | ||
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| ===== Core Stats ===== | ===== Core Stats ===== | ||
| - | Your Core Stats are the four statistics found on the [[: | + | Your Core Stats are the four statistics found on the [[priority: |
| - | [[priority: | + | |
| * **[[priority: | * **[[priority: | ||
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| ===== Rolling the Dice ===== | ===== 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: | + | 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: | Notably, the D20 is capable of providing you with critical success or critical failure on a roll: | ||
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| In addition, you add your relevant Ability Score Modifier to each Saving Throw, to determine your total bonus. When making a Saving Throw, roll 1d20 and add your total bonus (Base Save + Ability Score Modifier). | In addition, you add your relevant Ability Score Modifier to each Saving Throw, to determine your total bonus. When making a Saving Throw, roll 1d20 and add your total bonus (Base Save + Ability Score Modifier). | ||
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| + | ---- | ||
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| ===== Combat ===== | ===== Combat ===== | ||
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| * **Free** - As the name implies, these actions are completely free, and you may usually take as many free actions as you wish per turn, at GM discretion. | * **Free** - As the name implies, these actions are completely free, and you may usually take as many free actions as you wish per turn, at GM discretion. | ||
| * **Immediate** - A special action type that takes place **outside** of your turn, at **any** point during combat. Using an Immediate Action takes your Swift Action from the following turn. | * **Immediate** - A special action type that takes place **outside** of your turn, at **any** point during combat. Using an Immediate Action takes your Swift Action from the following turn. | ||
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| + | **See the [[game_systems: | ||
| + | |||
| + | ---- | ||
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| When you are capable of hitting an opponent with a melee attack, this is referred to as your Threat Range (this is typically all of your adjacent squares, referred to as 5 ft. of Threat Range). Likewise, when you are in this position, you are Threatening the enemy or enemies. Weapons with [[equipment: | When you are capable of hitting an opponent with a melee attack, this is referred to as your Threat Range (this is typically all of your adjacent squares, referred to as 5 ft. of Threat Range). Likewise, when you are in this position, you are Threatening the enemy or enemies. Weapons with [[equipment: | ||
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| + | === Attacks of Opportunity === | ||
| + | |||
| + | Whenever a creature moves through your threatened area, they risk provoking an Attack of Opportunity from you. You may make a number of Attacks of Opportunity each round equal to 1 + your Dexterity modifier (minimum 0), and you may gain further Attacks of Opportunity by selecting the [[chargen: | ||
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| - | <WRAP right column round tip 60%> | + | ==== Defense, Armor, Shields, and Concealment ==== |
| - | === Attacks of Opportunity | + | |
| - | Whenever a creature | + | A creature's Defense determines how difficult it is to hit them with attacks. To successfully harm a foe, your Attack |
| + | |||
| + | <WRAP center | ||
| + | To calculate | ||
| + | |||
| + | **Defense = 10 + [[priority:prowess|Prowess]] + Dexterity modifier + [[: | ||
| </ | </ | ||
| - | ==== Armor Class, Shields, and Concealment ==== | + | * **All [[equipment: |
| - | **All Armor** provides | + | |
| - | **Shields** do //not// offer any AC Bonus - instead, a shield provides you with a **Parry Bonus**. Any attack made against a character | + | |
| - | **Concealment** is a unique status that can grant your character | + | |
| + | |||
| + | ---- | ||
| - | **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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| ==== 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, |
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| All Skills possess an associated [[priority: | All Skills possess an associated [[priority: | ||
| - | Secondly, some skills can make use of quality equipment or workshops. For example, possessing an appropriate set of Thieves' | + | Secondly, some skills can make use of quality equipment or workshops. For example, possessing an appropriate set of Thieves' |
| ==== Key Skills ==== | ==== Key Skills ==== | ||
