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| game_systems:experience [2023/04/30 06:21] – created elfinlocks | game_systems:experience [2025/04/09 05:06] (current) – [Prowess] reon | ||
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| - | Experience | + | ====== |
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| + | All new characters in PathRunner begin with 100 Experience points, which may be spent on all manner of things. Below is a brief outline of the sort of things you may buy. | ||
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| + | ===== Hit Dice ===== | ||
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| + | By spending Experience to increase your Hit Dice, you gain 8 extra hit points, plus your Constitution modifier. In addition, your Base Saves increase! This is a very valuable field for keeping your character in the adventuring business and avoiding an untimely demise. Certain Talents are locked behind the number of Hit Dice you possess, making this a valuable field in many ways. | ||
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| + | ===== Base Attack Bonus ===== | ||
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| + | By spending Experience on your BaB, you gain a universal modifier to all of your attack rolls called a Base Attack Bonus and grant additional TP. This field is a powerful way to increase your character’s martial skill with weaponry, and is also a requirement for many powerful abilities. | ||
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| + | ===== Paths and Talents ===== | ||
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| + | [[: | ||
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| + | **The cost to unlock new paths is 10 * the number of paths they currently possess.** For example, if a character with D in Potential wishes to unlock a third Path, they must spend 10 * 2, or 20 EXP. On account of this, all characters begin with one free Path of their choosing. | ||
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| + | After unlocking a Path, you may begin to purchase **Talents** within the Path. Some Talents are locked behind others in a particular order, this is known as a Trail of Talents. Additionally, | ||
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| + | ===== Skills ===== | ||
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| + | If you didn’t get enough Skill Ranks from the Priority Table, you may purchase extra Skill Ranks with EXP, both during and after character creation. You may have a maximum of 20 ranks in any [[priority: | ||
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| + | ===== Magic ===== | ||
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| + | [[priority: | ||
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| + | For each Caster Level, there is a corresponding Tier of Mana, which dictates the amount of magical energy you possess, and can in turn spend on casting spells. To cast a spell, you must spend a number of Mana Points (MP) equal to the Spell Tier (however, sometimes spells can have variable mana costs not correlated with their Tier). | ||
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| + | Lastly, you must spend Experience on the Spells themselves - learning a new spell costs 2 * (Spell Tier) EXP. For example, Fireball is a Tier 3 spell, and due to this costs 6 EXP to learn. | ||
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| + | Lastly, your Magic Priority selected on the Priority Chart does grant you a modicum of natural magical abilities, in the form of Cantrips. Cantrips are weak spells which you may cast at will - as much as you wish - without spending any Mana. | ||
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| + | You may purchase additional Cantrips for 2 EXP each, as many times as you wish. | ||
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| + | ===== Ability Scores ===== | ||
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| + | You may also spend Experience to increase your [[priority: | ||
