Errant Challenger 1.6 Patch Notes
Hello players and game masters! It has been a while since I had done an update to the system. I have had a lot of things going on IRL such as starting a new job. That said, I have been hard at work updating the system. So, let's get into some of the changes.
Classes:
There has been a huge undertaking in the past few months to completely redo every single class and subclass. You will notice immediately that abilities now use a new template and have much more straightforward descriptions in their effects. Many classes have been minorly reworked in order to better capture the fantasy as well as ease use of their various abilities at the table, but notably, the document is now nearly 70 pages shorter, meaning that the updated classes are now not only easier to use, but also more information dense by page.
Magic Items:
Another big point of contention that had come up was how the previous magic item system did not allow a lot of customization between characters. Because Accuracy, DCs, Saves, and AC are such an important stats to maximize for your character to be effective, it really crowded out just about every other option for items until you had maxed out all 4 of a character’s required masterwork between their weapon, armor, sharpeye, and elusive/shield, and the lack of limits in other areas, the optimal weapon had +5 masterwork, then forgoed every cool benefit or additional ability in favor of more passive stacking benefits such as enhancement or elemental. As a result of these things clamping customization, magic items have been reworked. Masterwork as it had existed previously no longer exists and has been replaced by Refinement, a bonus to accuracy that stacks up as your magic item level increases, no investment required! Additionally, damage dice have been locked to 3 dice across all types, rather than 3 of each. Lastly for power budgets, abilities and passive features have had their override costs completely flipped. Before, Override was used to block other slots to contain abilities with a notably high cost for active abilities, but now, Override is only a notable cost for passive features and overrides your other passive effects instead. You will also find that to replace all of the lost features, a whole list of new features have been introduced to fill many of the gaps left by the loss of masterwork. Additionally, some features that felt bad to take such as bonuses to parries have been moved to become more accessible.
Feats:
There was also quite a bit of development around feats, notably the old Weapon Focus and Defensive feats, both of which granted +1 masterwork, allowing one to reach masterwork 6 on their weapons and armor. Unfortunately in practice, this resulted in both becoming tax feats which really reduced build diversity since everyone to remain mathematically relevant needed to take both. Both have been reworked to maintain their original intent without being required by level 20. Weapon Focus now only applies to low level, allowing a general +1 to hit but only if your modifier is lower than 4. This should help characters that rely on multiple attributes to wield their main weapon a better time before their ASIs are able to kick in. Defensive on the other hand now has a stamina cost and reaction to grant additional hardness, a powerful and generic defensive option that fulfills the fantasy of a character becoming more durable while not being a totally passive effect.
While these changes have gone into effect, I will release the updated ability sheets and beginner box for paper play at a future date.
Systems:
Armor / Equipment - Strength Requirements: For every 2 bulk you have unused, the strength requirement is reduced by 1.
For all ability descriptions, if no duration is provided, the assumed duration is now “Until the end of the user’s next turn” rather than permanent, and Augments are 1 attack.
Combat Maneuver - Pommel Strike: now has a 4 stamina cost
Evasion: The progression of benefits has been reworked but also weakened as the higher levels of evasion granted extremely overbearing defensive effects permanently to the character that obtained it. Notably, Half damage on failed saves have been removed, but you now have advantage on any rolls to remove a persistent effect against you.
Summons and Companions Base Rules: Companions cannot use the Assist action unless their master uses at least an action to command it (unless otherwise specifically stated)
New and Adjusted Keywords:
Amplify Weapon: A feature of abilities that increases the damage a single strike with a weapon deals. +1 die equal to weapon size or spellpower, then 1 die (d6 or d8 based on handiness) for each of the following: Magic Weapon, Magic weapon is at least 4th level, Magic weapon requires attunement
Once Per Round / Once Per Creature / Area Once Per Round: Does what it says, triggering from the start of each creature's turn
Ally / Foe: Allows you to target only your friends or only your enemies
Combo (previously Attack Replacement): Function changed, now combines with any other ability with Combo. Many abilities have been granted the Combo tag
Appearance Clause: Applies to Area Once Per Round effects, if a damaging area appears on a creature where there was none previously, this tag prevents that creature from being affected until the end of their next turn.
