Low Magic Age - Low Magic Studios


New Prestige Class: Arcane Trickster
A troublemaker and a scoundrel who uses arcane magic to enhance her thievery and trickery.


Few can match the guile and craftiness of arcane tricksters. These prodigious thieves blend the subtlest aspects of the arcane with the natural cunning of the bandit and the scoundrel, using spells to enhance their natural thieving abilities. Arcane tricksters can pick locks, disarm traps, and lift purses from a safe distance using their magical legerdemain, and as often as not seek humiliation as a goal to triumph over their foes than more violent solutions.

Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. They are among the most adaptable of adventurers. Arcane tricksters tend to use a seat-of-the-pants approach to adventuring, loading up on spells that improve their stealth and mobility.

Base Classes: The path to becoming an arcane trickster is a natural progression for rogues who have supplemented their talents for theft with the study of the arcane. Arcane spellcasting and the sneak attack ability are needed to qualify for this class, making it a natural choice for multiclass wizard/rogues, sorcerer/rogues, or bard/rogues, although other combinations are possible. Assassins occasionally opt for this class, but usually only if they already have wizard or sorcerer levels.

Role: With their mastery of magic, arcane tricksters can make for even more subtle or confounding opponents than standard rogues. Ranged legerdemain enhances their skill as thieves, and their ability to make sneak attacks without flanking or as part of a spell can make arcane tricksters formidable damage-dealers.

Alignment: All arcane tricksters have a penchant for mischief and thievery, and are therefore never lawful. Although they sometimes acquire their magical abilities through the studious path of wizardry, their magical aptitude more often stems from a sorcerous bloodline. As such, many arcane tricksters are of a chaotic alignment.

Non-adventurers: Arcane tricksters are most often found in large, cosmopolitan cities where their talents for magical larceny can be most effectively put to use, prowling the streets and stealing from the unwary. An arcane trickster is just the sort of person that might bump into you in a crowded tavern. (Check your pockets.)


Prerequisites:
Alignment: Nonlawful.
Skills: Decipher Script 7 ranks, Disable Device 7 ranks, Escape Artist 7 ranks, Knowledge (Arcana) 4 ranks.
Spells: Ability to cast level-3 arcane spells.
Special: Sneak Attack +2d6.


Class Features:
Level Limit: 10.
Hit Dice: d4.
Base Attack Bonus: Poor.
Good Saves: Reflex, Will.
Key Abilities: Dexterity, Strength, Constitution.

Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge, Listen, Move Silently, Open Lock, Profession, Sense Motive, Search, Sleight of Hand, Speak Language, Spellcraft, Spot, Swim, Tumble, Use Rope.
Skill Points per Level: 4 + 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.


Class Abilities:

Ranged Legerdemain
An arcane trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.

At 1st level and every 4 levels thereafter (1, 5, 9…), the uses per day for this ability increases by 1. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used.

(Added Ranged Legerdemain option to Disarm Trap UI)

Sneak Attack
If a rogue (or any other class with this ability) can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

A rogue can sneak attack only living creatures with discernible anatomies — undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Impromptu Sneak Attack
Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

At 3rd level and every 4 levels thereafter (3, 7, 11…), the uses per day for this ability increases by 1.


Auto Gained Abilities:
Lv 1 Ranged Legerdemain 1/day
Lv 2 Sneak Attack +1d6
Lv 3 Impromptu Sneak Attack 1/day
Lv 4 Sneak Attack +2d6
Lv 5 Ranged Legerdemain 2/day
Lv 6 Sneak Attack +3d6
Lv 7 Impromptu Sneak Attack 2/day
Lv 8 Sneak Attack +4d6
Lv 9 Ranged Legerdemain 3/day
Lv10 Sneak Attack +5d6


Adjusted Sneak Attacks:
Spell sneak attacks: spells with touch attack rolls and damage rolls can be used for sneak attacks, including:
- Acid Arrow
- Searing Lit
- Scorching Ray
- Polar Ray
- Shocking Grasp
- Chill Touch
- Vampiric Touch
- Disintegrate
Changed sneak attack Cover check to Concealment check
Optimized sneak attack prompts


New Optional House Rules:
Impromptu Sneak Attack: +2 uses per day
Impromptu Sneak Attack: one use per action (unchecked: one use per attack)
(+5 modifications of house rules for old saves)



