Differences
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| priority:bab [2026/02/13 02:14] – created reon | priority:bab [2026/03/09 04:45] (current) – Replacing BaB abbreviation with Prowess elfinlocks | ||
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| - | By spending Experience on your Base Attack Bonus (or BaB), you increase the limit to the amount of Attack Bonus you may have. While BaB does not directly increase your odds of hitting it allows you to have greater potential to be accurate with attacks. It is a sign or martial potential and overall maximum skill with striking a foe. | + | By spending Experience on your [[priority: |
| ==== Attacks ==== | ==== Attacks ==== | ||
| - | Attack Roll Limit (or ARL) is equal to twice your Base Attack Bonus (**BaB x 2 = Attack Limit**). Only Circumstane bonuses may break the limit. A tactical advantage such as Flanking is not limited purely by skill. There are some affects that may alter your limit outside of only BaB. Spells and Spell-like Abilities do not adhere to this limit and instead likely use Caster Level or Spell Attack Rules. | + | Attack Roll Limit (or ARL) is equal to twice your [[priority: |
| <WRAP center round info 80%> | <WRAP center round info 80%> | ||
| - | (Example: Davies has a 5 BaB, a 20 Str, and 20 Ranks in the Blades Skill. When attacking with his longsword his total bonus is equal to +15, however his BaB limits him to a maximum of +10. Therefore his bonus on attack rolls would be +10 when making an attack). | + | (Example: Davies has a 5 [[priority: |
| </ | </ | ||
| <WRAP Round Box> | <WRAP Round Box> | ||
| - | **Attack Bonus = BaB + Ability + Skill Ranks/2 + Enhancement + Conditions + Circumstance (Max Limit)** | + | **Attack Bonus = Ability + Skill Ranks/2 + Enhancement + Conditions + Circumstance (Max Limit)** |
| </ | </ | ||
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| ==== Defense ==== | ==== Defense ==== | ||
| - | BaB is added directly to your Defense (AC) and a Dodge Bonus. When calculating Defense you add your BAB as a Dodge bonus to Defense. | + | [[priority: |
| <WRAP center round info 80%> | <WRAP center round info 80%> | ||
| - | If Carl has a Bab of 8 and a 14 Dex and no other conditions or bonuses; his Defencse (AC) would be a 20. | + | If Carl has a [[priority: |
| </ | </ | ||
| <WRAP Round Box> | <WRAP Round Box> | ||
| - | **Defense = 10+ BaB + Dex + Talents + Conditions + Circumstance** | + | **Defense = 10+ [[priority: |
| </ | </ | ||
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| ==== Tactics Points (TP) ==== | ==== Tactics Points (TP) ==== | ||
| - | When selecting | + | When selecting |
| - | Tactics Points (TP) is used to performs extraordinary martial feats. It is most often used to activate Talents. TP costs 1 [[game_systems: | + | Tactics Points (TP) is used to performs extraordinary martial feats. It is most often used to activate Talents. TP costs 1 [[game_systems: |
| Tactics Points regenerate an amount equal to your Intelligence modifier each hour. Some abilities may drain your TP but there' | Tactics Points regenerate an amount equal to your Intelligence modifier each hour. Some abilities may drain your TP but there' | ||
| - | ===== EXP Cost per Base Attack Bonus ===== | + | ===== EXP Cost per [[priority: |
| <WRAP tablewidth 20%> | <WRAP tablewidth 20%> | ||
| {{tablelayout? | {{tablelayout? | ||
| - | ^ BaB ^ Exp Cost | Total Free TP | | + | ^ [[priority: |
| ^ 1 | 20 | 5 | | ^ 1 | 20 | 5 | | ||
| ^ 2 | 20 | 10 | | ^ 2 | 20 | 10 | | ||
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| ==== Weapon Skills ==== | ==== Weapon Skills ==== | ||
| There are 8 weapon skill that dictate the natural skill and proficiency with select weapon groups. Every 2 Ranks in a Weapon Skill grants a +1 on Attacks with the selected weapon. | There are 8 weapon skill that dictate the natural skill and proficiency with select weapon groups. Every 2 Ranks in a Weapon Skill grants a +1 on Attacks with the selected weapon. | ||
| + | * Blades | ||
| + | * Axes | ||
| + | * Clubs | ||
| + | * Polearms | ||
| + | * Chain | ||
| + | * Bows | ||
| + | * Firearms | ||
| + | * Exotic | ||
| + | * Magic | ||
| + | |||
