Natural weapons are weapons that are physically a part of a creature.
Making a melee attack with a natural weapon is considered armed and does not provoke attacks of opportunity.
When a creature has multiple natural weapons, one of them is the primary weapon and all the others are secondary (–5 penalty on attack rolls).
When unarmed, the melee primary natural weapon automatically replaces the unarmed attack.
Secondary natural weapons may provide additional attacks on full attacks or in certain special situations. For example, even holding a longbow, a lizardfolk can still make melee attacks with its bite.
See Encyclopedia: Equipment - Natural Weapons for details.
Lizardfolk's Racial Hit Dice:
Some powerful races are more special. These races have 2 or more racial Hit Dice.
The effective character level of a character of these races = racial Hit Dice + class levels + level adjustment.
The racial Hit Dice can be considered a “monster class” similar to normal player classes. Effectively, the character will become a multiclass character when he takes class levels. A character's “monster class” is always a favored class, and he never takes XP penalties for having it.
So his actual character level = racial Hit Dice + class levels, which determines other stats, such as hit points, skill points, gaining feats, etc.
Furthermore, he does not get a feat and four times skill points for his first class level as members of the common races do. Instead, he has already received the equivalent bonuses for his first racial Hit Die.
He can start with no class levels, i.e. choosing no class for a lower starting level. He can gain them later.
Adjustments Related to Spell Resistance Rules:
Adjusted spell resistance mechanism: from integration to saving throws to independent caster level check against spell resistance Spell resistances provided by related abilities don't stack Spell resistance of elite/solo monsters increases with level New racial trait of drow monsters: Have spell resistance equal to 11 + class levels Removed fixed spell resistance 10 of Drow Priestess and Drow Mistress Removed fixed spell resistance 5 of other drow monsters and orog monsters Reduced Greater Spell Penetration bonus: 5 -> 4 Fixed: Balance issue of the spell Spell Resistance and Monk's Diamond Soul at high levels Modified descriptions of spell resistance, spell penetration and related feats Encyclopedia: Added spell resistance chapter Added spell resistance entry to spell descriptions Spell resistance applies to most spells and spell-like abilities, except following: - Grease - Sum - Mage Armor - Acid Arrow - Animate Dead - Dispel - Acid Fog - Fire Cloud - Consecrate - Stinking Cloud - Dancing Lights - Daylight - Darkness - Detect Evil Spell resistance is also considered ineffective against spells that target only yourself or are harmless
Drow Monsters Related Adjustments:
Changed Drow Toxin to Poison Optional house rule: Reduce unconscious duration of drow's Poison: 10 -> 1 Fixed: Too high success rate of monster abilities Use Poison and Poison at high levels (related monsters: Greenscale Hunter, Gnoll Hunter, Wererat Crossbowman, Drow) Added Racial Weapon Proficiency: Drow And above spell resistance related adjustments (+2 modifications of House Rules for old saves)
New Character Avatars:
Added 40 new character avatars (for Human, Elf, Half-elf, Drow, Drow Half-Elf, Dwarf) Optimized some character avatars
Others:
Optimized threaten area related rules such as Flanking and Attack of Opportunity, consider “armed” unarmed attacks and non-handheld natural weapons, etc. No cool-down for spell-like abilities in Spell Slots mode Reduced trolls' regeneration: 10 -> 5 Dwarf monks will appear among tavern adventurers Fixed: Powerful race characters cannot level up to max in adventure mode Fixed: Character stats are not updated after upgrading equipment with Craft Fixed: Dwarf's Magic Resistance also works on beneficial spells
Optimized Create/Level Up Character UI Optimized race descriptions Optimized action descriptions Completed some item descriptions Optimized some other text Fixed: No prompt effects for touch attack misses Fixed: No prompt effects for misses caused by shadowy illumination, etc. Fixed: Some text missing in Craft UI
Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to support@lowmagicage.com. It's extremely useful for debugging.
Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider, usually a fiend or celestial.
The effects of having a supernatural being in one’s heritage last for many generations. Although not as dramatically altered as a half-celestial or a half-fiend, planetouched still retain some special qualities.
Aasimar and tiefling are the most common planetouched varieties. Aasimars are humans with some trace of celestial blood in their veins, and tieflings have some fiendishness in their family tree.
