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| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| game_systems:experience [2026/03/09 04:43] – Replacing BaB abbreviation with Prowess elfinlocks | game_systems:experience [2026/03/09 05:37] (current) – hyperlinking CL page elfinlocks | ||
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| ===== Hit Dice ===== | ===== Hit Dice ===== | ||
| - | By spending Experience to increase your Hit Dice, you gain 10 extra hit points, plus your Constitution modifier. In addition, your Base Saves increase! Base saves are added to all saving throws and are equal to half your HD rounded down. 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. | + | By spending Experience to increase your [[priority: |
| If you need more Hit points they can purchased at a rate of 2 HP per EXP spent. You can only ever have a maximum HP equal to 20 times your HD | If you need more Hit points they can purchased at a rate of 2 HP per EXP spent. You can only ever have a maximum HP equal to 20 times your HD | ||
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| If you need more base saves they are bought per Save (Fortitude, Reflex and Will) at a rate of 1 bonus per 2 EXP with a maximum (Including base) equal to your HD. | If you need more base saves they are bought per Save (Fortitude, Reflex and Will) at a rate of 1 bonus per 2 EXP with a maximum (Including base) equal to your HD. | ||
| - | ===== [[priority: | + | ===== Prowess ===== |
| By spending Experience on your [[priority: | By spending Experience on your [[priority: | ||
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| ===== Magic ===== | ===== Magic ===== | ||
| - | [[priority: | + | [[priority: |
| - | 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). | + | For each [[priority: |
| 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, 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. | + | 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 [[priority: |
| You may purchase additional Cantrips for 2 EXP each, as many times as you wish. | You may purchase additional Cantrips for 2 EXP each, as many times as you wish. | ||
