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v0.91.66 Patch Notes - Lizard Scion, Feats, New Adventure Preview #3



New Player Race: Lizard Scion


Every few generations, a lizard scion is born to a lizardfolk tribe. With twice the life span of a typical lizardfolk and a large and muscular stature, a scion typically rises to become the leader of her tribe.

Lizardfolk show great—often unquestioning—devotion to scions, believing they are blessings from the spirits and divine in nature. In many ways, tribes see them as living monuments to the lost greatness of their people, singing songs of an era when every lizardfolk was as large and impressive as the scion.

Some lizard scions become great protectors and voices of wisdom among their people, leading a tribe to previously unknown accomplishments and stability within its hidden enclave. Others attempt to build alliances with other lizardfolk tribes or even unite two tribes into one.


[h3]Racial Traits:[/h3]

As living monuments to the lost greatness of their people, lizard scions has all racial traits of lizardfolk, with some exceptions.

+4 Str, +2 Dex, +4 Con, +2 Wis, +2 Cha, -2 Int: Compared with typical lizardfolk, lizard scions are stronger and tougher, as well as flexible and wise, with leadership qualities.

Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice.

Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Balance, Jump, and Swim. Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks.

Racial Feats: A lizardfolk’s humanoid levels give it one feat.

Weapon and Armor Proficiency: Proficient with simple weapons and shields.

Armor: +8 natural armor bonus.

Natural Weapons: 2 claws (1d6) and bite (1d8).

Lizardfolk Blood (Ex): A lizard scion counts as a lizardfolk for all effects related to race.

Level Adjustment: +3. Powerful races with racial Hit Dice are more special.



New Epic Feats:


[h3]Armor Skin[/h3]
Your skin becomes like armor.

You gain a +2 natural armor bonus to Armor Class, or your existing natural armor bonus increases by 2.

This feat does not stack with similar abilities granted by magic items or nonpermanent magical effects.

Special: You can gain this feat multiple times. Its effects stack.

[h3]Penetrate Damage Reduction[/h3]
You can bypass a creature’s damage reduction.

Select a special material, your melee attacks can bypass a creature’s damage reduction as if your weapon was crafted from that material.

Your melee weapons (including natural weapons) are treated as being crafted from the chosen special material for purposes of bypassing the damage reduction of any creature you strike.

None of the other special properties of special materials are gained by your melee weapons.

Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different special material. Your melee attacks are treated as being crafted of all chosen materials for purposes of bypassing damage reduction.

[h3]Combat Archery[/h3]
You can fire a bow in melee safely.

You do not incur any attacks of opportunity for firing a bow when threatened.


[h2]Rogue Exclusive:[/h2]

[h3]Self-Concealment[/h3]
When in combat, your form becomes blurry and indistinct, making it difficult to land a blow against you.

Attacks against you have a 10% miss chance, similar to the effect of concealment. You lose this benefit whenever you would lose your Dexterity bonus to AC.


[h2]Paladin Exclusive:[/h2]

[h3]Great Smiting[/h3]
Your smite attacks are much more powerful than normal.

Whenever you make a successful smite attack, add twice the appropriate level to damage (rather than just your level).

Special: You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.


[h2]Dwarven Defender Exclusive:[/h2]

[h3]Bulwark of Defense[/h3]
Your defensive stance bonuses increase to +4 Strength, +6 Constitution, +4 resistance bonus on all saves, and +6 dodge bonus to AC.



[h3]Reduced wins of some achievements:[/h3]
Champion of the Arena: Beaten 100 new challenges -> 50
God of the Arena: Beaten 500 new challenges -> 100
TRUE.Champion of the Arena: Continuously beaten 100 new challenges without any defeat -> 20
TRUE.God of the Arena: Continuously beaten 500 new challenges without any defeat -> 50


[h3]Others:[/h3]
Can disable natural weapons
Can disable portable light source (hooded lantern)
Instant death is not affected by difficulty damage scaling
Fixed: Favored Enemy damage bonus wrongly applies to spells, now only applies to weapon damage rolls
Fixed: level up non-ranger class may increase Favored Enemy bonus
Fixed: Drow Noble's Divine Favor and Shield of Faith are not improved with character level
Fixed: portable light source of player race Troll and Ogre may not work


New Adventure Mode Dev Preview #3:


[h3]Artisan Camps[/h3]
Settlements such as villages and cities usually have one or more artisan camps nearby. These camps are workplaces and temporary residences for artisans such as woodcutters, miners, hunters, and tanners, while farms are workplaces for other commoners such as farmers, herders, and herbalists.

Adventurers can trade with these NPCs or hire them to produce specific resources, or even rent these workplaces for use by skill specialists in their party.