Hexproof Temp HP: A special type of Temp HP that makes a creature immune to hostile effects as long as they have this temp hp
Stances: A new limiting feature that describes a special method a character is defending themselves. You may only have 1 stance at a time. Many abilities have been changed to stances.
Rage: Cannot make range attacks -> -2 Disadvantage for range attacks
Heritage:
Froaxa - Poison Pores:
- Damage as augment now applies at the end of the creature's turn and cannot crit
Froaxa became too powerful when combined with Assassin, allowing stupidly huge damage with full rogue and sorcerer scaling at little cost. Preventing this specific synergy should allow other heritage options to be more competitive for Assassin. Assassin as a whole is still very good so this felt like the best option.
Weapons:
New Features:
Bash: 1/turn, you can use Pommel Strike without the loss of damage, but you still cannot combo, use abilities, or augments
Riposte: When a foe misses you with an attack, you can use an attack of opportunity against them
Spell Power: A new feature of pure spellcasting weapons such as wands or staves. When you use a magical ability, they increase your class scaling by the amount of spellpower the item has. Mage, Sorcerer, and Priest class scaling has all been reduced by 1 die to compensate.
A large-scale pass has been done on all melee weapons with the idea to better incentivize some of the less used options and give flavor to every weapon type. Many weapons in the same categories have had their stats brought closer together but now each feature unique perks to incentivize one over another.
Talents:
New:
Talent 2 - Singular Strike:
- +1 action, +1 cooldown, and +4 cost, deal or heal for each included in the chosen ability: Weapon base damage, Spell Power, Class Scaling
Talent 4 - Singular Strike 2:
- Singular Strike can now use your Utility Action, can be stacked to apply the benefit twice.
Talent 4: True Multiclass
- Change the base class for a subclass, gaining full level progression with it.
Adjusted:
Talent 2 - Path of Combat:
- Generic Multi Strike Penalty -5 talent. Replaces all previous path talents and can be taken multiple times.
Talent 3 - Dual Concentration: Text update to help remove ambiguity
- Disadvantage 1 -> Disadvantage 2 (reduced by 1 for each combat concentration)
Talent 3 - Destruction:
- Bonus Damage: 1 per die rolled, 2 for d12s -> 1 per die rolled
(New) Talent 3 - Innate Power
- Add your modifier to damage or healing on abilities
- Has no condition but also stacks with counter and 2 handed
Talent 3 - Double Strike:
- Moved from Talent 4
Talent 5 - Colossal Weapons:
- Damage and enhancements doubled -> 2h or heavy weapon gets promoted to d20
- Prereq: 20+ strength -> 20 strength and either medium+ or tiny titan feat
Feats:
New:
Combat Feats:
Elemental Blade: [Elemental] Grasp ability is now an Augment Melee Attack with Combo
Critical Sweep: Crits when opponent fails a save with (1,1,X), was previously Talent 1
Devil Dog: You are able to accurately use Firearms while under the Rage status
Shield Block: While wielding a shield, you have access to Reaction (1 stam): Impose disadvantage on one attack in reach
Critical Healing: All healing now has a 0/0 crit, improved by your wand/stave's magic enhancements.
Weapon Opportunist: Chosen weapon or all weapons you have Weapon Specialist for gain Riposte
Specialist Feats:
Charismatic Presence: While you are present, all allies may use your bonuses to Cha skills in place of their own. Granted as a bonus feat to: Sorcerer and Paladin Subclass features.
Balanced Bladework: Grants an alternate modifier to wield melee weapons: Str + Agi - 2 (Max 5), Max +1 for each Aspect talent you have
Tiny Titan: As a small creature, you can now wield heavy weapons
Adjusted:
Weapon Focus: Now grants the bonus to a weapon only if your modifier is less than 4. Can be changed for free to Weapon Specialist if an ASI causes your weapon modifier to reach 4.
