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game_systems:experience [2023/04/30 06:21] – created elfinlocksgame_systems:experience [2025/04/09 05:06] (current) – [Prowess] reon
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-Experience test+====== Experience ====== 
 + 
 +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.  
 + 
 +===== Hit Dice ===== 
 + 
 +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. 
 + 
 +===== Base Attack Bonus ===== 
 + 
 +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. 
 + 
 +===== Paths and Talents ===== 
 + 
 +[[:paths|Paths]] offer a way for you to select special abilities which make your character uniquely yours. Paths offer entirely distinct abilities, and are a major factor in determining what a character is capable of! Each Path must be unlocked, unless you receive some for free from selecting a high Potential on the [[:priority|Priority Table]]. 
 + 
 +**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. 
 + 
 +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, every Path offers you a collection of **Key Skills.** These are skills which followers of your Path are considered to be particularly adept in. For every Key Skill in a Path that you’ve unlocked, you gain a +3 Keyed Skill Bonus (this does not stack with other Keyed Skill Bonuses, meaning that if you have unlocked a given skill as a Keyed Skill twice, such as from taking two Paths which provide the same Key Skill, you will still only have a +3 Keyed Skill Bonus for that skill). 
 + 
 +===== Skills ===== 
 + 
 +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:skills|Skill]] at character creation, but after the game begins you may have as many ranks as you can afford. 
 + 
 +===== Magic ===== 
 + 
 +[[priority:magic|Magic]] possesses numerous fields which must be attended to during Character Creation. The first of these fields is your Caster Level. This field dictates a character’s base power in magical arts, including the most powerful spells which the character is capable of casting.  
 + 
 +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). 
 + 
 +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.  
 + 
 +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.  
 + 
 +You may purchase additional Cantrips for 2 EXP each, as many times as you wish. 
 + 
 +===== Ability Scores ===== 
 + 
 +You may also spend Experience to increase your [[priority:abilities|Ability Scores]], though this gets quite expensive. Raising an Ability Score costs an amount of Experience equal to 3 * (New Ability Score), and must be paid each time that you increase the score. For example, raising an Ability Score from 20 to 23 costs a total of 198 EXP. You may raise your Ability Scores as high as you wish!