[h3]Metropolises[/h3]
Metropolises are larger than normal cities and have professions and specialists from all walks of life, including apothecaries, brewers, merchants, barristers, architects, librarians, and more.



[h3]Next, we'll work on (rough list):[/h3]
Adventure mode, and its predecessor works: more prestige classes (Assassin), player races (Minotaur, Centaur), feats and spells, etc.

Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to [email protected] (attach your saves if necessary: game folder/saves).

v0.91.65 Patch Notes - Elemental Lord, New Adventure #2



New Prestige Class: Elemental Lord

[h3]An arcane spellcaster who has a powerful elemental companion and can turn himself into an elemental.[/h3]

For arcane spellcasters, the endless mysteries contained in the Planes have a fatal allure, especially those of the Elemental Planes. Summon elemental spells or rituals known to adventurers, and the overwhelming combat advantage brought by a variety of powerful elemental allies, all attracted many spellcasters to indulge in.

The elemental lord takes it a step further. Years of intense research and even fieldwork have made the elemental lord more knowledgeable about all aspects of elementals than other spellcasters. He has studied the ways, means, origins, and formation of elementals, and instinctively knows an elemental’s strengths and develops an unbreakable bond with a powerful elemental companion.

Elemental companions are usually summoned through spells or rituals, and then bargained and contracted for a longer-term partnership. However, rumor has it that some radical elemental lords are deeply uncomfortable with this, and they consider it too hasty, even a sacrilege to do so. They prefer to spend huge amounts of resources, through various means, to reach the Elemental Planes, in order to an official visit and negotiate a partnership with the elemental of their choice, believing that the bond established in this way is more trustworthy.

Either way, as this bond deepens over time, the elemental lords kinship with the elemental companion deepens, blurring the line between master and servant. Eventually, the journey of discovery made both stronger, and even the elemental lord himself transformed into an elemental and became part of the elemental forces.

Base Classes: The knowledge required to learn the secrets of the Planes is arcane in nature, and thus this prestige class is filled mostly with wizards and sorcerers — though anyone else who meets the requirements may choose to take the journey of an elemental lord.

Role: Although rarely seen in adventure groups, once an elemental lord decided to become part of a group, with his powerful elemental companion, uncanny traits, and impressive spellcasting ability, in the front line or back row of the battlefield can be at ease, he will soon become reliable for other members.

Alignment: Similar to most arcane spellcasters who are addicted to a certain field of study, elemental lords spend their lives in pursuit of the mysteries of the Planes and the way to live in harmony with elementals. They have no time for morals and ethics, which are meaningless to them, so they tend to be neutral, neutral good, or neutral evil.

Non-adventurers: With a reliable elemental companion by his side, the elemental lord usually embarks on the journey of discovery alone, no need to group with other adventurers, unless as a last resort. Most adventurer groups certainly welcome the addition of an elemental lord (plus a powerful ally).


[h3]Prerequisites:[/h3]
Caster Level: 10.
Skills: Knowledge (The planes) 8 ranks, Knowledge (Arcana) 4 ranks, Diplomacy 4 ranks.
Feats: Spell Focus: Conjuration, Augment Summoning.
Spells: Ability to cast level-2 arcane spells, Summon Elemental.


[h3]Class Features:[/h3]
Level Limit: 10.
Hit Dice: d4.
Base Attack Bonus: Average.
Good Saves: Fortitude, Will.
Key Abilities: Charisma, Intelligence, Dexterity.

Class Skills: Concentration, Craft, Decipher Script, Knowledge, Profession, and Spellcraft.
Skill Points per Level: 2 + Int modifier.

Weapon Proficiency: None.
Armor Proficiency: None.

Bonus Feats: Gains an extra feat every 4 levels after 10th level (14, 18...).

Bonus Spellcasting Level: When leveling up this class, the effective spellcasting level of a spellcasting class is also increased.


[h3]Class Abilities:[/h3]

[h3]Elemental Companion[/h3]
At 1st level, an elemental lord picks his element of study: air, earth, fire, or water. This choice cannot be changed.

At the same time, the elemental lord gains an elemental companion of the type chosen that starts at Medium size. It grows larger every two levels thereafter (3, 5, 7...). At 9th level it becomes an elder elemental.

The elementals level is always equal to the masters arcane level. If the elemental dies, the elemental lord takes damage equal to the elementals level, and also takes 1d4 points of damage to each ability score.

[h3]Elemental Form[/h3]
An elemental lord gains the ability to turn himself into an elemental three times per day.

This elemental is an elder elemental of the elemental lord’s element of study, and its level is equal to the elemental lord’s arcane level.

The effect lasts for 12 hours, or until the elemental lord changes back.