Others:
Now can choose character build from first class to all classes of the character Show both class and build ico in character panel Added combat descriptions of some races: Elf, Dwarf, Gnome, Halfling, Orc, Goblin, Hobgoblin, Kobold, Catfolk Optimized descriptions of some races Optimized physical descriptions of monster races Optimized descriptions of level, etc. Optimized encyclopedia structure Optimized Create Character UI Fixed: AC bug of player races with natural armor bonus. Fixed: Bug that Hatred is also applied to Cure Wounds, etc.
Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to support@lowmagicage.com. It's extremely useful for debugging.
Added 2 powerful races with level adjustment: Catfolk and Hobgoblin
Powerful Races and Level Adjustments Some races are more powerful than normal races. These races have a racial trait called level adjustment.
When create a powerful race character, add the level adjustment to the character level to get the effective character level, i.e. character level + level adjustment = effective character level.
When level up the character, use the effective character level to determine the experience points needed. Therefore, the character requires more experience points to level up than a normal character. In other words, powerful race characters level up more slowly than normal characters.
Powerful race characters still use the actual character level to determine other stats, such as hit points, skill points, gaining feats, etc.
Generally speaking, a powerful race character cannot be added to an adventure party as an initial character. Only a high enough level adventure party can recruit powerful race characters.
Added detailed background descriptions (Physical Description, Society, Relations, Alignment and Religion, Adventurers, Names, etc.) for following races:
Fixed: Adventure mode Flee UI mess up Fixed: Some too long tips of Create Character UI
Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to support@lowmagicage.com. It's extremely useful for debugging.
This spell transforms your body into living iron, which grants you several powerful resistances and abilities.
You gain: - Damage reduction 1/adamantine per caster level. - Immunity to critical hits, electricity, poison, ability score damage, stunning, blindness, deafness, disease, and all spells or attacks that affect your physiology or respiration. - Take only half damage from acid and fire of all kinds. - +6 enhancement bonus to Str, -6 penalty to Dex (min. 1). - Considered armed when making unarmed attacks and deal 1d6 damage (1d4 for Small characters).
But meanwhile you suffer: - Half speed. - Arcane spell failure chance of 50%, -8 armor check penalty. - Special attacks that affect iron golems affect you, too. - Can't use potions.
Mind Fog
Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it.
Creatures in the mind fog take a -10 competence penalty on Wis checks and Will saves. A creature that successfully saves against the fog is not affected and need not make further saves.
Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter.
The fog is thin and does not significantly hamper vision.
Mind Blank
The subject is protected from all mind-affecting spells and effects.
Bestow Curse
You place a curse on the subject.
Choose one of the following effects: * -6 decrease to an ability score (min. 1). * -4 penalty on attack rolls, saves, ability checks, and skill checks. * Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
Remove Curse
Remove curse instantaneously removes all curses on a creature.
Ghoul Touch
Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.
Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.
Remove Paralysis
You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul's touch or a slow spell.
If the spell is cast on one creature, the paralysis is negated.
If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it.
If cast on three or four creatures, each receives another save with a +2 resistance bonus.
Flesh to Stone
The subject, along with all its carried gear, turns into a mindless, inert statue.
If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities.
Only creatures made of flesh are affected by this spell.
Stone to Flesh
This spell restores a petrified creature to its normal state. The creature must make a DC 15 Fortitude save to survive the process.
Neutralize Poison
Detoxify any sort of venom in the creature touched. The target suffers no additional effects from the poison, and any temporary effects are ended.
The target is immune to any poison during the duration of the spell. It need not make any saves against poison effects applied to it.
The spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.
Others:
Show class list and XP in tip of character level Fixed: Some new races do not appear in taverns Fixed: Materials in bank not consumed after craft and save/load game Fixed: Bugs of pending race/class tip on Create Character UI
Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to support@lowmagicage.com. It's extremely useful for debugging.
