malcolm_n
Adventurer
SUNDER
A creature uses the Sunder action when it wants to attempt to break a weapon or armor.
SUNDER A WEAPON
* Action: Standard Action. When a creature takes this action, it chooses a weapon or shield wielded or left unattended and follows these steps. Shields have a +2 Proficiency Bonus.
1. Make a melee basic attack against the Reflex of the creature wielding the weapon. If the weapon is unattended, the attack automatically hits.
2. On a hit, the weapon's wielder rolls a saving throw with a +4 bonus. On a failed save, roll damage and divide the result by 10. Unattended weapons get no saving throw.
3. Subtract the divided result from the weapon's proficiency bonus until the weapon can be repaired (during an extended rest). If the weapon's proficiency bonus is reduced to 0, the weapon is destroyed.
SUNDER ARMOR
* Action: Standard Action. Sundering armor is identical to sundering a weapon, with 2 exceptions.
1. The sunder attack targets AC instead. Later attacks made to sunder still target the original AC.
2. Instead of reducing the proficiency bonus, you reduce the armor bonus. Reduced Armor bonus only applies to the target's AC vs. normal attacks.
magic weapons and armor
Your weapon must have the same, or higher enhancement bonus than the weapon or armor you try to sunder. Magical equipment adds twice its enhancement bonus (in the case of shields, find the weapon enhancement bonus of equivalent level to the shield) to their bonus to resist being sundered; so a +1 dagger must take 5 damage before being destroyed and a +3 Warhammer must take 8. A +4 Warplate takes 19 and a level 21 shield would take 12.
nonmetal weapons and armor
Divide damage by 5 instead of 10 when sundering non-metal weapons. Natural weapons, such as claws or bite, cannot be sundered. The same holds true for non-metal and natural armor, respectively.
NEW FEAT - Improved Sunder
Heroic Tier
Benefit: Your targets get no bonus to saving throws to resist sunder attempts.
A creature uses the Sunder action when it wants to attempt to break a weapon or armor.
SUNDER A WEAPON
* Action: Standard Action. When a creature takes this action, it chooses a weapon or shield wielded or left unattended and follows these steps. Shields have a +2 Proficiency Bonus.
1. Make a melee basic attack against the Reflex of the creature wielding the weapon. If the weapon is unattended, the attack automatically hits.
2. On a hit, the weapon's wielder rolls a saving throw with a +4 bonus. On a failed save, roll damage and divide the result by 10. Unattended weapons get no saving throw.
3. Subtract the divided result from the weapon's proficiency bonus until the weapon can be repaired (during an extended rest). If the weapon's proficiency bonus is reduced to 0, the weapon is destroyed.
SUNDER ARMOR
* Action: Standard Action. Sundering armor is identical to sundering a weapon, with 2 exceptions.
1. The sunder attack targets AC instead. Later attacks made to sunder still target the original AC.
2. Instead of reducing the proficiency bonus, you reduce the armor bonus. Reduced Armor bonus only applies to the target's AC vs. normal attacks.
magic weapons and armor
Your weapon must have the same, or higher enhancement bonus than the weapon or armor you try to sunder. Magical equipment adds twice its enhancement bonus (in the case of shields, find the weapon enhancement bonus of equivalent level to the shield) to their bonus to resist being sundered; so a +1 dagger must take 5 damage before being destroyed and a +3 Warhammer must take 8. A +4 Warplate takes 19 and a level 21 shield would take 12.
nonmetal weapons and armor
Divide damage by 5 instead of 10 when sundering non-metal weapons. Natural weapons, such as claws or bite, cannot be sundered. The same holds true for non-metal and natural armor, respectively.
NEW FEAT - Improved Sunder
Heroic Tier
Benefit: Your targets get no bonus to saving throws to resist sunder attempts.
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