[h3]Elemental Type[/h3]
Over time, an elemental lord slowly turns into an elemental, gaining an elementals traits along the way.

At 2nd level, he gains darkvision 60 ft.

At 4th level, he becomes immune to sleep effects.

At 6th level, he becomes immune to poison.

At 8th level, he becomes immune to paralysis and stunning.

At 10th level, the elemental lord’s type changes to elemental, and he gains the subtype of the appropriate element. He becomes so much like an elemental that he loses the normal human orientation toward “front” and “back.” Like an elemental, he can’t be flanked and is no longer subject to critical hits.

[h3]Resistance/Immunity to Energy[/h3]
An elemental lord gains resistance against the energy type associated with his element of study (air: electricity, earth: acid, fire: fire, and water: cold).

At 1st level, this resistance is 5. It increases by 5 every two levels thereafter (3, 5, 7...). At 9th level, the elemental lord gains immunity to the energy type in question.

[h3]Damage Reduction[/h3]
A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective), unless the attack is from a certain kind of weapon.


[h3]Auto Gained Abilities:[/h3]
Lv 1 Elemental Companion (Medium), Resistance to Energy 5
Lv 2 Darkvision 60 ft., Damage Reduction 1/-
Lv 3 Elemental Companion (Large), Resistance to Energy 10
Lv 4 Immunity to Sleep, Damage Reduction 2/-
Lv 5 Elemental Companion (Huge), Resistance to Energy 15
Lv 6 Immunity to Poison, Damage Reduction 3/-
Lv 7 Elemental Companion (Greater), Resistance to Energy 20
Lv 8 Immunity to Paralysis and Stunning, Damage Reduction 4/-
Lv 9 Elemental Companion (Elder), Immunity to Energy
Lv 10 Elemental Form, Elemental Type, Cannot Be Flanked or Critical Hit, Damage Reduction 5/-


[h3]Others:[/h3]
Fixed: workshop submitting bug (error code: 9)
Fixed: no enough selectable spells when level up Mystic Theurge
Fixed: AC (flat-footed) excludes monk's AC Bonus


New Adventure Mode Dev Preview #2:


[h3]Villages and Farms[/h3]
In addition to internal buildings and facilities, farms outside a village also belong to the village. Villagers will periodically labor in farms, and monsters may attack villages, farms, and other affiliated facilities.



[h3]Cities[/h3]
Compared to villages, cities occupy more tiles and have more affiliated facilities.




[h3]Next, we'll work on (rough list):[/h3]
Adventure mode, and its predecessor works: more prestige classes (Assassin), player races (Lizard Scion, Minotaur, Centaur), feats and spells, etc.

Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to [email protected] (attach your saves if necessary: game folder/saves).

v0.91.64 Patch Notes - Eldritch Knight, Feats, Spells, Terrains

[h3]2023-08-28: Fixed: workshop submitting bug (error code: 9)[/h3]



New Prestige Class: Eldritch Knight
[h3]An arcane spellcaster who augments his magical skills with combat to create a deadly combination of weapons and magic.[/h3]

Fearsome warriors and spellcasters, eldritch knights are rare among magic-users in their ability to wade into battle alongside fighters, barbarians, and other martial classes. Those who must face eldritch knights in combat fear them greatly, for their versatility on the battlefield is tremendous; against heavily armed and armored opponents they may level crippling spells, while opposing spellcasters meet their ends on an eldritch knights blade.

Base Classes: Because the road to becoming an eldritch knight requires both martial prowess and arcane power, eldritch knights almost always begin their paths as multiclassed characters, with fighter/wizard the most common combination. A few eldritch knights were once bards, and even paladin/sorcerers aren’t unheard of. They may be found wherever studies of the arcane are as prevalent as martial training.

Role: Eldritch knights blend the abilities of fighting classes and spellcasters, hurling magic at the enemy one moment and hewing down their opponents with steel the next. They are just as comfortable fighting in the thick of combat as they are casting spells at foes while remaining safely behind their compatriots. Their versatility makes them valuable allies when the nature of an upcoming battle is unclear.

Alignment: The road to becoming an eldritch knight is as varied as the paths leading to apprenticeship under a wizard or a career as a soldier, and eldritch knights can therefore be of any alignment. Maintaining a balance between studies of arcane lore and martial techniques requires great discipline, however, and for that reason many favor lawful alignments.

Non-adventurers: Eldritch knights can be found wherever there’s a good fight or the promise of arcane lore. They find higher-level fighters and wizards particularly interesting, and some eldritch knights apprentice themselves for a time to learn the finer points of arcane technique or weapons prowess. Eldritch knights split their time between physical training to become better soldiers and arcane study to learn more powerful spells. They tend to be driven individuals, because simultaneously perfecting their spellcasting and combat prowess requires immense time and effort. Eldritch knights are never truly at home among arcane spellcasters or elite soldiers, so many drift from wizard school to mercenary unit to band of adventurers.


