Posted March 17, 2025 by Fauix
An update to add the various adjustments I have been working on the past few months. Always my goal is to strike the right balance between game balance, fantasy and feel, and player freedom and hopefully you agree these changes help to achieve that!
An accidental change was made to the Mana Reserves talent allowing it to refresh on short rest. Sometimes these things slip through unfortunately.
Base Attributes as decided at level one have been reworked in order to improve character flexibility, ultimately allowing you to make a character with a maximized attribute regardless of class and heritage chosen.
Primary Before | Secondary Before | Primary After | Secondary After | |
Heritage | 2 set bonuses optional penalty | 1 set bonus 1 set penalty | 2 set bonuses 1 free bonus | 1 set bonus 1 free bonus |
Background | 2 free bonuses | 1 free bonus | 1 free bonus 1 free penalty | 1 free bonus 1 free penalty |
Class | 1 set bonus, rules varied by class | 1 set bonus, rules varied by class | 1 set bonus to class main stat 1 free bonus | 1 bonus to X or luck Stam for Fighter, Rogue, Archer Mana for Mage, Sorcerer, Priest Any for Artificer |
Choice | 4 free bonuses, optional penalty twice | 4 free bonuses, optional penalty twice |
The background recommendation table has been updated to account for the changes
Froaxa:
fixing a consistency issue from when spellpower was introduced
Overwhelm: Removed, merged with Attack of Opportunity
Attack of Opportunity:
Stamina Reserves:
Mana Reserves
Spell Recovery:
Intent was to allow limited quick restored mana, but having it restore everything on short rest was allowing casters to crowd out martials in extended day capability
Endure:
Dual Wielding:
Counter: Removed Trigger conditions were unclear and were actively nerfed by team initiative. The new combat flow talent can act as a replacement
(New) Combat Flow:
Final Stand:
(New) Specialist Feat - Chef:
A large effort has been undertaken to revise the keywords section to make it more readable at a glance for what each thing does.
Dispersal:
Appearance Clause:
This change should better communicate the panic a character should feel to get out of a dangerous situation while also being easier to adjudicate and work around odd edge cases.
Siege Damage and Hardness
Fortified Hardness is a new category of hardness for buildings, fortifications, and other structures which are far more durable than a character of a layer of armor. This should help with world consistency so low level characters cant destroy entire fortresses with a single attack. Anything that can be considered a creature will never have Fortified Hardness (edited)
While casters had a steady stream of cantrips to learn as they leveled up to do tasks out of combat, martial characters were left high-and-dry using only their base skills which were usually in skills with less roleplay potential. To help this, all martial characters are gaining additional skill proficiencies and expertise to be the analogue counterpart to casters. This will also free up characters to take Attack of Opportunity without feeling they are locked into the expertise trick.
All subclass features that did not grant spells now grant 1 skill Proficiency or Expertise at every subclass feature.
Fighter - Shield Slam: Fixed a few edge cases and added some extra damage
Thief:
A small reorient on Thief ability progression to better smooth out their experience with how large of an effect their abilities have. Additionally, this gives better cost to the upcoming magic item changes
Ninja - Ninjutsu (subclass):
Swashbuckler - Panache (Subclass feature):
Swashbuckler - Coup De Grace:
Ranger - Study Specimen:
Ranger - Share Weakness:
Paladin - Concentrations:
Paladin has received a new mechanic called "Focus". All of Paladin's abilities that require concentration have been made pseudoconcentration, but have a loss in effectiveness. By using Focus and spending Combat Concentration, they regain those features. No Paladin abilities are protection-less normal Concentration anymore. Here are the affected abilities and their increased effects from focus:
Paladin - Heroism:
Paladin - Aura of Protection:
Paladin - Challenger's Vow:
One of the leftover X type effects that I had missed in a previous pass so it no longer gets doubled by Singular Strike
Paladin - Capstone:
Mage - Counterspell:
Warlock - Demon Infestation:
Tactician - Tactical Magic (Subclass Feature)
Tactician - Bolster Aggression:
Tactician - Reinforce:
Fixing a change that was accidentally slipped into the 1.6 ability audit while also re-introducing the Tactician's ability to have multiple concentrations. It also feels in theme for them to be the only class with triple concentration as an option.
Pyromancer - Blaze:
Pyromancer
Alchemist - Flame Salve:
Magic Weapons - Reroll:
Reroll was mathematically a weak effect so these are some buffs to bring it more in line, as well as make an alternative for use on a VTT for faster administration