Defensive: Effect replaced. Now gives access to Reaction (1 stam): Gain 2 hardness
Combined Stroke: Item ceases to be its original type (Feat De-Janked)
Weapon Fencer: Now looks at Weapon Specialist, or can be taken alone
Weapon Thrower: Now looks at Weapon Specialist, or can be taken alone
Magic Items:
The system has received a major overhaul as a way to better balance the effectiveness of passive, active, and the overbearance of masterwork and its contribution to accuracy of attacks. It became a tax that must be paid otherwise you will never hit in combat.
General - Refinement: Gained for free equal to the magic item level up to 5. It has different effects based on being on a weapon or armor. It always contributes to the item's durability.
Removed Features The following have been removed as possible magic item enhancements
- Weapon Masterwork
- Armor Masterwork
- Shield Masterwork
- Sharpeye
- Elusive
- Protection
- Bane (+2 mw vs specific foes)
Restricted or Moved Features These enhancements have been moved into different item categories than they were before. Some may have received additional changes
- Parry: weapon -> accessory, bonus reduced to +1
- Blocking: previously "temp hp". accessory/armor -> armor exclusive. Bonus is lost if hit by siege damage
- Warning: previously just "initiative". all items -> accessory exclusive.
Weapons Refinement: Grants +1 accuracy and ability dcs (which also applies to summon attacks and ac)
New features to replace masterwork and bane!
- Grazing: 1d6 or 1d8 (based on handiness) force damage on miss. Max 3 dice
- Pressure: Gain 3 hardness against 1 foe on hit
- Fortify: +1 hp per level for health of summons and temp hp granted. Double summon duration.
- Malleability: Grant +2 damage, healing, and +1 temp hp/lv granted
- Health Transfer: When you affect an ally with an ability, you can transfer up to 10 health from you to them. Multiple stacks increase the limit.
- Stinging: +0.5 (round down) to ability DCs, stacking with Refinement
- Magecraft: +1 to non-ability spell DCs (note: refinement does not apply to non-ability spells)
- Disruptive: +1 disadvantage to concentration checks (now given a keyword)
- Reroll: once per damage roll, reroll X dice, where X is the number of reroll enhancements.
- Healing: Matches spell power, or 1d6
- Critical Damage: 3d6 -> 1d20 (because funny dice)
- Mana Conversion: On hit or on fail for attacks or strike abilities, spend X mana, deal X damage, multiplied by mana conversion's value. Max 3
- Stamina Conversion: On hit with a weapon attack, spend X stamina, deal X damage, multiplied by stamina conversion's value. Max 3
Mana and Stamina conversion cannot be done on the same attack and apply to one foe. For example, if a creature with a mana conversion 3 weapon attacks and spends 5 mana, they deal +15 damage
Bonus Damage Dice: Now max 3 dice among all types
- Precision Burst: +1d12 precision on your first attack that hits each round
- Elemental: Matches weapon size (min 1d6)
- Spell Damage: +1 die of damage equal to spell power for magic
Accessories New benefits to add to replace the various masterwork effects
- Tool: grants +1 to rolls with the specified tool. Does not stack with skill bonus.
- Throwing: Increase your throwing increment by 5 ft
- Mobility: Gain +5 to athletics and acrobatics for movement related checks.
Armor Refinement: grants +1 AC and all saves. Uses the combined total from both worn armor and carried shield, up to +5 with a decided mix of Dodge and Armor AC More new ways to protect yourself to replace masterwork
- Hardness: Gain +1 hardness
- Bolster: Special reaction 1/round, gain +5 hardness against 1 damage roll
- Escape: Gain +1 advantage on escape and end effect rolls [such as ones presented in square brackets like this]
- Carrying: +1 bulk carryable using a subspace in the equipment
- Projection: Treat your focus as 1 higher for ability and spell range
- Reflection: Deal 1d8 Force to a foe that damages you with a melee weapon, or from within 10 ft. Max 3d8
- Physical Resistance: Increased from 2 to 5
Other Changes
- Run speed now stacks between Armor and your best accessory
- Resistance now stacks from all worn items, including multiple accessories
Classes:
New Global Ability:
Class Versatility
- Gain versatility levels in another class to learn abilities while still gaining progression in your main class
- Class Versatility cannot exceed your normal abilities
In general, classes have been adjusted to become more simple, but there are 2 major changes that should be reflected across all classes with few outliers:
- All long duration abilities have had their cooldowns replaced by Delayed Cooldown, CD 1. This should allow their downtime to be easier tracked.
