Welcome
To join our community, please log in or register!
New to Avalore?
Head over to the Getting Started page to learn what you need to know!
Internet Explorer
Internet Explorer is not supported. Please upgrade to a more modern browser.

Systems Changelog
Started by Avalore

Official Systems Changelog


This thread is meant to document changes, additions, and removals from Avalore's systems (changes to weapons, addition of new spells, removal of feats - etc).

Each post should include link(s) to the relevant systems page(s) for easy navigation.

A new mechanic clarification and some changes to cantrips have been rolled out.

  • The behavior of [Evade] and [Block] against critical hits (rolls of (10, 10)) has been clarified - [Mechanics]
    • A critical attack (a roll of 20, 10+10) cannot be evaded.
    • A critical attack (a roll of 20, 10+10) cannot be blocked.
  • The new, updated cantrips have been posted. [Grimoire]
    • Repair was removed.
    • Dampen renamed to Waterweave.
    • Within the next week (or so), you will be able to freely re-spec your cantrips. Please note we are now strictly enforcing the rule of 1 patron cantrip, 1 general cantrip. They are listed separately. 

 

- March 2, 2025

  • x1

Arcane Weapons were added today. [Weapon Templates]

  • Arcane Staff: a 2-action melee weapon that does 5 damage and is rolled with a 2d10+3.
  • Arcane Wand: a 1-action skirmishing weapon that does 2 AP damage and is rolled with a 2d10+2.
  • Spellbook: a 2-action ranged weapon that does 4 AP damage and is rolled with a 2d10+3.

 

- March 12, 2025

  • x1

Arcane Weapons now have crafting recipes. Additionally, new crafting material "parchment" and "poster" item were added. [Crafting]

  • Arcane Staff: 3x Wooden Stake, 1x Diamond, Opal, Amethyst, Moonstone, Aqueous Arcane Crystal, Emerald or Sapphire. Quality determined by HAR: Arcana.
  • Arcane Wand: 1x Wooden Stake, 1x Diamond, Opal, Amethyst, Aqueous Arcane Crystal, Moonstone, Emerald or Sapphire. Quality determined by HAR: Arcana
  • Spellbook: 3x Parchment, 1x Leather, 1x Diamond, Opal, Amethyst, Moonstone, Aqueous Arcane Crystal, Emerald or Sapphire. Quality determined by HAR: Arcana.

Evasion mechanics clarified in a separate section of the mechanics page, and Grazing Hit officially added to the forum. [Evasion]

  • Grazing Hit: If you roll a success (12+) but not the same or higher than the attack while wearing light or no armour, half the incoming damage, rounded up (e.g. 3 damage halved is 1.5, so becomes 2 damage). Armour rolls occur as normal after the damage is halved, and this still counts as a hit (i.e. does not trigger Riposte).

Further clarification on mechanics page: While swapping weapons is a free action, you can only do this once per turn.

Several feats updated. [Feats]

  • Bardic Inspiration: Playing can now be interrupted if the bard suffers an attack, and performance requires two actions.
  • Nature's Touch: Feat owners are also able to interact more easily with non-hostile wild animals.
  • Rage: Blocking rolls now also get a bonus from Rage.
  • Siren's Singer: Effect now counters the effects of Bardic Inspiration and Vicious Mockery, but can be resisted.
  • Skewer: Damage is now lowered for each enemy struck by the skewer.
  • Skirmishing Party: Reworked. Now grants an AOE boon to party members.
  • Steadfast Defender (renamed from Polearm Reach): Reworked. Now applies to more weapon categories, and requires an action.
  • Dual Striker: Added unarmed template. 
  • Quickfooted: Added Arcane Staff template to Quickfooted bonus.
  • Shieldmaster: Added Arcane Wand template to Shieldmaster bonus.
  • Sanctuary: Penalty changed from -1 HAR to -1 Belief.
  • LW: Flexible Design: Clarified that it can only be changed once per turn, as a free action.
  • Harder Punch: Ranged weapons are now usable, but with a penalty.
  • Whirling Devil: Now requires two actions.
  • Obsessive (Hindrance): Penalty increased to -3.

New feats added.