Tallfellow Deep Halfling Strongmind Halfling Syl Halfling
Skills Related:
Added complete list and description of all 36 skills and 26 separated skills of SRD 3.5 (including developing skills that currently no application scenarios, just for skill-related racial traits) Added skill synergy mechanism (developing skills can also provide synergy) Optimized class skills entries of each class Optimized skills UI Completed 73 skill feats Adjusted following skill feats: - Persuasive :+2 bonus on all Bluff checks, Intimidate checks and Sense Motive checks. -> +2 bonus on all Bluff checks and Intimidate checks. - Self-sufficient :+2 bonus on all Heal checks and Concentration checks. -> +2 bonus on all Heal checks and Survival checks. - Alertness" :+2 bonus on all Listen checks and Search checks. -> +2 bonus on all Listen checks and Spot checks.
Skill check modifiers of large creatures: - +4 size bonus on Intimidate and Grap checks. - -4 size penalty on Hide checks.
Skill check modifiers of small creatures: - -4 size penalty on Intimidate and Grap checks. - +4 size bonus on Hide checks.
Added/Adjusted Racial Traits:
Elf (Including Subraces):
Keen Senses: +2 racial bonus on Search, Spot, and Listen checks. The character who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. Removed Graceful Step: Ignores difficult terrain when shift.
Half-Elf (Including Subraces):
Keen Senses: +1 racial bonus on Search, Spot, and Listen checks. A half-elf does not have the elf’s ability to notice secret doors simply by passing near them. Integrated: +2 racial bonus on Diplomacy and Gather Information checks.
Half-Human Elf:
No racial bonus on Diplomacy and Gather Information checks.
Dwarf (Including Subraces):
Magic Resistance: +2 racial bonus on saving throws against spells and spell-like effects. Poison Resistance: +2 racial bonus on saving throws against poison. Hatred: +1 racial bonus to attack rolls against orcs and goblinoids. Defensive Training: +4 dodge bonus to AC against monsters of the giant type. Stonecunning: +2 racial bonus on Search checks to notice unusual stonework. Besides, the character also has other stonework related abilities." Craftsman: +2 racial bonus on Appraise and Craft checks that are related to stone or metal.
Deep Dwarf:
Magic Resistance: +3 racial bonus on saving throws against spells and spell-like effects. Poison Resistance: +3 racial bonus on saving throws against poison.
Gold Dwarf:
Hatred: +1 racial bonus on attack rolls against aberrations.
Gnome (Including Subraces):
Hatred: +1 racial bonus on attack rolls against kobolds and goblinoids. Defensive Training: +4 dodge bonus to AC against monsters of the giant type. Keen Senses: +2 racial bonus on Listen checks. Sharp-Nosed: +2 racial bonus on Craft (alchemy) checks.
Forest Gnome:
Hatred: +1 racial bonus on attack rolls against goblinoids, orcs, and reptilian humanoids (including kobolds). Secret: +4 racial bonus on Hide checks, which improves to +8 in a wooded area.
Halfling (Including Subraces):
Sure-Footed: +2 racial bonus on Climb, Jump, and Move Silently checks. Keen Senses: +2 racial bonus on Listen checks. Removed Nimble Reaction: +2 AC against AOs.
Tallfellow:
Keen Senses: +2 racial bonus on Search, Spot, and Listen checks. The character who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. No racial bonus on Climb, Jump, and Move Silently checks.
Deep Halfling:
Stonecunning: +2 racial bonus on Search checks to notice unusual stonework. Besides, the character also has other stonework related abilities." Craftsman: +2 racial bonus on Appraise and Craft checks that are related to stone or metal. No racial bonus on Climb, Jump, and Move Silently checks.
Goblin:
Skilled: +4 racial bonus on Move Silently and Ride checks.
Encyclopedia:
Added Skills chapter Added Creature Types and Subtypes chapters Added The Basics chapter Optimized structure and text Auto-jump last view entry Character panel: right-click skills, feats, spells, etc. to jump to the corresponding encyclopedia entry
Others:
Optimized Character Name and Images UI - Change battle avatar and associated portrait - Set portrait associated with battle avatar - Random battle avatar (base on race and class) - Random name and battle avatar (base on gender)
Auto-match portraits Character panel: click battle avatar icon to change name and images Character panel: Show Background: Large Portrait (PNG Format)
Detailed creature types Adjusted creature types of following monsters: - Ogre/Troll: Humanoid -> Giant - Minotaur/Medusa: Humanoid -> Monstrous Humanoid
Optimized race description format Optimized race tip text (rules text only) Optimized some French/Japanese text Fixed: prepare spell bug of Cleric/Paladin multiclass
Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to support@lowmagicage.com. It's extremely useful for debugging.
