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
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Favored enemy is changed to Target: 1/day +1 whenever a new favor enemy would be gained. Select a target, that target is marked for the rest of combat. Allows you to reroll a single attack each round vs that target. You may only have 1 target at a time.
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Favored Terrain: Changed to commune with nature 1/day +1 whenever a new favored terrain would be gained. May ask simple questions of plants, animals or even natural stone.
Wizard:
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Arcane school ability removed
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Cantrip ability has been modified to match the spell rules below.
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Scribe scroll ability has been changed to match the rules below.
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:
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Improved Power attack: Requires a Strength of at least 12. Add your BAB to armor penetration in addition to your strength.
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Heavy hitter: Requires a +5 BAB and Improved power attack. Allows you to multiple you strength damage modifier by 1.5 when power attacking.
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Frenzied Power Attack: Requires a +8 BaB and Improved power attack. You may get up to your normal number attacks while power attacking, but suffer a -4 to hit on each attack and count as flat footed until your next action. Note: You will count as flat footed even if you have powers that would normally negate this effect, such as uncanny dodge.
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Power attack mastery: Requires a +8 BAB and Improved power attack. You do not lose your AoO when power attacking.
Feat changes and additions:
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Weapon finesse - May add your Dex to weapon damage instead of your strength for light weapons.
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Improved Critical - Requires BAB +8 - May adjust your critical result roll by 1 or reduce it by 1 after it is rolled.
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UNARMED COMBAT HAS BEEN REMOVED - Improved grapple does not have a prerequisite.
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Endurance: In addition to what the feat normally does, makes player immune to the effects of wounded.
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Die Hard: If brought to near death may make a FORT save DC damage done. If saved ignore the effects of near death. If brought below 0 may make a save DC 10+damage done to continue to fight without bleeding out.
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Spell Mastery: May choose a single spell each time this feat is gained. Must be for a spell that is already known to the wizard. The wizard may use free energy to quickly prepare the spell taking only 1 full round action.
Counterattack action removed
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New actions:
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Parry: Requires melee weapon. Partial held action. Used against melee attacks only. Requires at least 1 available attack action to be held, up to maximum number of attacks for that round can be held. When attacked may choose to use a held parry, before the opponent's attack roll is made, and roll an opposing attack roll to negate the attack.
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If attacker or defender wins by 10 or more he may make a free disarm check.
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If a parry is failed vs a power attack the attacker may make a free sunder attempt.
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Parry modifiers: You do not suffer a -4 for parrying with a light weapon; however, an attacker with a weapon that is one or more size category above medium causes you (the defender) to get a -2 to parry per size category of the attacker’s weapon(-2 large, -4 huge etc..) If you fail to parry AND the attacker’s roll is equal to your DEFENSE he counts as successfully hitting you as if it was a normal attack roll.
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Critical Parry: If you successfully parry, and you roll a natural 20 you may take a free attack action.
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Block: Requires a shield. Grants a Parry action if not used to attack that can be used each round.
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Fight Defensively
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Total Defense
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Cast Defensively
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:
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Chain Shirt: 5 to 7
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Breastplate: 7 to 9
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Full plate: 12 to 14
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.
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Guild Levels: To raise a level in a guild you need a number of GUILD POINTS equal to the level you want to raise to. (e.g. if you are lvl 5 paladin and want to be level 6 you need 6 guild points) Guild points are consumed upon leveling. Your guild level may NOT exceed your class levels.
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Guild Points: Guild points are earned for doing guild related tasks, either having to do with the purpose of your guild or quests etc.. The requirements normally given for each guild level will now reward 1+ GP. To spend guild points you require your guild item.
Revised rules of arcane magic for Aderon -
Summary of Changes:
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No longer need to roll to cast spells.
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Spells are no longer unlimited cast.
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Spell failure checks are rolled any time a spell is interrupted or otherwise fizzles.
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Material components are all reduced to a component bag costing, normally, 2 GP and has 20 charges.
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The bag of reagents is required for all spells to be cast, except where noted (reagents are used at the time of casting. *see below*)
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Certain spells require expensive/rare items that are not provided in the component pouch. Such items are still required for those spells.
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0th lvl spells no longer exist, replaced with a basic wizard power called cantrip - can make the effects of prestidigitation, open/close, mage hand, etc..
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Light spell- Lvl 1 spell 15ft radius + 5ft/at 2nd, 4th, 6th, 8th, 10th, 12th. Last for 10 minutes a LvL
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.
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Example: The Wizard Exemplum is LVL 5. He likes to track his energy as follows:
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Energy (11) 5 ← (Total) Current (‘free’) energy
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Prepared spells: LvL 3: Fireball Lvl 2: Invisibility Lvl 1: Magic Missile. ← (Exemplum knows that he has 6 energy currently ‘prepared’ because he has a lvl 3, lvl 2, and lvl 1 spell memorized.)
Energy drain: Used with energy gems without check. Requires a standard action.
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Against a living wizard: May not be done.
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Against a living, but helpless wizard: requires opposed WILL checks. May only try once every 24 hours if defending wizard succeeded on will save. Ties go to defender. If attacking wizard beats defending wizard may drain 1 energy/lvl up to that wizards remaining energy stores, including energy placed in prepared, but unused spells.
