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chargen:common_terms [2026/03/13 19:17] – [Shell] elfinlockschargen:common_terms [2026/03/21 05:07] (current) – [Attacking] elfinlocks
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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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-----+=== 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).
  
-<WRAP right column round tip 60%> 
-=== 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. +---- 
-</WRAP>+
  
 ==== Defense, Armor, Shields, and Concealment ==== ==== Defense, Armor, Shields, and Concealment ====
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   * **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 so, you 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 [[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 so, you 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.
  
-  * **Shields** do //not// offer any AC Bonus - instead, a shield provides you with a **Parry Bonus**. Any attack made against a 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 shield. A 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 wielder, so more brittle shields may not last very long! Parries require quick reflexes, and thus your Armor Check Penalty applies to Parry attempts.+  * **[[equipment:armornshields|Shields]]** do //not// offer any AP Bonus - instead, a shield provides you with a **Parry Bonus**. Any attack made against a 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 shield. A 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 wielder, so more brittle shields may not last very long! Parries require quick reflexes, and thus your Armor Check Penalty applies to Parry attempts.
  
-  * **Concealment** is a unique status that can grant your character a bonus to their AC, a percentage chance of not being hit at all, or both! Concealment is typically gained from hiding behind cover, or from magical effects.+  * **[[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 all, or both!  
 + 
 +  * **[[game_systems:combat:special_actions#total_defense|Total Defense]]** is an action you can take in combat, by spending a [[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 Defense, and 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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 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 ====