Changed racial ability adjustments of the 7 core races (from OGL PF/3.75 data to OGL 3.5):
Human : +2 One Ability Score -> None Elf : +2 Dex, +2 Int, -2 Con -> +2 Dex, –2 Con Half-elf : +2 One Ability Score -> None Dwarf : +2 Con, +2 Wis, -2 Cha -> +2 Con, –2 Cha Gnome : +2 Int, +2 Cha, -2 Str -> +2 Con, –2 Str Halfling : +2 Dex, +2 Cha, -2 Str -> +2 Dex, –2 Str Half-orc : +2 Str, +2 Con, -2 Int, -2 Cha -> +2 Str, –2 Int, –2 Cha
Other race-related adjustments:
Goblin : +4 Dex, -2 Str, -2 Cha -> +2 Dex, -2 Str, -2 Cha Drow : +2 Dex, +2 Cha -> +2 Dex, +2 Int, +2 Cha, -2 Con Orc/Kobold: Added Light Sensitivity Troll: Darkvision 60 ft. -> 90 ft. Human: Added Bonus Skills Elf/Half-elf: Fey Blood -> Elven Immunities Gnome: Favored class Wizard -> sorcerer (will be changed to Bard later) Added Languages for all races Optimized text of all races
Optimized adventurers spawn in towns:
Adjusted races/classes rates Set matching portrait/avatar by race/class
Others:
2 modifications of House Rules for new game Adjusted underground ambient illumination of adventure mode: 5% Bright / 45% Shadowy / 50% Dark -> 0% Bright / 40% Shadowy / 60% Dark Right-click on race/class/build to jump to Help page Polished English story text (thanks Manny / Eisenwulf) Fixed: Cannot use Bastard Sword/Dwarven Waraxe two-handed as martial weapon Fixed: Favored class error of races in French version Fixed: Some typos in Japanese version
Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to support@lowmagicage.com. It's extremely useful for debugging.
Variable battlefield ambient illumination: Dark/Shadowy/Bright Day and night battlefield: Adventure mode - battlefield ambient illumination depends on time and environment; Arena mode - battlefield ambient illumination can be changed by champion privileges Added darkvision to dwarves/half-orcs/some monsters Added low-light vision to elves/gnomes/half-elves/some monsters Humanoid creatures (including player characters) carry Hooded Lantern as light source by default Increased battlefield size and initial distance between the two sides More optional battlefield sizes Optimized initial position of monsters AC bonus of Cover: +2 -> +4 AC bonus of Superior Cover: +4 -> +8 Ref bonus of Cover: +2 Ref bonus of Superior Cover: +4 Battlefield option: Precise illumination area New help chapters: Cover and Concealment, Vision and Light Optional house rule: A light source carried by a creature provides illumination for its own side only Optional house rule: Reduced radius of shadowy illumination by 1/4 Optional house rule: Low-light vision treats shadowy illumination as bright illumination and cannot see farther Optimized house rules UI (+2 modifications of House Rules for old saves)
Adventure Mode
New adventure settings option: Monster Party Size - configure number of monsters according to specified number of player characters for special battle experience such as 1 vs. 10 Increased bank spawn rate Optimized types of craft materials sold in towns, including black pearls, etc. Fixed: No paladins in taverns Fixed: Town scene sometimes crash
Arena Mode
Following champion privileges no longer need to be activated and have been changed to champion privilege options that can be used directly at the cost of glory points: Map Settings Minion Settings Challenge Level Settings
New champion privilege option: Monster Party Size Cost of champion privilege options: 1 -> 4 glory points
Others
Vital Strike/Devastating Strike: multiply weapon base damage -> multiply overall damage Monk's AC Bonus ability will be disabled when wearing Robe/Bracers of Armor Optimized character info display when pressing Alt/Middle Mouse button on battlefield Changed default algorithm of D20: Shuffle List -> Shuffle Random Fixed: A bug may significantly reduce FPS of battle scene Fixed: Initial positions of monsters sometimes overlap Fixed: Familiar +HP based on character level -> class level Fixed: Mass Brawl damage bonus -> attack bonus Fixed: Class list tip crash in load game UI Fixed: Races' Favored Class and Weapon Proficiency bugs of French version Fixed: Some typographical errors of Japanese version
2021-03-12 Patch Notes
Level requirement of general feats is now based on sum of suitable classes level (e.g. Perfect Two-Weapon Fighting requires sum of Ftr/Rog level >= 16) New help chapter: Special Ability Optimized Help structure and text Optimized some UIs Fixed: Prepare spells bug of multiclass paladins Fixed: Stunned/Panicked causes natural weapons drop Fixed: Monsters use combat maneuvers frequently
2021-03-09 Patch Notes
Optional House Rule: Increase damage bonus per level of Smite Evil: 1 -> 4
New Combat Difficulty Options: Elite monsters are immune to instant kill effects Solo monsters are immune to instant kill effects
Stunning Fist ignores targets immune to Stunned Divine Favor: attack bonus applies to weapon attacks, combat maneuvers, and touch attacks of spells Optimized descriptions of some abilities Optimized some UIs Fixed: Incorrect calculation of caster level for Divine Favor/Shield Of Faith Fixed: Repeated consumption of Quivering Palm
Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to support@lowmagicage.com. It's extremely useful for debugging.