[h3]Prerequisites:[/h3]
Feats: Martial Weapon Proficiency.
Spells: Ability to cast level-3 arcane spells.


[h3]Class Features:[/h3]
Level Limit: 10.
Hit Dice: d6.
Base Attack Bonus: Good.
Good Saves: Fortitude.
Key Abilities: Strength, Dexterity, Constitution.

Class Skills: Concentration, Craft, Decipher Script, Jump, Knowledge (arcana), Knowledge (nobility and royalty), Ride, Sense Motive, Spellcraft, and Swim.
Skill Points per Level: 2 + Int modifier.

Weapon Proficiency: None.
Armor Proficiency: None.

Bonus Feats: Gains an extra feat at 1st level. Gains an extra feat every 4 levels after 10th level (14, 18...).

Bonus Spellcasting Level: When leveling up this class, the effective spellcasting level of a spellcasting class is also increased.


[h3]Class Abilities:[/h3]

[h3]Armoured Caster[/h3]
At 1st level, spell failure chance suffered by an eldritch knight is decreased by 5%. It decreases by %5 every two levels thereafter (1, 3, 5...).

[h3]Penetrating Strike[/h3]
At 2nd level, an eldritch knight's weapon attacks ignore 2 points of damage reduction of any type. It increases by 2 points every two levels thereafter (2, 4, 6...).

[h3]Eldritch Resistance[/h3]
At 5th level, an eldritch knight gains a +1 bonus on his existing spell resistance. At 10th level, the bonus increases to +2.


[h3]Auto Gained Abilities:[/h3]
Lv 1 Armoured Caster (-5%)
Lv 2 Penetrating Strike 2
Lv 3 Armoured Caster (-10%)
Lv 4 Penetrating Strike 4
Lv 5 Eldritch Resistance +1, Armoured Caster (-15%)
Lv 6 Penetrating Strike 6
Lv 7 Armoured Caster (-20%)
Lv 8 Penetrating Strike 8
Lv 9 Armoured Caster (-25%)
Lv 10 Eldritch Resistance +2, Penetrating Strike 10


New Epic Feats:


[h3]Epic Prowess[/h3]
You gain great skill in combat.

Gain a +1 bonus on all attacks.

Special: You can gain this feat multiple times. Its effects stack.

[h3]Epic Weapon Focus[/h3]
You are especially good at using certain weapons.

Add a +2 bonus to all attack rolls you make using a proficient weapon.

[h3]Epic Weapon Specialization[/h3]
You deal extraordinary damage wielding certain weapons..

Add +4 to all damage you deal using a proficient weapon. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet.

[h3]Devastating Critical[/h3]
With certain weapons, you are capable of killing any creature with a single strike.

When using a proficient melee weapon, whenever you score a critical hit the target must make a Fortitude save (DC 10 + 1/2 your character level + your Strength modifier) or die instantly. (Creatures immune to critical hits can't be affected by this feat.)

[h3]Improved Multiattack[/h3]
The creature is particularly adept at using all its natural weapons at once.

The creature’s secondary attacks with natural weapons have no penalty.


[h2]Rogue Exclusive:[/h2]

[h3]Lingering Damage[/h3]
Your sneak attacks continue to deal damage even after you strike.

Any time you deal damage with a sneak attack, that target takes damage equal to your sneak attack bonus damage on your next turn as well.


[h2]Monk Exclusive:[/h2]

[h3]Legendary Wrestler[/h3]
You are exceptionally proficient at grappling.

You gain a +10 bonus on all grapple checks.

Special: A monk can qualify for this feat without having the Improved Unarmed Strike feat.


[h2]Bard Exclusive:[/h2]

[h3]Inspire Excellence[/h3]
You can improve the abilities of your comrades through your performance.

You can use song or poetics to grant a bonus to one ability score to your allies. To be affected, an ally must hear the bard sing for 1 full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). Each ally to be inspired gains a +4 competence bonus to the same ability score, which you must choose before you begin inspiring.

Special: Inspire excellence is a supernatural, mind-affecting ability. This feat is treated as a bardic music inspiration ability for purposes of feats that affect such abilities.

[h3]Epic Inspiration[/h3]
Your bardic music provides greater inspiration than normally possible.

All competence bonuses, dodge bonuses, and morale bonuses granted by your bardic music ability increase by +1. If you have the inspire greatness bardic music ability, it grants one additional bonus HD.