- All long range aoe type abilities have been moved to level 5 to better restrict the power of lower level characters.
- Spell to ability conversions now reduce the mana cost by 1 spell level.
Fighter
Improved Maneuvers: Multiple abilities have been combined, granting more flexibility at the cost of just one ability.
Defensive Parry: Now grants a +2 passive to parry rolls
Knight: Multiple abilities and functions have been combined into Advanced Maneuvers, granting more flexibility at lower levels. Amplify weapon has been added to a few of their abilities to improve their damage and Phalanx now counts as a stance. Their abilities have also been slightly renamed to better differentiate them from the common maneuvers.
Berserker: Their overall kit has been better streamlined, notably Rampage’s bonus damage has been reworked in the text to better show its synergy. Additionally, their passive damage reduction has been improved, but now counts as a stance.
Monk: Subclass feature is now a Stance. Their movement boosting abilities now have you sprint immediately rather than adjusting your movement speed
Brawler: Trip may now apply damage and Suckerpunch been reworked, now guaranteed to break all concentration
Demonblade: The cooldown on their duration abilities have been reworked into a delayed cooldown, making them easier to track
Rogue
Sneak Attack: Requirements: Finesse Weapon -> Finesse Weapon using Agi, Dash / Dart: Now an activation condition instead of a advantage synergy. Also now has Amplify Weapon
New 1st level abilities:
Nimble Fingers: Passive improvement to Dexterity skill and trap disarming
Slippery Mind: Self dispersal and passive advantage on int and cha saves
Assassin: No notable changes, but the addition of Amplify Weapon on Sneak Attack is notably powerful for them.
Thief: Gain Nimble Fingers as part of their subclass feature Sap has been notably reworked to allow it to be used rapidly against different foes.
Ninja: Shadow Clone has been reworked and had its functionality drastically improved, notably allowing it to be used as a utility action with an upcharge and a longer duration. Shadow Walk now also gives you a sprint rather than a speed boost. Their capstone also gives improved darkvision and applies magical darkness on Invoke Shadows.
Slayer: Abilities have been reorganized to give them smoother progression. Additionally Unstable Imbuement as a range AOE has been bumped up to 5th, but their mobility tools are now available sooner with Swift Slash at 3 from 5.
Swashbuckler: Blade Dance is now on delayed cooldown is a stance
Archer
Hunter: Coil Shot now has Amplify Weapon, giving them solid output.
Spellbow: All of the elemental arrows are now available immediately at level 2. Their trick shots have the standard 2-5 progression. This should allow a lot more flexibility for other classes to dip for utility and more customization at low level.
Ranger: Environmental Hazard has been drastically simplified. While it has lost its stacking ability, its usability has been improved in response.
Tamer: Their companion has received a small stat buff to improve them at low level. Also, their abilities have been renamed to be more thematic.
Dreamstalker: Wild Rift has been made delayed cooldown
Priest
Deity Emblem Weapon: Previously Preferred Weapon of the Deity, it has been reworked into an action rather than a 1/turn free action
Cleric: Purification Field has been reworked and its function simplified.
Paladin: Their subclass feature has been adjusted, their support abilities now grant Amplify Weapon to their next smite. Additionally, weapons or shields affixed with a holy symbol gain Spellpower but only for Retribution or Cure Wounds. Zealous Fervor has also been made into a permanent benefit.
Druid: Overgrowth and Call Storm have been reworked to better front load their effects, but concentration can be maintained to make them highly efficient. This should help to maintain Druid’s ability to switch modes between summoner, healer, long range spell damage, and tank, but at a sizable mana cost upon switching.
Phantom: The exception to the delayed cooldown change. Their standard cooldowns feel like a pivotal part of the flow of their kit so has not been changed.
Oracle: Many of their abilities have been turned into Power Word abilities. Their capstone has been simplified, now buffing all power word abilities. I am looking at potential future feats or synergies to improve power words.
Mage
New Abilities:
Arcane Missile: Moved from Sorcerer to Mage
Counterspell: Can disperse a target or shield them from an incoming spell.
