Sunder

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.
 
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I'd take out the bit about sundering natural weapons, it's kind of silly since most monsters don't factor any kind of proficiency bonus in and all you are doing is reducing your damage to 1/10 normal.

Not a bad approach to sundering for 4e, I'm pretty well impressed.

Oh yeah, and you should prolly eliminate the prereq for Improved Sunder, feats in 4e don't usually require other feats (just class, tier, race, stat).
 


nonmetal weapons and armor
Divide damage by 5 instead of 10 when sundering non-metal weapons. Natural weapons are a part of the creature and are harder to break. You still divide damage by 10 when sundering natural weapons, and the natural weapon is fully restored when the target creature is returned to full hit points by any means.

You might want to break this up into seperate categories, Non-metal and Natural. As it is now, it's a bit ambiguous.
 

Thank you both, I'll run with Jester's idea and nyx it (given the lack of prof bonus as he stated). :)

I threw these together in accordance with the new Item breaking rules with the Dark Sun Setting. From what we've been given so far, if you roll a natural 1 on an attack, you can choose to roll again. if you do, nonmetal weapons break right after it resolves and metal weapons break if you roll 1-5.
 

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