  • Fanning Blade: When wielding a throwing knife, meteor hammer, sling, or arcane wand, you spread your attack as a Limited Action: make one attack roll for every target in a 5x5 area in front of you, with a -1 aim penalty for each attack roll. Any allies in this zone are also at risk of being hit and you must target everyone within the area.
  • Halfsword: When wielding an arming sword or finesse blade you can declare your attack as a half-sword attack, which grants it armor piercing at the cost of -1 to its damage for that attack. You must have a free hand to half-sword.
  • Backline Flanker: When wielding a Skirmishing weapon, roll a +1 bonus to all weapon attacks on targets in melee range with an ally. This bonus lasts until you take damage in combat.

 

- March 13, 2025

  • x1

Mechanics page update clarifies how stats and skills stack. Critical hits now have formalized mechanics. Major rework of Death Mechanics released. [Mechanics]

  • For clarification on STAT:Skill requirements: "Your proficiency in a skill is the sum of the points in that skill and its related stat. This counts for skill checks as well as weapon, armour, spell, and feat requirements."
  • Critical hit mechanics: "Critical hits (10, 10) cannot be blocked, evaded, or grazed. Damage from a critical hit is armor-piercing (AP) no matter the weapon, while weapons that are already AP deal an additional 2 AP damage. Critical hits can have no effect if all parties agree at the start of combat."
  • Death Saves and Critical State reworked to be more deadly and debilitating:
    • When a character is in Critical, taking damage or using any action other than Dash or Evade provokes a Death Save (/roll fortitude). If a character rolls lower than 10 on a Death Save, they die. When critically succeeding a Death Save, the character stabilizes at 1 HP.
    • On a character’s first turn while Critical, Death Saves are made without penalty. For each subsequent turn the character spends in Critical, a stacking -2 modifier is applied to their Death Saves (-2, -4, -6, etc.), which resets back to 0 if they regain HP (such as stabilizing after combat).
    • If a character in Critical escapes the source of danger (e.g. fleeing, hiding somewhere safe, clearing the enemies), they stabilize with 1 HP. If all participants in a fight consent, failing a Death Save can result in unconsciousness rather than death.

Major reworks to death related feats such as Death's Dance and Deathcry. Two new death related feats added. [Feats]

  • Death's Dance: You fight on, even when your lifeblood drips upon the ground. Once per turn, you can use an offensive action without triggering a Death Save. Mutually exclusive with Second Wind and Evasive Tactics.
  • Second Wind: You shall not falter. Once per fight, during your turn, you can use a free action to heal yourself for HP equal to your STR: Fortitude. Mutually exclusive with Death's Dance and Evasive Tactics.
  • Evasive Tactics: Dodge and weave. When critical, the first grazing hit you take each round does not trigger a Death Save. Mutually exclusive with Death's Dance and Second Wind.
  • Deathcry → Adrenal Rush (Mutant Feat): You tap into unnatural strength at your most dire moments. When you enter critical, immediately take any single action. This action does not provoke Death Saves. Additionally, you don't provoke Death Saves when taking self-inflicted damage (e.g. Rage). While in critical, if you critically succeed any check, you stabilize at 1 HP.

A minor rework for the Halfswording feat that was released earlier, as well as further clarifications on the LW: Skewer change. [Feats]

  • Halfswording Piercing Strike: Removes finesse blade template, adds small weapon template. Now a limited action without the -1 Damage penalty.
  • LW: Skewer: Clarified wording regarding starting position of line. Also clarified wording of damage drop-off.

Changes to some light weapon templates to allow for more nuanced anti-evasion options. [Weapons]

  • Finesse Blade and Recurve Bow templates now bypass Grazing Hits (Damage is not reduced on a successful evade roll that does not beat the attack roll).

Added new reagents, as well as their essences, to the alchemy system.

  • Bloodweed: An incredibly common and toxic plant that grows throughout the world, it is made easily accessible through its uncontained growth. As loved as it is loathed, bloodweed gets its name from the deep scarlet of its fronds and the appearance of its sap when distilled.
  • Ocean's Fruit: A rare fruit that grows in bushels within the depths of the oceans. Because of its thick outer skin, it can survive the rough journey from sea to shore. The flesh of the fruit tastes salty and refreshing.

 

- March 15, 2025

  • x3

Final Pt. 3 update for feats and combat mechanics; this update includes more feat adjustments and rewordings, a new set of Utility feats called “Background Feats”, new Combat feats, and some weapon adjustments.