Wizard: They have some pretty intense changes. Reverse and Awaken have felt a bit off for Wizard, while flexible, feeling a bit too narrow and unwieldy for regular use. Additionally, Smoke And Mirrors was a bit too flexible while also not fulfilling the proper fantasy of a Wizard, making them only cast illusions of spells rather than the real thing. As such, Wizards have received 4 new abilities to replace them. Invocation is now gained as part of Wizard’s subclass feature, allowing them to weave together custom spells using a range of casting types and effects which are unlocked with each wizard ability and spell school known. Battle Spells allows Invocation to deal damage while Support Magic allows the wizard to grant shields or make long lasting spells. Manaflow Aura is a massive but expensive buff that allows the wizard to set up and cast multiple high cost spells in succession, cheating huge mana costs in the process.
Battlemage: No major changes, but notably Rising Dragon has been de-clunked while they have been made much better as a parry based character. Intense Focus is also now a stance.
Warlock: Dark Cage has been further simplified and Fiend Sanctuary has been made Delayed Cooldown
Witch: Shadowflame moved up to 5 while Binding Coils is now on 4. Freezing Atrophy has also had its targeting method changed to be more unique, targeting 2 creatures to create a beam between.
Tactician: Repulsion Wall is now Delayed Cooldown
Sorcerer
New Bloodline: Familial Mages: Your parents and grandparents are all students of spellcraft and studied magic. Their knowledge has been passed to you as intuition.
- You may learn 1st level Mage abilities as if they were Sorcerer Abilities
- Bloodline Focus: You may learn a 2nd level mage ability as if it were a chosen subclass sorcerer ability.
Elemental Grasp: Mana Cost: 2 -> 0, Cooldown: 0.5 -> 0
New Ability (replacing Arcane Missile):
Elemental Bolt: Counterpart to the elemental grasp spell as a ranged ray spell, it has the old 2 mana cost and cooldown of Elemental Grasp
Pyromancer: Detonate now has a special clause that gives it MSP -5, allowing it to combo right after Flares with a path talent with no MSP.
Cryogenic: Blizzard Armor is now a Stance
Terraformer: Stone Juggernaut is now a Stance
Aeronaut: no notable changes
Chaos: no notable changes
Artificer
Infuse Item: Becomes pseudoconcentration if you have at least 1 artificer subclass feature
Alchemist: They can now pre-brew potions in advance, able to cast the same potion in rapid succession with proper planning. Their subclass repeat now also grants the alchemist the Potion Mastery feature of a single potion, granting more build diversity earlier. Many of their potions have also been made much more flexible, usable for both offense or support. Potions with the flexibility to be thrown or drunk are now denoted by the keyword “Elixir” in their name, notably Healing, Rage, and Restoration. Additionally, all characters are able to cast innately known alchemist potions at full power, regardless of multiclassing or Class Versatility
Grenadier: Cooldown for turret has been reduced to 0, but requires the grenadier to pick up their turret to use again, requiring an action to fix it.
Gunslinger: Fan The Hammer previously had an amplify weapon-like effect, but that has been removed. Overloaded Chamber can be combo’d to restore this. Ignition now has delayed cooldown.
Rifleman: Flow State is now delayed cooldown and had its maintenance cost removed, but its 1/turn use has a stamina cost of 1. They have been given multiple passive features to allow them to apply precision damage at disadvantage with their rifle, and Headshot now also has Amplify Weapon, making it a truly devastating attack. Perfect execution has also only been reduced to 2 turns needed.
Gadgeteer: Deploy Fortifications is now treated as a field which grants a Stance
Files
Get Errant Challenger TTRPG
Errant Challenger TTRPG
TTRPG system for dynamic and interractive combat.
Status | In development |
Category | Physical game |
Author | Fauix |
Genre | Adventure |
Tags | Co-op, Dungeons & Dragons, Fantasy, Indie, Medieval, Tactical, Tactical RPG, Tabletop role-playing game, Turn-Based Combat |
More posts
- Beta Release 1.2 of Sundered RealmsJan 03, 2024
Leave a comment
Log in with itch.io to leave a comment.