Special: You can gain this feat multiple times. Its effects stack.


[h2]Arcane Archer Exclusive:[/h2]

[h3]Improved Arrow of Death[/h3]
Add +2 to the DC of your arrows of death.

Special: You can gain this feat multiple times. Its effects stack.


New Spells:


[h3]Dismissal[/h3]
This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell's save DC - creature's level + your caster level).

If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

[h3]Banishment[/h3]
A banishment spell is a more powerful version of the dismissal spell. It enables you to force multiple extraplanar creatures out of your home plane. As many as 2 levels of creatures per caster level can be banished.

[h3]Delay Poison[/h3]
The subject becomes temporarily immune to poison.

Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired.

Delay poison does not cure any damage that poison may have already done.

[h3]Light[/h3]
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch.

The effect is immobile, but it can be cast on a movable object.

Light taken into an area of magical darkness does not function.

[h3]Darkness[/h3]
This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

[h3]Daylight[/h3]
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that.

Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

[h3]Deeper Darkness[/h3]
This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.

Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

[h3]Dancing Lights[/h3]
This spell creates a faintly glowing, vaguely humanoid shape, shedding light as a torch.

Each round, it automatically moves toward the dark area.

[h3]Faerie Fire[/h3]
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. The faerie fire can be blue, green, or violet.

Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects.

The faerie fire does not cause any harm to the objects or creatures thus outlined. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light.

[h3]Continual Flame[/h3]
A flame, equivalent in brightness to a torch, springs forth from an object that you touch.

The effect looks like a regular flame, but it creates no heat and doesn't use oxygen.

A continual flame can be covered and hidden but not smothered or quenched.


[h3]Others:[/h3]
Horrid Wilting: affects enemies only
Terrifying Rage: reduced rounds of effect: 4d6 -> 1d4
Canny Defense, Elaborate Parry: also applies to "armed" unarmed attacks or natural weapons
Arrow of Death DC: ... + Cha modifier -> max of Int or Cha modifier
Fixed: Spell Knowledge related bugs
Fixed: Etherealness may cause AI freezes
Fixed: charmed creatures make AOs against wrong targets
Fixed: trigger effect area on ground while flying
Fixed: level up spells UI sometimes show high-level spells wrongly


New Adventure Mode Development Preview #1: Terrains




[h3]Forest Terrain[/h3]
Forest terrain can be divided into three categories: sparse, medium, and dense. An immense forest could have all three categories within its borders, with more sparse terrain at the outer edge of the forest and dense forest at its heart.

[h3]Marsh Terrain[/h3]
Two categories of marsh exist: relatively dry moors and watery swamps. Both are often bordered by lakes, which effectively are a third category of terrain found in marshes.

[h3]Hills Terrain[/h3]
A hill can exist in most other types of terrain, but hills can also dominate the landscape. Hills terrain is divided into two categories: gentle hills and rugged hills. Hills terrain often serves as a transition zone between rugged terrain such as mountains and flat terrain such as plains.

[h3]Mountain Terrain[/h3]
The three mountain terrain categories are alpine meadows, rugged mountains, and forbidding mountains. As characters ascend into a mountainous area, they’re likely to face each terrain category in turn, beginning with alpine meadows, extending through rugged mountains, and reaching forbidding mountains near the summit.



[h3]Desert Terrain[/h3]
Desert terrain exists in warm, temperate, and cold climates, but all deserts share one common trait: little rain. The three categories of desert terrain are tundra (cold deserts), rocky desert (often temperate), and sandy desert (often warm).

[h3]Plains Terrain[/h3]
Plains come in three categories: farms, grasslands, and battlefields. Farms are common in settled areas, of course, while grasslands represent untamed plains. The battlefields where large armies clash are temporary places, usually reclaimed by natural vegetation or the farmer’s plow. Battlefields represent a third terrain category because adventurers tend to spend a lot of time there, not because they’re particularly prevalent.

[h3]Aquatic Terrain[/h3]
Aquatic terrain is the least hospitable to most PCs, because they can’t breathe there. Aquatic terrain doesn’t offer the variety that land terrain does. Aquatic terrain can be simply divided into two categories: flowing water (such as streams and rivers) and nonflowing water (such as lakes and oceans).




[h3]Next, we'll work on (rough list):[/h3]
Adventure mode, and its predecessor works: more prestige classes (Assassin, Elemental Lord), player races (Lizard Scion), feats and spells, etc.

Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to [email protected] (attach your saves if necessary: game folder/saves).

v0.91.63 Patch Notes - Arcane Archer, Epic Feats



New Prestige Class: Arcane Archer
[h3]An arcane spellcaster who draws upon ancient elven traditions to infuse his arrows with potent magical power.[/h3]

Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement her combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army.