Remade Arena Shop and Champion Privileges:
Added 31 shop-related privileges
Added more shop features (most require corresponding privilege):
Buy:
- Limited Items
- Mundane Equipment
- Masterwork Equipment
- Magic Equipment
- Enchanted Equipment (Uncommon)
- Enchanted Equipment (Rare)
- Special Material Equipment (Silvered)
- Special Material Equipment (Mithral)
- Special Material Equipment (Adamantine)
- Special Material Equipment (Darkwood)
- Wondrous Items (Magic, Uncommon, Rare)
- Potions
- Ammunitions (Mundane, Masterwork, Magic, Special Materials)
Crafting:
- Upgrade Magic Items
- Re-enchant
- - Lock Enchantment #1
- - Lock Enchantment #2
- - Lock Enchantment #3
- - Lock Enchantment #4
- Craft Masterwork Equipment
- Craft Magic Equipment
- Craft Enchanted Equipment (Uncommon)
- Craft Enchanted Equipment (Rare)
- Remake Equipment (Silvered)
- Remake Equipment (Mithral)
- Remake Equipment (Adamantine)
- Remake Equipment (Darkwood)
- Craft Composite Bows
- Craft Magic Guided Crossbows
Maximum magic bonus of buy/upgrade magic items is equal to corresponding magic bonus of player party
Limited items exclude items that can be freely purchased
Can reset champion privileges
Optimized Shop and Champion Privileges UI


Others:
Some monsters wear Cloak of Resistance
Increased bonus of Crossbow Sniper: +1 -> +2
Critical rate in weapon description includes Keen enchantment
Optimized arena UI
Optimized some other UIs
Optimized current character indicator and other battlefield indicators
Optimized description of some feats
Fixed: no lower abilities compensation for spell DC
Fixed: Dex penalty on AC causes Feint against wrong AC
Fixed: human/half-elf's favored class can be prestige class
Fixed: set Auto-Replenish Ammunition in battle causes crash after battle
Fixed: tip bug after opening encyclopedia in level-up UI
Fixed: wrong value suffix in ability names
Fixed: penalty of town jobs may be 0
Updated Italian text (by T.i.g.e.r)



Next, we'll work on (rough list):
Some prestige classes (details TBD), new player races (Lizard Scion, Gnoll), more feats and spells, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).
Low Magic Age - Low Magic Studios


New Prestige Class: Blade Master
A warrior who dedicated his life to the mastery of a single weapon.


Class differences aside, adventurers usually have some sort of preference for weapons. Some prefer the heavy greatsword, others prefer the fine, handy rapier or kukri, but few have an obsession with a certain kind of weapon to the extent of blade masters.

Blade masters focus their lifelong training on a single weapon (usually a sword), called favored weapon. Throughout his career, the blade master relentlessly seeks the mastery of the weapon, seeking to wield it without thought as any other limb, and ultimately to unite the weapon with the body, to make them one.

Although the blade master can choose any weapon as his favored weapon, he usually selects a weapon from the sword category. Compared to other weapons, swords with high critical rates are more suitable for the blade masters special abilities.

Base Classes: Most blade masters are fighters. Many of the blade masters class abilities are in the same vein as the fighters specific feats, and further perfected and sublimated. Characters of other combat classes can also benefit from this prestige class, but not as well suited as the fighter.

Role: The blade master is the sharpest sword of a party, tearing apart the enemys formation and cutting off their leaders head. Compared to other combat classes, the blade master focuses more on offense than defense.

Alignment: Blade masters can be of any alignment, but usually tend to be lawful, because the path to becoming a blade master requires strong concentration and self-discipline.

Non-adventurers: Blade masters rarely appear in public, and spend most of their time alone in secluded places honing their skills. However, do not be mistaken that they have no communication with the outside world, training behind closed doors is never a good way to practice martial arts. In fact, most blade masters come from professional academies that have extensive communication with all walks of life, and only a few are trained individually under the tutelage of an established blade master. In addition, many blade masters are also famous swordsmiths, and like to forge their favored weapons with their own hands.


Prerequisites:
Base Attack Bonus: +5.
Skills: Jump 4 ranks, Intimidate 4 ranks.
Feats: Weapon Focus, Combat Reflexes, Dodge, Mobility, Combat Expertise.


Class Features:
Level Limit: 10.
Hit Dice: d10.
Base Attack Bonus: Good.
Good Saves: Reflex, Will.
Key Abilities: Strength, Dexterity, Constitution.

Class Skills: Jump, Balance, Intimidate, Listen, Sense Motive, Spot.
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...).


Class Abilities:

Favored Weapon
The blade master dedicated his life to the mastery of a single weapon (usually a sword), and his weapon related special abilities apply only when using that type of weapon.

