Aderon Rules (Public Access: RW Owner:aderon)


Andaria Rules and Updates

Updated Rules:

Feats:

*If a power attack APV is double a targets AV then that armor is sundered for the remainder of the battle. This does not apply to natural armor and magical armor may have exceptions.

 

**If a counter parry is performed and failed vs a Power attack the attacker may attempt to sunder the weapon along with any other result from the attack roll.

 

Counter Clarifications:

*Characters may now only make a single Counter attack per round no matter how many AoO they have. Counters still use AoO.

 

Armor Update: Armor DC has been changed from DC 20 to DC 21. So in order to ignore incoming damage you must roll 1d20+AV = 21.

 

Armor Values:

 

Weapon Damage Update:

 

Updated Critical Failure Table:

  1. Weapon Dropped/fumbled/hurrled away 2d6 square, scattered

  2. Friendly fire or self attack (roll an attack vs closest ally or if none, self)

  3. Weapon damaged, suffers a -4 until repaired. Self Damage No Save if natural weapon.

  4. Flop, attacker trips up and falls prone

  5. Opponent may make a free attack action. Does not cost a AoO.

  6. Mult-fumble, roll twice adding both.

 

Updated Ranged Critical Failure Table:

  1. Ammo spilled/weapon fumbled. Ammo, arrows/quarrels spill out requiring move actions to clean or use or the weapon is fumbled 2d6 squares.

  2. Friendly fire or self attack (roll an attack vs closest ally or if none, self)

  3. Bows/crossbows may not be used until repaired. If spell you take 1d4 points of damage per spell level, no save.

  4. Weariness: "Your hands hurt and you grow tired of all this ranged play". -4 to all ranged attacks.

  5. Lost footing, -4 to defense until the next turn.

  6. Mult-fumble, roll twice adding both.

 

Updated Critical Hit Table:

  1. Enemy armor is bypassed: if a power attack was used the armor is also sundered. does not apply to natural armor

  2. A single damage die is maxed before damage is rolled. Ex. Greatsword : 2d6 may choose 1d6 to be a 6, the other d6 must roll normally.

  3. Stunned for 1 round.

  4. Knocked Down.

  5. May make a sunder/disarm attempt vs enemy at +4. Creatures with natural weapons treat this like a roll of 2 on the critical hit table.

  6. Pushback: Reflex or Fortitude VS DC 10+damage done or be pushed back 5ft/per 5 damage. Target must also make a balance check VS damage done or be knocked prone.

  7. Crippling Blow

  8. Roll twice on the table

 

Crippling Blow Table:

  1. Head

    1. Blinded Fort VS 10+ damage done or become blinded for the combat. A system shock check fort DC Damage done must be made later to determine whether it is permenant or not.

    2. Stunned Fort VS 10+damage done or become stunned for 1 round per 5 damage, minimum 1, round down. ex. Damage 14 = 2 rounds of stun.

    3. Deafened Fort VS 10+damage done or become deafened for the combat. A system shock check fort DC Damage Done, must be made later to determine whether it is permenant or not.

    4. Killing Strike: Fort save VS damage done or be dropped to -5 HP.

  2. Left Arm

  3. Right Arm

    1. Drop held item: Ref save VS damage done or drop item in hand

    2. Weakened, -2 to actions involving the limb- no save (if rolled twice on the same limb it goes to -6)

    3. Disabled, -6 to actions involving the limb – no save (if rolled twice on the same limb it goes to severed/crushed but you still have the -6 to the fort save)

    4. Severed/crushed : Fort save VS damage done or lose the limb.

  4. Body

    1. Winded : Fort save VS damage done or be only capable of making single actions for the next 1d6 rounds.

    2. Bleeding: Fort save VS 10+damage done or continue to lose 1hp/rnd until dead or bleeding is stopped.

    3. Solid strike: Fort save VS 10+damage done or be knocked prone and stunned for 1d6 rounds

    4. Gutted/serious injury: Fort save VS damage done or be dropped to -5 HP

  5. Left Leg

  6. Right Leg

    1. Triped: Ref VS damage done or fall prone

    2. Slowed: Move at 1/2 speed for the rest of combat – no save(if rolled twice for the same limb this becomes a result #3)

    3. Disabled: Move at 1/4 speed for the rest of combat – no save(if rolled twice for the same limb this becomes a result #4 rolled at a -6)

    4. Severed/crushed: Fort save VS damage done or lose the limb.

 

Updated Critical Spell failure: If a 1 is rolled when casting a spell a critical failure happens. If the result is still enough to cast the spell the spell will still go off,except in the result of a catastrophic failure. If, for any reason, a caster recieves a minus to casting the spell his failure range increases by 1 point per minus to a maximum of 5. (Example: if Hal'dar suffers a -2 from range, spell failure happens on a 1-3. If he suffers -10 from being hit in combat his spell failure is 1-5.) Following effects are applied:

 

  1. Spell fizzles (if result was still enough to cast ignore result)

  2. Spell lock – Spell may not be cast again until it can be retrained. This takes 1 uniterupted day per spell level and requires the material components to be used each day.

  3. Malfunction – Spell goes awry, attack spells hit allies, charm spells turn to hatred spells, protection from fire may light you on fire etc.. Situational

  4. Spell burn – Will save DC 5+spell level or Caster suffers 1d6 damage per level of the spell cast.

  5. Catastrophic failure. See table

  6. Butter fingers – roll twice.

 

Catastrophic spell failure table:

  1. Summons an elemental that wishes to destroy the caster. Spell level 1-2 Small 3-4 Medium 5-6 Large 7-8 Huge 9 – Summons 2d6 Greater Hug elementals

  2. Spell blast: The spell explodes in a 10ft raidus, those caught in the blast, except the caster, may roll a REF save DC 12 for half. Does 1d6 damage per level of the spell cast, no save for the caster.

  3. The spell backlashes and blasts the casters mind. Caster drops to an intelligence of 3 for 24 hours.

  4. Spell caster is warped in a random direction: A hit result on the scater die sends the caster straight up. The distance is 10 feet per spell level. Caster is stunned on next action.

  5. Extraplanar creature reaches out and attempts to touch the Caster's soul. Will DC 5+ spell level. If check is failed caster's soul is removed from his body and he dies.

  6. Energy rift. Will DC 5+ Spell level. If failed caster dies, energy rift appears with a starting area of 10ft radius centered on casters previous location. All those within the AoE must make a REF save DC 5+Spell level to escape it. Those that pass may attempt to escape rift on their turn.. Each round the rift grows 5ft up to 40ft radius. Any who fail a save or are unable to escape from the rifts AoE are destroyed. Rift disapears one round after reaching full size.

 

 

Special Actions:

 

by 1-5

Parry or No effect

by 6-10

Target is disarmed weapon drops to floor in defender's square

by 11-15

Target's weapon is hurled, roll scatter 2d6 squares

by 16+

Attacker has taken the weapon away from the target


 


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