Many who seek to perfect the use of the bow sometimes pursue the path of the arcane archer. Arcane archers are masters of ranged combat, as they possess the ability to strike at targets with unerring accuracy and can imbue their arrows with powerful spells. Arrows fired by arcane archers fly at weird and uncanny angles to strike at foes around corners, and can pass through solid objects to hit enemies that cower behind such cover. At the height of their power, arcane archers can fell even the most powerful foes with a single, deadly shot.

Base Classes: Those who have trained as both rangers and wizards excel as arcane archers, although other multiclass combinations are not unheard of. Fighters, rangers, paladins, and barbarians become arcane archers to add a little magic to their combat abilities. Conversely, wizards and sorcerers may take this prestige class to add combat capabilities to their repertoire. Monks, clerics, druids, rogues, and bards rarely become arcane archers.

Role: Arcane archers deal death from afar, winnowing down opponents while their allies rush into hand-to-hand combat. With their capacity to unleash hails of arrows on the enemy, they represent the pinnacle of ranged combat.

Alignment: Arcane archers can be of any alignment. Elf or half-elf arcane arches tend to be free-spirited and are rarely lawful. Similarly, it is uncommon for elven arcane archers to be evil, and overall the path of the arcane archer is more often pursued by good or neutral characters.

Non-adventurers: Arcane archers may be found wherever elves travel. Arcane archers often lead units of normal archers or form small, elite units formed entirely of arcane archers. These units are one of the prime reasons that the elves are so feared in battle.


[h3]Prerequisites:[/h3]
Race: Elf or Half-elf.
Base Attack Bonus: +6.
Feats: Point Blank Shot, Precise Shot, Weapon Focus.
Spells: Ability to cast level-1 arcane spells.


[h3]Class Features:[/h3]
Level Limit: 10.
Hit Dice: d8.
Base Attack Bonus: Good.
Good Saves: Fortitude, Reflex.
Key Abilities: Dexterity, Strength, Constitution.

Class Skills: Craft, Hide, Listen, Move Silently, Ride, Spot, Survival, Use Rope.
Skill Points per Level: 4 + Int modifier.

Weapon Proficiency: Simple and martial weapons.
Armor Proficiency: Light and medium armor, light and heavy shields.

Bonus Feats: Gains an extra feat every 4 levels after 10th level (14, 18...).

Bonus Spellcasting Level: When leveling up this class, the effective spellcasting level of a spellcasting class is also increased.


[h3]Class Abilities:[/h3]

[h3]Enhance Arrow[/h3]
At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus.

For every two levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level).

The enhancement bonus of Enhance Arrow stacks with the enhancement bonus of magic bows.

[h3]Imbue Arrow[/h3]
At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster.

This ability allows the archer to use the bow’s range rather than the spell’s range.

[h3]Seeker Arrow[/h3]
At 4th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight.

This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally.

[h3]Phase Arrow[/h3]
At 6th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.)

This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally.

[h3]Hail of Arrows[/h3]
At 8th level, in lieu of her regular attacks, once per day an arcane archer can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned.

Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow.

[h3]Arrow of Death[/h3]
At 10th level, an arcane archer can create an arrow of death that forces the target, if damaged by the arrow’s attack, to make a Fortitude save (DC = 10 + arcane archer level + Cha modifier) or be slain immediately.

It takes one day to make an arrow of death, and the arrow only functions for the arcane archer who created it. The arrow of death lasts no longer than one year, and the archer can only have one such arrow in existence at a time.

Special: Any prestige class feature that calculates a save DC using the class level should add only half the character’s class levels above 10th.


[h3]Auto Gained Abilities:[/h3]
Lv 1 Enhance Arrow +1
Lv 2 Imbue Arrow
Lv 3 Enhance Arrow +2
Lv 4 Seeker Arrow
Lv 5 Enhance Arrow +3
Lv 6 Phase Arrow
Lv 7 Enhance Arrow +4
Lv 8 Hail of Arrows
Lv 9 Enhance Arrow +5
Lv 10 Arrow of Death



Epic Feats

Firing arrows at opponents standing at the horizon. Beheading opponents with your bare hands. Charming liches with the power of song. This is the stuff of the epic feat.

Like the regular feat, the epic feat is a special feature that either gives your character a new capability or improves one he already has. However, the epic feat moves the realm of capabilities from the mundane into the mythical.

Epic feats are available only to epic characters whose character level is 21st or higher. The epic character is largely defined by his selection of epic feats.


[h3]Superior Initiative[/h3]
You can react even more quickly than normal in a fight.

You get a +4 bonus on initiative checks.