The blade master must be proficient in the weapon. Once chosen his destined weapon, the blade master cannot (and won't) change it.

Favored Weapon Focus
+1 bonus on attack rolls with the favored weapon.

Favored Weapon Specialization
+2 bonus on damage rolls with the favored weapon.

Favored Weapon Mastery
+10% critical rate of the favored weapon. This bonus is applied last, after any multipliers, such as those given by the Improved Critical feat or by keen weapons.

Poised Strike
If you do not take any attack action actively during this turn, you gain a +1 bonus to attack rolls and a +2 bonus to damage rolls when you attack with your favored weapon on your next turn.

Back-edge Strike
A combat style specially designed to overcome the damage reduction for sharp weapons. You can make attacks with a special part of your favored weapon: -4 penalty on attack rolls and the weapon damage type becomes bludgeoning, with a critical rate of 5% and a critical multiplier of x2.

Improved Back-edge Strike
The critical rate and critical multiplier are no longer changed when using Back-edge Strike.

Extreme Strike
When deal normal damage (not a critical hit) with the favored weapon, maximized the weapon base damage. This ability can be used once per day per blade master level.

Infinite Strike
When deal critical damage with the favored weapon, the critical multiplier increases by 1. At 2nd level and every two levels thereafter (2, 4, 6...), the uses per day for this ability increases by 1.

Sprint Whirlwind Attack
Make a Whirlwind Attack as a standard action rather than a full-round action.

Wind Walk
+5 feet to land speed when not wearing heavy armor and not carrying a heavy load.

Improved Wind Walk
When not wearing heavy armor and not carrying a heavy load, you can shift to difficult terrain and the shift range on normal terrain increases by 5 feet.


Auto Gained Abilities:
Lv 1 Favored Weapon, Extreme Strike 1/day/lv
Lv 2 Infinite Strike 1/day
Lv 3 Favored Weapon Focus
Lv 4 Back-edge Strike, Infinite Strike 2/day
Lv 5 Favored Weapon Specialization
Lv 6 Wind Walk, Infinite Strike 3/day
Lv 7 Favored Weapon Mastery
Lv 8 Poised Strike, Improved Back-edge Strike, Infinite Strike 4/day
Lv 9 Improved Wind Walk
Lv10 Sprint Whirlwind Attack, Infinite Strike 5/day



Adjusted Distance Related Rules:
Changed distance algorithm: from Euclidean Distance (1) to OGL 3.5 Distance (2), effects include:
- Diagonal range of movement and actions increased
- Threatened area of reach weapons increased
5-foot step can squeeze through enemies diagonally
Optimized area of Sweeping Strikes/Greater Sweeping Strikes with reach weapons
When attacking with weapons of different ranges, the attack range is based on the highest, ignoring out-of-range attacks when actually attacking
Encyclopedia: Movement, Position, and Distance

1. Euclidean Distance: The euclidean distance from a character (a) to a square (b) = sqrt((a.x - b.x) ^ 2 + (a.y - b.y) ^ 2).

2. OGL 3.5 Distance:
Horizontals and Verticals: Each horizontal or vertical counts as 1 square.

Diagonals: The first diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on.

Exception: When measuring threatened squares of reach weapons, 2 squares of diagonal distance is measured as 2 squares.

Difficult Terrain: Each square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain square counts as 3 squares.


New Optional House Rules:
Distance Algorithm: Euclidean Distance (unchecked: OGL 3.5 Distance)
Blade Master: Remove prerequisites: Mobility, Combat Expertise
Extreme Strike, Infinite Strike: daily uses continue to increase after level 10
Extreme Strike, Infinite Strike: one use per action (unchecked: one use per attack)

House Rules Related Adjustments:
Some house rules are more favorable to player characters. For balance, when such rules are enabled, enemies gain a bonus to attack rolls. When multiple rules are enabled, the total bonus is the maximum bonus, plus +1 bonus from each additional rule.
Remove alignment restrictions of core/prestige classes -> merged to -> Remove alignment restrictions of classes
Remove alignment restrictions of classes: +2 bonus to enemy's attack rolls -> +1
Optimized house rules UI
(+5 modifications of house rules for old saves)