A few feats have been reworded for clarification or adjusted for balancing. [Feats]

  • Skirmishing Party now gives the feat-holder a flat +3 to INT: Perception. The stacking effect for allies is unchanged.
  • Steadfast Defender was updated after reviewing feedback about its new form. It now allows a free attack against an approaching or fleeing enemy if the defender did not move during their last turn. The effect is no longer mitigated by wielding certain weapons.
  • Riposte family was re-written for clarity. Riposte has not changed mechanically. Duelist has been reworded to clarify that it requires an Evade action. Unyielding Reflex has been reworked with an additional effect, the chance to mitigate ranged attacks.
  • Pounce was flipped so that the user moves first, then attacks. Pounce now deals +1 bonus damage if the attack was made from at least 3 blocks above the target.
  • Shield Bash was clarified much like riposte, though nothing changed mechanically.
  • Tinkerer was reworked into a new version under the same name, granting the ability to create improvised weapons.
  • Quickfooted now includes Unarmed in place of Recurve Bow.
  • Undead Slayer -> Aberration Slayer was reworked to allow the feat taker to pick from a list of three categories - Fae, Beast, or Undead. Choose wisely, as you're stuck with the category you pick! Other than new categories the feat remains as-was.
  • Lineage Weapon now specifically says that unarmed is not a weapon that works for LW feats.

There are six new utility feats - these are called “Background Feats”. [Feats]

  • Trailblazer:You’ve spent more time traversing the woods than most.” This feat is tailored for trackers, trappers, foragers, and all in between!
  • Folk Hero:Be it through story or song, your good deeds are well known among serfs and commoners throughout the lands.” This feat is tailored for the homely heroes, ready to tackle tough situations in creative ways.
  • Dubious Origins:There is honor among thieves, or so they say.” This feat is tailored for shady individuals, anyone who might have an ‘in’ with the underbelly of the world.
  • Courtly Esteem:Your bearing and appearance hold the likeness of nobility.” This feat is tailored for those of noble origin, expensive tastes, and high social repute.
  • Scholarly Acumen:You've spent a long time in the halls of academia and know the ins-and-outs of scholarly debate.” This feat is tailored for the nerds, academics, and scholarly types within Avalore.
  • Golden Touch:Whether a merchant trading fine silks, an experienced artisan, or an appraiser with a keen eye, you understand the intricacies of material goods.” This feat is tailored to the savvy traders and crafters, never to be scammed.

There are also four new combat feats. [Feats]

  • Corporeal Weapon (mutant) allows you to reshape your very arms into weapons of flesh and bone.
  • Inhuman Resilience (mutant) gives you a superhuman healing factor.
  • LW: Mastery of The Elements lets you master more than just one element with your Lineage Weapon.
  • Two Birds One Stone is on the nose - one bolt, two targets. Only for crossbows.

There are two new weapon balancing adjustments. [Weapons]

  • Whips now bypass grazing hits.
  • Flail->Mace was renamed and rebalanced from 4 damage (+2 against medium/heavy armor) with a 2d10 to 3 damage (+2 against medium/heavy armor) with a 2d10+1.

We've added a new mechanic to improve the feel of Bardic Inspiration and adjusted the Block mechanic to improve the versatility of shields.  [Mechanics]

  • Harmonic Resonance further rewards bards from stacking their effects by allowing them to reach a wider audience and have a greater presence in events (effectively bringing their effect-stacked targets from 4 -> 7).
    • For each Bard that joins their efforts with another the number of targets affected by their performance is increased by 1.
  • Blocking was updated to allow a shield-bearer to declare their block action for another character within melee range. This effectively allows them to defend another character with their shield.

 

- March 31, 2025

  • x2

May Combat Balancing Hotfix

A set of mechanical changes aimed to make investment in a dexterity feel better, and increasing the versatility of other weapon range categories.

  • Removing evasion -3 penalty & capping DEX: Acrobatics modifier to +3 max for evasion checks.
    • This lowers the overall xp cost of dex builds, helps dex characters come online faster, and brings the expected evasion modifier to +6 (assuming quickfooted), which the system is balanced around.
  • Adding +1 damage against medium/heavy armor for meteor hammer
    • This gives light weapon builds another decent option against heavy armor. While it can’t be used with piercing strike, it does pair nicely with the following skirmishing range adjustment for an interesting kiting technique. 
  • Increasing skirmishing max distance to 8
    • This allows skirmishing weapons to feel useful in that they can’t be closed in on a single turn without dashing or lightning speed. This also enables a kiting technique for those without movement penalties, which punishes those who do have them.
  • Increasing ranged min distance to 6
    • This is a slight rebalance of ranged weapons since they have little to counteract them right now. This also helps distinguish recurve bows by enabling the wielder to dash+attack (or volley) and still get a hit or two out while keeping a distance. Heavier bows will not be able to match up, and are better utilized from more strategic emplacements.