[h3]Perfect Health[/h3]
You are immune to normal diseases and common poisons.

You are immune to all nonmagical diseases, as well as to all poisons whose Fortitude save DC is 25 or less.

[h3]Epic Fortitude[/h3]
You have tremendously high fortitude.

You gain a +4 bonus on all Fortitude saving throws.

[h3]Epic Reflexes[/h3]
You have tremendously fast reflexes.

You gain a +4 bonus on all Reflex saving throw.

[h3]Epic Will[/h3]
You have tremendously strong willpower.

You gain a +4 bonus on all Will saving throws.

[h3]Epic Speed[/h3]
You can move much more quickly than a normal person.

Your speed increases by 30 feet.

Special: This feat only functions when you are wearing medium armor, light armor, or no armor.

This feat does not stack with similar abilities granted by magic items or nonpermanent magical effects.

[h3]Epic Toughness[/h3]
You are preternaturally tough.

You gain +20 hit points.

Special: You can gain this feat multiple times. Its effects stack.

[h3]Great Strength[/h3]
Your muscle and physical power are greater than normal.

Your Strength increases by 1 point.

Special: You can gain this feat multiple times. Its effects stack.

[h3]Great Dexterity[/h3]
Your agility and coordination are greater than normal.

Your Dexterity increases by 1 point.

Special: You can gain this feat multiple times. Its effects stack.

[h3]Great Constitution[/h3]
Your health and endurance are greater than normal.

Your Constitution increases by 1 point.

Special: You can gain this feat multiple times. Its effects stack.

[h3]Great Intelligence[/h3]
Your powers of reason and learning are greater than normal.

Your Intelligence increases by 1 point.

Special: You can gain this feat multiple times. Its effects stack.

[h3]Great Wisdom[/h3]
Your willpower and insight are greater than normal.

Your Wisdom increases by 1 point.

Special: You can gain this feat multiple times. Its effects stack.

[h3]Great Charisma[/h3]
Your powers of persuasion and leadership are greater than normal.

Your Charisma increases by 1 point.

Special: You can gain this feat multiple times. Its effects stack.

[h3]Blinding Speed[/h3]
You can trigger short bursts of great speed.

You can act as if hasted for 5 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.

Special: You can gain this feat multiple times. Its effects stack.


[h3]Epic Spell Focus[/h3]
Your spells of the school of magic are far more potent than normal.

+1 DC for all saving throws against spells from the school of magic.

[h3]Epic Spell Penetration[/h3]
Your spells are tremendously potent, breaking through spell resistance with ease.

You get a +2 bonus on caster level checks to beat a creature’s spell resistance.

[h3]Improved Combat Casting[/h3]
You don't incur attacks of opportunity for casting spells when threatened.

[h3]Spell Knowledge[/h3]
You learn two new arcane spells of any level up to the maximum level you can cast.

Special: You can gain this feat multiple times.

[h3]Spell Stowaway[/h3]
Choose a spell-like ability you possess or a spell you can cast. You gain the benefits of this magic whenever it is used near you.

You are attuned to the magic you chose. If another spellcaster within 300 feet of you uses this magic, you also immediately gain the magic’s effect as if it had been used on you by the same caster.

You must have direct line of effect to the spellcaster in order to gain the benefit of the attuned magic (though you do not have to know the spellcaster is present, and you can be flat-footed). The magic’s duration, effect, and other specifics are determined by its original caster’s level.

Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different spell or spell-like ability.


[h3]Epic Skill Focus[/h3]
You have a legendary knack with the skill.

+10 bonus on all checks with the skill.

[h3]Epic Reputation[/h3]
Your reputation provides great bonuses on interactions with others.

+4 bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks.


[h2]Rogue Exclusive:[/h2]

[h3]Sneak Attack of Opportunity[/h3]
Whenever your opponent lets his guard down, you can make a sneak attack.

Any attack of opportunity you make is considered a sneak attack.

[h3]Epic Dodge[/h3]
You are able to evade attacks with exceptional agility.

Once per round, when struck by a weapon attack, you may automatically avoid all damage from the attack.


[h2]Barbarian Exclusive:[/h2]

[h3]Incite Rage[/h3]
When you enter a rage, you can incite a barbarian rage in any or all allies within 60 feet. (Any ally who doesn't wish to become enraged is unaffected.) The ally gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but takes a –2 penalty to AC, for as long as you remain raging.

The rage of affected allies lasts a number of rounds equal to 3 + their Constitution modifier, regardless of whether they remain within 60 feet of you. This is otherwise identical with normal barbarian rage (including the fatigue at its end).

Special: This is a mind-affecting effect.

