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chargen:common_terms [2026/03/09 16:06] – [Combat Styles] elfinlockschargen: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 [[:priority|]]:  +Your Core Stats are the four statistics found on the [[priority:prowess|]], [[priority:health|Hit Dice]], [[priority:magic#caster_level|Caster Level]], and [[priority:magic#initiation_grade|Initiation Grade]].
-[[priority:prowess|[[priority:prowess|Prowess]]]], [[priority:health|Hit Dice]], [[priority:magic#caster_level|Caster Level]], and [[priority:magic#initiation_grade|Initiation Grade]].+
  
   * **[[priority:prowess|Prowess]]** determines your effectiveness in combat.   * **[[priority:prowess|Prowess]]** determines your effectiveness in combat.
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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:prowess|[[priority:prowess|Prowess]]]], [[:equipment|Equipment]], or [[:paths|Paths]], as an example.+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|]], [[: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: 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).
 +
 +----
 +
  
 ===== 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.
 +
 +**See the [[game_systems:combat:actions|Action Types]] page for additional details.**
 +
 +----
  
  
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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:weapons:weapontraits#reach_rating|Reach]] may extend this Threat Range, which provides you with the option to perform Attacks of Opportunity (see below). Talents may additionally allow you to threaten with other weaponry, such as Bows. 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:weapons:weapontraits#reach_rating|Reach]] may extend this Threat Range, which provides you with the option to perform Attacks of Opportunity (see below). Talents may additionally allow you to threaten with other weaponry, such as Bows.
 +
 +
 +=== 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:universal_talents#combat_reflexes|Combat Reflexes]] Universal Talent. Attacks of Opportunity function as one of your normal Attack Actions would (thus, any Free Actions which modify an attack are fair game).
  
  
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-<WRAP right column round tip 60%> +==== Defense, Armor, Shields, and Concealment ====
-=== Attacks of Opportunity ===+
  
-Whenever a creature moves through your threatened areathey 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:universal_talents#combat_reflexes|Combat Reflexes]] Universal Talent.+creature's Defense determines how difficult it is to hit them with attacks. To successfully harm a foeyour Attack roll must meet or exceed the enemy's Defense score for the hit to land. Although [[equipment:armornshields|Armor]] protects you, you are generally just as easy to hit with or without itThus, Defense is measured by your martial [[priority:prowess|Prowess]]. 
 + 
 +<WRAP center round info 60%> 
 +To calculate your Defenseuse the following formula: 
 + 
 +**Defense = 10 + [[priority:prowess|Prowess]] + Dexterity modifier + [[:paths|Talents]] + [[game_systems:combat:status_conditions|Conditions]] + Circumstance**
 </WRAP> </WRAP>
  
-==== Armor ClassShieldsand Concealment ====+  * **All [[equipment:armornshields|Armor]]** provides **Armor Points (AP)**which provide a flat reduction to the damage an enemy can inflict upon you. They must break through your AP to harm you successfully. After doing soyou must repair your [[equipment:armornshields|Armor]] to restore its AP. Additionally, Armor provides **Damage Reduction**, or DR for short, to your Wounds. This means that any time you take [[game_systems:combat:health#wounds|Wound damage]], your [[equipment:armornshields|Armor]] reduces the incoming damage by its listed amount.
  
-**All Armor** provides an **Armor Class (AC) Bonus**, which provides flat numerical bonus against enemy attack rollsSome attack rolls are capable of penetrating your Armor Classstriking directly against your **Touch AC**. Such attacks are usually magical or caused by a firearm.+  * **[[equipment:armornshields|Shields]]** do //not// offer any AP Bonus - instead, a shield provides you with a **Parry Bonus**. Any attack made against 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 shieldA 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 wielderso more brittle shields may not last very long! Parries require quick reflexes, and thus your Armor Check Penalty applies to Parry attempts.
  
-**Shields** do //not// offer any AC Bonus - instead, a shield provides you with a **Parry Bonus**. Any attack made against a character wearing 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 rollthey successfully deflect the attack using the shield. A shield may be used to attempt to deflect number of attacks per turn equal to its Parry Bonus. When a shield is used to successfully deflect an attackthe shield takes the damage in place of its wielder, so more brittle shields may not last very longParries require quick reflexes, and thus your Armor Check Penalty applies to Parry attempts.+  * **[[game_systems:combat:combat_modifiers#combat_modifiers|Cover and Concealment]]** are unique conditions which can grant your character a bonus to their Defense, a percentage chance of not being hit at allor both
  
-**Concealment** is a unique status that can grant your character a bonus to their AC, a percentage chance of not being hit at allor both! Concealment is typically gained from hiding behind cover, or from magical effects.+  * **[[game_systems:combat:special_actions#total_defense|Total Defense]]** is an action you can take in combat, by spending [[chargen:common_terms#action_types|Half Action]]. Doing so grants you a +4 bonus to your Defense until the beginning of your next turn. You cannot make attacks of opportunity whilst in Total Defenseand you must spend additional [[chargen:common_terms#action_types|Half Action]] to maintain it for following rounds. You can't combine Total Defense with Defensive Fighting, Combat Stances, or Combat Styles. 
 + 
 +----
  
-**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 typically lasts for just one round, unless stated otherwise. Shell does not stack with Shell - the highest one overwrites.+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 itself - the highest one overwrites.
  
  
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 All Skills possess an associated [[priority:abilities|Ability Score]], which is listed on the page of the Skill in question. You may always add the appropriate Ability Score modifier to checks for a given skill. All Skills possess an associated [[priority:abilities|Ability Score]], which is listed on the page of the Skill in question. You may always add the appropriate Ability Score modifier to checks for a given skill.
  
-Secondly, some skills can make use of quality equipment or workshops. For example, possessing an appropriate set of Thieves' Tools grants you a +2 bonus to [[priority:skills:disable_device|]] skill checks.+Secondly, some skills can make use of quality equipment or workshops. For example, possessing an appropriate set of Thieves' Tools grants you a +2 bonus to [[priority:skills:repair|]] skill checks to disable a device.
  
 ==== Key Skills ==== ==== Key Skills ====