Aderon Patch Notes (Public Access: RO Owner:aderon)


Rules clarification and Updates here

Patch 9/29/12

All Classes are changing to match Pathfinder. With the follow exceptions:

Ranger


Wizard:




Skill max ranks are now equal to level (not level +3) adjust accordingly.

Tumble, jump and balance have been combined into the acrobatics skill(dex).

Turning Check New Rules: Roll on the table, result is the maximum number of hit dice you can affect. All creatures affected suffer the turn results.

Power attack Clarifications and updates:
Power attack - Standard ability for all characters: Full round action, requires a weapon that can be wielded in two hands. Add your strength to armor penetration. Requires a full round action and may not make attacks of opportunity.

Feats for power attack:



Feat changes and additions:





Counterattack action removed




 




Armor Changes and clarifications: ACP does not reduce Defense. Armor no longer reduces base movement speed - Max run multipliers still apply. Maximum Dexterity bonus effects Defense (If max Dex is 0, no Dex may be applied to Defense).
All armor values are being increased by 2 points.
Example new armor values:



Armor Damage: Any time an opponent’s AP equals your Armor Value the armor suffers from 1d6 points of Armor Value damage until repaired.

New and clarified armor penetration rules: For every size above medium grant a +2 AP for creatures with natural attacks. (Large +2, Huge +4) Magical weapons have an AP bonus equal to their enchantment bonus(+1, +2...) Weapons have 2 points of AP for each size category above medium (Large +2, Huge +4) unless otherwise stated. All piercing weapons have an AP of 1 unless otherwise stated.**Large Piercing weapons have a default of +3 AP**

New Guild Rules: Due to the fact that we don’t often get a chance to play, guilds will undergo new rules for the time being.



Revised rules of arcane magic for Aderon -

Summary of Changes:




Energy - Required to cast spells. Each wizard gains a certain amount each level (example given below.) Spells cost 1/lvl + 1/round for concentration spells. 1 ‘free’ energy can be used as an attack: 60ft RI 1d6 + int dmg attack. Ranged attack as normal, no AP.

Energy is not depleted until a spell of some kind is fully cast. Energy can be ‘free’ as in not prepared into a spell, ‘prepared’ as in prepared for a spell, but not yet cast, and ‘used’ as in used in the casting of a spell, and is now depleted from your pool. Used energy regenerates slowly.  

Energy regenerates at rate of lvl/week or lvl/day if 24 hours is spent in meditation. May be drained from helpless wizards, scrolls, and energy gems.

**Note on tracking: Track your total Free energy pool, reduce it for each spell of you have prepared; keeping track of your prepared spells much like normally spell preparation.




Energy drain: Used with energy gems without check. Requires a standard action.






Energy storing items -


**Wands and staves regenerate at a rate of LvL per day. So a LvL 5 wand would regenerate 5 energy/day. A wizard may also expend some of his own energy to regenerate a wand/staff.






Enchanted wizard items: Wizards have spells that can use specially prepared equipment to give it magical effects. While the item is enchanted the wizard must retain a certain amount of personal(can not be prepared by wands/staves) energy for the ongoing effect. If the wizard decides to drop the effect the energy becomes used and must be recovered as normal.  Example: Lvl 1 spell: Mage armor. *enchants a piece of clothing to grant magical protection* Energy to prepare: 1, spell is in effect as long as the energy remains prepared. Requires garments that are worth at least 10GP, and are specially prepared. Note: These kind of ‘enchantment’ spells can never be re-prepared as seen below. Also, only the wizard whose energy is used to prepare the item can use the object.

Preparation: Spells are prepared, normally, before going off on adventures or combat by casting most of the spell and having it be activated by a special trigger, such as a hand symbol, verbal component, or material component. Spells have a casting time of 10 minutes/lvl unless otherwise noted. Spells that are prepared require energy to be ‘prepared’ equal to the spell level, unless otherwise noted. Energy that is ‘prepared’ can not be used for any other purpose other than what it was prepared for. Once prepared energy is cast it becomes used/ depleted.  Some spells can not be prepared ahead of time, these are special cases which will be noted.

NOTE: A wizard may memorize up to 1.5 x Wizard Level rounded down in spells. Each Wand/staff may retain up to its level in spells. (i.e. LvL 5 wand can hold up to 5 spells)

Re-preparing: Any spells not used may be re-prepared. A spell not used may be dismissed and the wizard regains the full energy as ‘free’ energy that can be used to prepare a different spell. Takes full round action.

Starting: Wizard Energy     Max # Spells Mem    Max Spell Level     Max # SP. Wand/Staff
LvL 1:        1            1            1            1
LvL 2:     2            3            1            2
LvL 3:        4            4            2            3
LvL 4:     7            6            2            4
LvL 5:     11            7            3            5
LvL 6:     16            9            3            6
LvL 7:        22            10            4            7
LvL 8:     29            12            4            8   
LvL 9:     37            13            5            9
LvL 10:    46            15            5            10
LvL 11:     48            16            6            11
LvL 12:    50            18            6            12   
LvL 13:     52            19            7            13
LvL 14:     54            21            7            14
LvL 15:     55            22            8            15
LvL 16:    56            24            8            16   
LvL 17:     57            25            9            17
LvL 18:    58            27            9            18
LvL 19:     59            28            10            19
LvL 20:      60            30            10            20   



Casting and Combat: Wizards are mighty, and powerful, but casting a spell in combat is a very dangerous thing.





 

Patch 1/14/12

Patch 11/18/11

Patch 10/01/11

Patch 10/21/11


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