[h3]Thundering Rage[/h3]
Your rage attacks can cause thunderous roars that can deafen opponents.

Any weapon you wield while in a rage is treated as a thundering weapon which deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is x3, add 2d8 points instead, and if the multiplier is x4, add 3d8 points instead.

Besides, the target must make a Fortitude save (DC = 10 + 1/2 your level + your Strength modifier) or be deafened permanently.

This feat does not stack with similar abilities.


[h2]Monk Exclusive:[/h2]

[h3]Keen Strike[/h3]
Your unarmed strikes become as sharp as blades.

Your unarmed strike has a critical threat range of 18–20 and deals slashing damage. (At your option, any unarmed strike can deal bludgeoning damage instead, but cannot then take advantage of the enhanced threat range.)

This feat does not stack with similar abilities.

[h3]Vorpal Strike[/h3]
Your unarmed strikes can behead your opponents.

Your unarmed strike is considered to be a slashing vorpal weapon. (At your option, any unarmed strike can do bludgeoning damage instead, but it loses the vorpal quality.)

This feat does not stack with similar abilities.

Vorpal: This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body.

Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off.

A vorpal weapon must be a slashing weapon.


[h2]Paladin Exclusive:[/h2]

[h3]Holy Strike[/h3]
Your attacks deal great damage to evil creatures.

Any weapon you wield is treated as a holy weapon (it is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment). If the weapon already has an alignment, this feat has no effect on the weapon.

This feat does not stack with similar abilities.

[h3]Improved Aura of Courage[/h3]
Your aura of courage is stronger than normal.

Your aura of courage grants a +8 morale bonus on saving throws against fear effects.

[h3]Widen Aura of Courage[/h3]
Your aura of courage is wider than normal.

Your aura of courage extends to all allies within 100 feet of you.


[h2]Ranger Exclusive:[/h2]

[h3]Improved Favored Enemy[/h3]
Add +1 to the bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and damage rolls against all your favored enemies.

Special: You can gain this feat multiple times. Its effects stack.

[h3]Bane of Enemies[/h3]
Your attacks deal great damage to your favored enemies.

Any weapon you wield against one of your favored enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage).

This feat does not stack with similar abilities.


[h2]Bard Exclusive:[/h2]

[h3]Deafening Song[/h3]
Your bardic music deafens those nearby.

You can use song or poetics to temporarily deafen all enemies within a 30-foot spread from you. A successful Fortitude save (DC 10 + 1/2 your class level + your Charisma modifier) negates the effect. The deafening effect lasts for as long as you continue the deafening song. You may keep up the deafening song for a maximum of 10 rounds.

[h3]Hindering Song[/h3]
Your bardic music interferes with opposing spellcasters.

You can use song or poetics to hinder enemy spellcasters within a 30-foot spread from you. To successfully cast a spell within this area, a spellcaster must make a Concentration check as if she were casting defensively. You may keep up the hindering song for a maximum of 10 rounds.

[h3]Music of the Gods[/h3]
You can use your bardic music to influence creatures immune to mind-affecting effects.

Your bardic music can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects.



[h3]Removed Feats:[/h3]
Greater Critical: +5% critical rate of all proficient weapons.
Power Critical: Deal additional one time of weapon damage on a critical hit.
Evocation Specialization: +2 bonus on damage rolls of Evocation spells.


[h3]Added Eight Schools of Magic:[/h3]
Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

Added corresponding Spell Focus and Greater Spell Focus


[h3]New Optional House Rules:[/h3]
Seeker Arrow/Phase Arrow/Hail of Arrows: +1 use per day for every 2 levels, up to 3 uses per day
Arrow of Death: +1 use per day for every 5 levels, up to 3 uses per day
Arrow of Death/Breath Weapon: When calculating DC, replace class level with character level / 2
Adjusted Smite Evil: +4 uses per day -> +2
(+5 modifications of house rules for old saves)


[h3]Others:[/h3]
Adjusted Combat Reflexes: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Any prestige class feature that calculates a save DC using the class level should add only half the character’s class levels above 10th. For instance, dragon disciple's breath weapon.
Added sonic damage type to Resist Energy, Protection from Energy, Energy Resistance, Elemental Resistance, Imbue Arrow
All characters automatically gain Disable Device and Open Lock skills
Optimized feats selection UI
Limit FPS 60 by default
Fixed: sometimes wrong Cover and Super Cover cursors
Fixed: redundant empty lines in combat log


[h3]Next, we'll work on (rough list):[/h3]
Adventure mode, and its predecessor works: more prestige classes (Assassin, Eldritch Knight, Elemental Lord), player races (Lizard Scion), feats and spells, etc.

Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to [email protected] (attach your saves if necessary: game folder/saves).