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Against a dead wizard: No check is required. Wizards that are dead retain their stored and prepared spell energy for 1 hour/wizard lvl. Within that time frame the energy can be harvested up to the full stored amount. After the allotted time is up the energy disperses and can not be recollected.
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Scrolls: Energy can be drained from a scroll if a successfully WILL check is made - DC 10+ LvL of scroll spell. If the attempt is failed the scroll is destroyed along with its contained energy. Scrolls only give energy equivalent to ½ of their spell level rounded down. (e.g. a Lvl 4 spell scroll will grant 2 points of energy)
Energy storing items -
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Wands LvL 1-10, store energy equivalent to wizard of same level Example, LvL 5 wand would have 11 stored energy. *Note: A lvl 6+ wand is considered an artifact, and is hard to find. Only 1 level 10 wand is known to exist; it is called the Wand of Time - legendary wand once possessed by Sala’Akhem, though never found when he died.
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Staves - LvL 11-20 store from lvl 11-20 wizards levels worth of energy.*Note: Staves are powerful magic items that are considered rare. Lvl 16+ staves are considered legendary artifacts, and almost never found.
**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.
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How to use a wand/staff:
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Attunement: A wand or staff has to become attuned with a wizard requiring a knowledge(arcane) DC 20+lvl of wand/staff. Each check requires 1 hour to perform.
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Stealing a Wand/Staff: A wand/staff attuned to another living wizard can be stolen if the wizard makes an opposed Will save against the wand/staff’s owner. If the item is stolen the owner can make a DC 25 - lvl wand/staff perception check to notice the loss of attunement. Attempting to steal a wand/staff takes 1 hour to perform and may only be done once every 24 hours if failed. A perception attempt can be made at a DC of 25 - how much defender won by, for each failed attempt (e.g. Wizard 1 tries to steal Wizard 2’s wand. Wizard 1 rolls a total of 10, Wizard 2 rolls a total of 20, Wizard 2 wins by 10 points and can make a perception check at DC (25-10) 15 to notice someone is trying to steal his wand, though he does not know who exactly)
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Preparing wands/staves: Wands and staves are used to prepare wizard spells that are retained within the wand/staff itself. The spell can only be cast while the wand/staff is being wielded. A wizard may only prepare spells that the wizard knows. If a spell the wizard does not know is stored within the wand/staff the wizard may make a knowledge(arcane) check at DC 20+spell level to see if they can identify the spell. If they can not identify the spell they may not cast or re-prepare it. Only 1 check can be made per spell, until the skill is increased somehow. A wand/staff may not be drained of its energy for a wizards personal stores. Note: A wizard can have only 1 wand and staff attuned to him at any given time (one of each.)
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Scrolls: A scroll is a way for a wizard to use excess energy during downtime. A scroll is a prepared spell that can hold a spell without continuing to cost the wizard upkeep energy. Scrolls require a scribe’s kit to make. Scrolls take 1 day/spell lvl and 1 charge of the scribe kit/spell level to make. Scrolls require a full round action to cast in combat.
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Scribe’s kits cost 200gp and have 10 charges. Scrolls also cost energy equal to preparing the spell normally, however, the energy is considered ‘used’ and can be replenished. Scrolls can not be made with any type of energy other than personal energy. (No wands, staves, other scrolls etc...)
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Spell Stones - (mana potions) may be used to recharge wizard or other storing items. Regenerates 1d8 energy/lvl up to lvl 5. Once depleted a storing stone turns to dust. Spell stones cost 50 gold/lvl. Spell stones take a standard action to use. **Spell stones are often fashioned into amulets, rings, or other pieces of jewelry so they are readily accessible for emergency circumstances.**
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.
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Casting in melee: ALL spells provoke attack of opportunities in melee. This includes spell like abilities, such as dragon’s breath. If the wizard takes any damage they may make a WILL save at DC 5+Damage + Spell level to be able to cast. The DC adds all damage taken right before the wizard tries to cast the spell. (e.g. 5 goblins get attacks of opportunity on wizard Fubar, 3 hit causing 3, 4, & 2 damage respectively. The DC will equal (3+4+2) 9 + 1 (the level of spell Fubar is trying to cast) totaling 10.)
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Being interrupted: A wizard requires a concentration check for any action that may interrupt him, such as damage, or losing line of sight to his target, falling, loud noises etc... These will be governed by base DCs as follows Easy: 5 Medium: 10 Hard: 20 (+ spell level)
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Counterspell: A wizard may hold a special action that allows him to attempt to counter an enemy spellcaster. The Wizard must have free energy, or prepared energy, equaling the spell level that he is attempting to counter. The two wizards will then roll opposing Knowledge(arcana) checks, ties go to the caster. If the spell is successfully countered the enemy wizard loses that spell, and the prepared energy for that spell becomes used. The defending Wizard loses the equivalent energy whether he wins or loses, unless he has the improved counter spell feat. If the wizard has the feat, and the spell is successfully countered the defending wizard loses no energy or prepared spells.
Patch 1/14/12
Patch 11/18/11
Patch 10/01/11
Patch 10/21/11
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