Feat Adjustments in line with the above changes. [Feats]

  • Evasive tactics: Dodge and weave. When critical, the first grazing hit you take each round does not trigger a Death Save (including those that normally bypass grazing). Additionally, you may make Riposte Attacks without triggering a Death Save. Cannot be taken with Death's Dance or Second Wind.
    • This makes DEX builds capable of contending Second Wind, and challenges the established “meta” of the latter by allowing DEX builds to retaliate with punishing death saves on their opponents attacks at no risk to themselves.
  • Quickfooted: When evading, add a +3 evasion bonus against attacks from unarmed, maces, greatswords, polearms, slings, javalins, and arcane staffs. Does not take effect if you are holding a large shield or wearing heavy armour.
    • This removes the ability for those in heavy armor to reap the benefits of +3 to evasion with the mitigation of heavy armor, even if the evasion is already less potent in heavy armor.

- May 7, 2025

  • x1
  • x1

The Tools & Consumables Update!

We've adjusted the mechanics of tools and consumables to give them more depth in the system.

  • Tools have been defined as unlimited and passive - you can use a single climbing kit over and over again.
  • Consumables have been defined as generally more potent, but single-use - once you drink a potion, it's gone.
  • Characters now have 2 tool slots and 2 consumables slots.
  • Deep Pockets -> Well-Organized was reworked to better fit the new mechanics. [Feats]
    • Effect: You know how to organize your gear so perfectly that you can carry twice as much as others with the same amount of space. You double the amount of Tools and Consumables you can carry to four (4) each.
  • New or reworked tools and consumables (such as Sparklers, Field Medic Kits, and Collapsible Bridges) are now available! [Crafting]

 

- June 1, 2025

  • x3

12 Feat slots is here! The number of feats a character may take has been raised from 10 to 12. The XP cost for a feat has been reduced accordingly from 12 XP to 10 XP - this is for all feats, including Fable feats. 

For mages, this is reflected in one additional feat slot per tier compared to before the change.

  • Mage 1: 9 feat slots
  • Mage 2: 6 feat slots
  • Mage 3: 4 feat slots
  • Mage 4: 2 feat slots

 

- July 14th, 2025

  • x1
  • x1

Environmental and Stealth Update!

Firstly, we have some environmental additions… [Player DM Guide]

  • Water mechanics have been added!
    • Movement and combat in Deep and Shallow Water is now properly defined.
    • Uneven Terrain is given more applicability.
    • A new item, Ocean’s Ward, may be used to combat water penalties. Currently attainable via campaign events.
  • Environmental hazards have been written for player and DM reference:
    • Examples for fall damage, fire damage, and poison damage have been added.
  • Alongside this, there’s a couple feats that have been adjusted accordingly: [Feats]
    • Siren’s Swimmer has been updated to better reflect the Siren’s blessing by counteracting the penalties of Shallow/Deep water and providing extra buffs.
    • Aspect of the Dragon: Scales got a minor edit to clarify that the fire resistance does indeed counteract fire damage from elemental hazards.
    • Trailblazer was adjusted to provide counterplay against environmental hazards like uneven terrain.
    • Seafarer is a new Background Feat that caters to pirates, sailors, and any other sea-loving rapscallions!

 

Next, we are releasing Stealth mechanics, which include a rework of Hide, light levels, and feat updates… [Mechanics]

  • Hide has been reworked into Conceal, a more well-defined action that can be used to hide from enemies, prepare for sneak attacks, and whatever else.
  • Light levels are now separated into Normal, Dim, and Dark for player and DM reference. Dim and Dark lighting carries Perception penalties, which may be applied at DM discretion.
  • Alongside this, a few existing feats have been adjusted to reflect the new mechanics: [Feats]
    • Softstep remains the perfect feat for sneaking, working seamlessly with the new Hidden state.
    • Backline Flanker has been reworked, now synergizing with the Hidden state.
    • Precise Senses also works in Stealth mechanics, but not only that - it has been broadened to include both scent and sound based perception.
    • Spotter, meanwhile, is still the sight-based perception feat. This feat has been updated to better cut through Stealth and Light mechanics.
    • Skirmishing Party has additionally been given a fresh coat of paint to better utilize the new Stealth mechanics without becoming unbalanced.


- July 26, 2025