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chargen:common_terms [2026/03/13 19:21] – [Defense, Armor, Shields, and Concealment] elfinlockschargen:common_terms [2026/05/04 21:44] (current) – [Ability Scores] elfinlocks
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   * **Intelligence (INT)** is used for many skills, and is the most common [[priority:magic:casting_traditions|Primary Casting Attribute]].   * **Intelligence (INT)** is used for many skills, and is the most common [[priority:magic:casting_traditions|Primary Casting Attribute]].
   * **Wisdom (WIS)** is used for Reflex saving throws, valuable skills like [[priority:skills:perception|Perception]], and is occasionally used by spellcasters.   * **Wisdom (WIS)** is used for Reflex saving throws, valuable skills like [[priority:skills:perception|Perception]], and is occasionally used by spellcasters.
-  * **Charisma (CHA)** is used for Will saving throws, as well as social skills such as [[priority:skills:diplomacy|Diplomacy]], and is often a spellcasting ability like INT and WIS.+  * **Charisma (CHA)** is used for Will saving throws, as well as social skills such as [[priority:skills:negotiate|Negotiate]], and is often a spellcasting ability like INT and WIS.
  
 All Ability Scores possess a **modifier**. This is the bonus or penalty you receive from that particular ability score, and serves as a direct reflection of how strong or weak you are in that Ability: All Ability Scores possess a **modifier**. This is the bonus or penalty you receive from that particular ability score, and serves as a direct reflection of how strong or weak you are in that Ability:
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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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   * **[[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.   * **[[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 ====
  
-Your [[priority:health|Hit Dice]] determines your total Health. Typically, a character has HP + their CON modifier for every Hit Die they possess (for example, if you possess 2 HD and 14 CON, you have 16 (HD x2) + 4 (+2 CON bonus on each HD) = 20 HP).+Your [[priority:health|Hit Dice]] determines your total Health. Typically, a character has 10 HP + their CON modifier for every Hit Die they possess (for example, if you possess 2 HD and 14 CON, you have 20 (HD x2) + 4 (+2 CON bonus on each HD) = 24 HP).
  
 ==== Barrier ==== ==== Barrier ====