Level requirement of general feats is now based on sum of suitable classes level (e.g. Perfect Two-Weapon Fighting requires sum of Ftr/Rog level >= 16) Added Special Ability section into Help Optimized Help structure and text Optimized some UIs Fixed: Stunned/Panicked causes natural weapons drop Fixed: Prepare spells bug of multiclass paladins Fixed: Monsters use combat maneuvers frequently
Optional House Rule: Increase damage bonus per level of Smite Evil: 1 -> 4
New Combat Difficulty Options: Elite monsters are immune to instant kill effects Solo monsters are immune to instant kill effects
Stunning Fist ignores targets immune to Stunned Divine Favor: attack bonus applies to weapon attacks, combat maneuvers, and touch attacks of spells Optimized descriptions of some abilities Optimized some UIs Fixed: Incorrect calculation of caster level for Divine Favor/Shield Of Faith Fixed: Repeated consumption of Quivering Palm
Divine power protects the paladin and gives her special powers. It wards off harm, protects her from disease, lets her heal herself, and guards her heart against fear. The paladin can also direct this power to help others, healing their wounds or curing diseases. Finally, the paladin can use this power to detect and destroy evil.
Major Class Features:
Smite Evil
A paladin may attempt to smite evil with melee attacks.
She adds her Cha bonus to her attack roll and deals 1 extra point of damage per level.
Uses per day: 1 + level / 5.
Lay on Hands
A paladin with a Cha bonus can heal wounds (her own or those of others) by touch.
Healing points per day: level x Cha bonus. The healing can be divided among several uses.
This ability can also be used to strike undead: after a successful melee touch attack (doesn’t provoke AOs), the paladin can spend the points to deal damage to the undead.
Detect Evil
A paladin can sense the presence of evil.
Divine Grace
Gains a bonus equal to Cha bonus on all saving throws.
Divine Health
Gains immunity to all diseases, including supernatural and magical diseases.
Aura of Courage
A paladin is immune to fear. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions only while the paladin is conscious.
Spells
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells.
New Pre-builds:
Paladin - Blade of Order, Hammer of Judgment (Old preset characters can be updated by clicking Reset button at the bottom right) (Adventurers with new builds in Adventure mode)
New Optional House Rules:
Increase initial uses per day of Rage: 1 -> 3 Increase initial uses per week of Quivering Palm: 1 -> 3 Add level x (Wis bonus / 2) to healing points per day of Wholeness of Body Increase initial uses per day of Smite Evil: 1 -> 5 Add Cha bonus to healing points per day of Lay on Hands (+2 modifications of House Rules for old saves)
Added classifications for special abilities of Rogue/Barbarian/Monk:
Added secret roll hint for "Situation unknown" when Listen fails Optimized animation effect of Wholeness of Body Optimized descriptions of some feats/abilities Optimized some French & Japanese text Fixed: Boars and other creatures can Deflect Arrows and even throw them back Fixed: Character Info UI -> Level Up -> Cancel -> Switch weapons or change equipment -> Crash
Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to support@lowmagicage.com. It's extremely useful for debugging.