Avalore Year 2 Combat Update Part Two: Templates
Part 2 of our October update phases out the arcane staff to deliver two new weapon templates and updates numerous old templates with new mechanics, requirements, and feat additions. There’s also new shield mechanics, improvised weapons, and non-proficiency. Finally, we introduce multiple new feats and rework or update numerous existing ones.
Updated Templates
There is a wide range of updates to templates. [Weapon Templates]
- Unarmed: Unarmed damage now scales with your STR: Athletics (like Smithing quality) from min 1 to max 4. Consequently, Harder Punch has been removed. This change allows strong characters to feel strong, and to utilize that strength without costing a feat slot. Soon the backend will be updated for /roll unarmed will take into account your athletics stat and display the damage automatically.
- Small Shield: This template has been made better for offense but worse for defense. It does 3 AP and grazing bypass damage with a +1 to hit. Its wielding requirements have changed to parity with large shield.
- Large Shield: Large shields have been made better for defense but slightly worse for offense. It now does 2 AP damage.
- Finesse Blade, Whip, & Recurve Bow: The weapon requirements for these have been changed from DEX: Acrobatics to DEX: Finesse. However, the amount of investment needed (+2, +1, and +1 respectively) is the same.
- Throwing Knife: Attacks made with this template now synergize with stealth mechanics; missed attacks won’t reveal you to your enemies by breaking the Hidden condition.
- Longbow: Requirements have been changed to fit the need for athleticism to wield one. They are now DEX: Acrobatics +1 and STR: Athletics +1.
- Crossbow: Requirements for this template have been reduced to support its place as a tool with a low skill bar to use, but also a somewhat low skill ceiling to master. It now requires STR: Athletics +1.
New Templates
- Arcane Staff: This template has now been retired. In its place, two new ones are introduced.
- Spellblade: A merger of martial and arcane, this is a one-handed blade with magic flair. The spellblade has a +1 to hit, does 4 damage on a one-action attack. It is not included in neither Quickfooted nor Shieldmaster, but lacks synergy with feats.
- Staff: A mundane weapon, unassuming in untrained hands and deadly in skillful ones. The staff has a +2 to hit, does 5 damage on a two-action attack, and bypasses grazing. It is not included in Quickfooted.
Shield Mechanics
Some updates to shield templates. These can be found on the armour page. [Armour]
- Large Shields: When blocking with a large shield, attacks against you for that round are no longer AP (5 AP damage becomes 5 damage). This is to reinforce their role as a defense tool and compensate for the lowered damage.
- Small Shields: To serve the role of a more offense-oriented tool and to balance their capabilities, these shield are less effective at blocking and do not disable an attack’s AP trait. Small shields can also be used to take the Block action without necessarily being held in hand, allowing two-handed weapon wielders to play the fantasy of using an ecranche and light weapon wielders to use a buckler.
- Blocking for Others: This protection mechanic has been reworked; instead of declaring you're blocking for someone else, you only need to take the Block action and stand between someone & their attacker to protect them. This allows positioning to become more important in combat scenarios.
Improvisation
Have you ever wanted to use a stool in a tavern fight? Maybe pick up a table as a shield, or even stab at someone with a particularly sharp stick? Well, now you can!
- Improvised Weapons: We devised a simple system that allows non-ranged weapon templates to be improvised (i.e a fire-poker as an arming sword); they are not as effective as traditional weapons, dealing 1 less damage and having a -1 to aim. They do not synergize with feats other than Rage, either. To roll an attack as improvised, use /roll (weapon) i or /roll (weapon) improvised. These commands will be updated on the backend soon.
- Improvised Shields: Similar to weapons, you can improvise less effective versions of shields when in a pinch. These do not synergize with shield feats and block with an added -1 penalty. To roll a shield as improvised, use /roll block (shield) i or /roll block (shield) improvised.
Updated Feats
As usual, we have a plethora of refreshed and revised fears. Read more about feat updates here: [Feats]
- Quickfooted: Arcane staff has been removed, longbows have been added. Additionally, the feat now allows you to take free movement immediately after fully evading an attack.
- Shieldmaster: Arcane wand has been removed, staff has been added. The feat now grants an additional +1 against ranged attacks.
- LW: Flexible Design: Simplified, no longer states it is a limited action. You may freely change between your two weapon templates on your turn.
- LW: Skewer: A reworked targeting criteria allows use of ranged weapons, and more freedom with how the skewer is applied for other distance category weapons.
- Piercing Strike: Rebalanced, now offers a risk to encourage more strategic use by increasing aim bonuses against you after making this attack. Best not to use this while surrounded.
- Dual Striker: Adds in whip template, and rebalanced to prevent the punishing aspect of triggering multiple ripostes or shield bashes for a single attack action.
- Two Birds One Stone: Spellbook added as a secondary template for this feat.
- Harmonized Arsenal: Requirement changed to Finesse, and reworded Lineage Weapon exclusivity to prevent stacking of bonus but allowing synergy with other LW effects.
- Hostile Architecture: Additional use added; improvised weapons from architecture or terrain broken with this feat can be used by the feat-holder without aim penalty.
- Renowned: Feat reworked to integrate new mechanics. As a renowned fighter within a weapon category, you can now use weapons of that category without penalties from them being broken or other mundane penalties, and improvised weapons of that category can be wielded as if they were not improvised.
New Feats
The following feats were introduced:
Ranged Feats
- Ranger's Gambit: Allows for a powerful risk vs. reward attack with a ranged weapon that can bypass most defenses, at the cost of leaving you vulnerable to melee attacks.
- Trick Shot: Using both actions, ranged weapon attacks can apply a limited effect such as becoming armour piercing, bypassing grazing, causing an area-of-effect explosion, or disrupting spellcasting several times per combat encounter. Trick shots also allow for cool environmental interactions with a bonus to the roll, at DM discretion.
Unarmed Feats
- Feint: Allows a limited action unarmed attack that can disrupt your opponent’s defenses and strike without triggering bonuses from Quickfooted or Shieldmaster.
- Rakish Combination: A feat that allows unarmed fighters to combo their attacks to get bonuses to aim rolls or increased damage without having the full STR: Athletics requirements.
- Patient Flow: Allows a powerful defensive technique with a limited action evade for fighters that have a free hand. If successful, a riposte can instead redirect the initial attack to another target in range.
- Momentum: Allows a single powerful limited action attack following a dash (or vault) with damage rivaling that of a polearm, at some cost to yourself.
Greatweapon Feats
- Galestorm Stance: A feat allowing synergy between two-action weapons and evasion. Staff, greatsword, and polearm fighters who evade are able to channel successful evades into a powerful flurry of retaliation strikes on their turn. These strikes are more potent when split between several targets, rewarding characters with Galestorm Stance that choose to fight outnumbered.
Shield Feats
- Sentinel: A feat for the spear n’ shield users. Allows polearms to be used with a large shield, as well as allowing a reaction spear or javelin attack instead of a shieldbash on a successful block.
- Shield Wall: A feat that encourages shield-wielders to form impenetrable walls by standing adjacent to one another. When blocking next to another allied character with a large shield, you get a further +1 to block rolls against ranged attacks, and +1 to shield bashes and sentinel attacks.
- October 17, 2025