Others:
Optimized Auto-Replenish Ammunition: from replenishing all ammunition slots to according to ammunition before battle, and adding hints
Optimized description format of feats, spells, special abilities, etc.
Optimized some UIs
Decreased trigger rate of Knockdown, Improved Knockdown: 25%,50% -> 10%,20%
Adjusted combat menu: Attack of Opportunity and Cleave Use Smite Evil -> Improve Triggered Attacks: When making non-active attacks such as Attack of Opportunity and Cleave, also use abilities that have daily limit such as Smite Evil, Extreme Strike, and Infinite Strike.
Some switch actions are on by default
Switch actions remain on even uses out
Show actual action required by the character on action description
Removed "Critical Hit!" from floating damage text
Fixed: too low level of creatures summoned by some multiclass spellcasters
Fixed: one more BAB of racial HD characters without class
Fixed: when troll's regeneration ability is suppressed, regeneration from magic items is also suppressed incorrectly


Next, we'll work on (rough list):
Some prestige classes (details TBD), new player races (Lizard Scion, Gnoll), more feats and spells, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).
Low Magic Age - Low Magic Studios


New Prestige Class: Mystic Theurge
Equally devoted to divine and arcane magic, the mystic theurge combines both magical traditions into one incredibly diverse class.


Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike. Mystic theurges place no boundaries on their magical abilities and find no irreconcilable paradox in devotion to the arcane as well as the divine. They seek magic in all of its forms, finding no reason or logic in denying themselves instruction by limiting their knowledge to one stifling paradigm, though many are simply hungry for limitless power. No matter what their motivations, mystic theurges believe that perception is reality, and through the divine forces and astral energies of the multiverse, that perception can be used to manipulate and control not only the nature of this reality, but destiny itself.

While most spellcasters choose one path to magical power, mystic theurges walk two roads at once, simultaneously mastering spells common to clerics and wizards. Mystic theurges have unparalleled diversity of spells. In time, a mystic theurge can cast almost all spells. While a mystic theurge doesn’t have the uninterrupted spell advancement that a cleric, wizard, or sorcerer has, he makes up for this with versatility.

Mystic theurges are drawn from multiclass spellcasters who can already cast both arcane and divine spells, and the powers that they gain increase their mastery over both.

Base Classes: Because a mystic theurge casts both arcane and divine spells, all members of this class are multiclass spellcasters. Cleric/sorcerers and cleric/wizards are the most common mystic theurges, with druid/sorcerers more rare and druid/wizards almost unheard of.

Role: The mystic theurge is a powerful component for any party, supplying magic for attack, defense, and healing. Mystic theurges travel the world in search of arcane and holy artifacts, magical lore, or divine revelations, and most have no qualms about teaming up with groups of adventurers so long as that groups goals do not directly conflict with their own.

Alignment: The motivations of a mystic theurge rarely stem from a sense of altruism or philanthropy, so most tend to be neutral, neutral good, or neutral evil. Lawful mystic theurges, whether good, neutral, or evil, are rarer, and often use their powers for either the benefit—or control—of society. Chaotic mystic theurges are rarer still, as the calling generally requires great personal discipline.

Non-adventurers: Mystic theurges are often obsessed with magical lore, traveling to the ends of the earth to learn some new arcane secret or divine insight. Mystic theurges tend to be fascinated with magic in whatever form it takes. They’re always on the hunt for powerful magic items and new arcane spells. Those mystic theurges who worship a deity use the power of their spellcasting to further their deity’s agenda.

Prerequisites:
Skills: Knowledge (Arcana) 6 ranks, Knowledge (Religion) 6 ranks.
Spells: Ability to cast level-2 divine spells and level-2 arcane spells.

Class Features:
Level Limit: 10.
Hit Dice: d4.
Base Attack Bonus: Poor.
Good Saves: Will.
Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points per Level: 2 + Int modifier.

Weapon Proficiency: None.
Armor Proficiency: None.

Bonus Feats: Gains an extra feat every 6 levels after 10th level (16, 22...).

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

When a new level of this prestige class is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting.

This essentially means that he adds the level of the prestige class to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

If a character had more than one spellcasting class before adding the prestige class, he must decide to which class he adds each level of the prestige class for the purpose of determining spells per day.

Special:
Mystic Theurge: applied on both a previous arcane spellcasting class and a previous divine spellcasting class.



New player Race: Bugbear
This dark-furred creature raises a spiked morningstar, its tiny, milk-white eyes glittering with the thrill of the coming kill.


The bugbear is the largest of the goblinoid races, a lumbering brute that stands at least a head taller than most humans.

Bugbears are cruel by nature and kill for fun. Humans are a bugbears favored prey, and most count the flesh of humanity as a dietary staple. Grisly trophies of ears or fingers are common bugbear decorations.

They are loners, preferring to live and kill on their own rather than form tribes of their own kind, yet it isnt uncommon to find small bands of bugbears working together. They prefer smaller-scale mayhem that lets them keep their favorite acts (murder and torture) on a more personal level.

Racial Traits:
+4 Str, +2 Dex, +2 Con, –2 Cha: Bugbears are strong and healthy, but their cruel and killing nature is disgusting.

Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice.

Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.

Racial Feats: A bugbear’s humanoid levels give it two feats.

Weapon and Armor Proficiency: Proficient with simple weapons, light armor, and shields.

Armor: +3 natural armor bonus.

Sneaky: +4 racial bonus on Move Silently checks.

Level Adjustment: +1. Powerful races with racial Hit Dice are more special.


New Feats:

Zen Martial
When making melee attacks, you may use your Wisdom modifier instead of your Strength modifier on attack rolls.

Zen Maneuvers
When using combat maneuvers, you may use your Wisdom modifier instead of your Strength modifier on combat maneuver checks. Likewise, you may use your Wisdom modifier instead of your Strength modifier or Dexterity modifier on your combat maneuver defense.

Brute Throw
When making ranged attacks with a thrown weapon, you may use your Strength modifier instead of your Dexterity modifier on attack rolls.

Combat Expertise
When you use the attack action or the full attack action in melee, you can take a penalty on your attack roll and add the same number as a dodge bonus to your Armor Class.

This number is up to 5 and may not exceed your base attack bonus.

The changes to attack rolls and Armor Class last until your next action.

Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

Improved Feint, Improved Trip, Whirlwind Attack: added Combat Expertise as a prerequisite


New Combat Options:

Fighting Defensively
You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round.

Casting on the Defensive
Casting a spell while on the defensive does not provoke an attack of opportunity. It does, however, require a Concentration check (DC 15 + spell level) to pull off. Failure means that you lose the spell.

This also applies to using a spell-like ability or using a skill.

Adjusted Combat Casting: +4 bonus on AC against opportunity attacks provoked by casting. -> You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive.
Fixed: Some mechanics that work on spells do not work correctly on spell-like abilities, such as Concentration checks and Combat Casting
Fixed: Some abilities are not treated as spell-like abilities

Optimized battlefield menu
Added battlefield menu - Combat Options
- Fighting Defensively
- Casting on the Defensive
- Combat Expertise

New Optional House Rules:
Remove alignment restrictions of core classes
Remove alignment restrictions of prestige classes
Remove race restrictions of prestige classes
Remove ex-class restrictions
Defensive Stance: +4 bonus on Combat Maneuvers Defense
Heal: DC = 10 + target's level + target's Con modifier (unchecked: DC = 15)
Concentration: DC base on level and ability scores (unchecked: base on damage or fixed)
(+5 modifications of house rules for old saves)


Adjusted Monsters and AI:
High level monsters carry more ammo
Ranged monsters have backup melee weapons
Ranged monsters use backup melee weapons when run out of ammo
Fixed: AI sometimes give up attacks or make invalid attacks, or even deal more damage to allies than enemies



Optimized Portrait/Avatar/Signs Display:
Added Class/Weapon/Thrown Weapon signs
New menu items for character bars and battlefield settings: Show Portrait/Avatar/Signs
- Portrait
- Avatar
- Class
- Weapon
- Thrown Weapon
- Auto-Combat
- Level Up
- Skill Points Unassigned
- Overload
- Conditions
- Hit Points


Others:
Divine Power, Transformation: BAB equals character level
Multiclass Sorcerer or Bard: spells learning is no longer affected by other spellcasting classes
Adjusted prerequisites of spell feats: spellcasting classes -> caster level 1
Adjusted prerequisites of Turn related feats: Cleric -> own Turn ability
Adjusted category of Turn related feats: spell feats -> general feats
Arena: show all items when upgrade or modify items (originally, show first bag only)
Defeated when all combatants of one side are petrified
Attack tip: added detailed list of attack roll modifiers and damage roll modifiers
Attack tip: fixed incorrect modifiers
Optimized house rules UI
Optimized character creation/level-up UI
Optimized some other UIs
Optimized prerequisites display of some feats
Optimized descriptions of some feats
Optimized feats selection of some pre-builds
Optimized feats selection of rogues
Fixed: damage of monster's extraordinary and supernatural abilities do not increase with level
Fixed: Str bonus of Divine Power: +8 -> +6
Fixed: Str bonus of Death Knell: +0 -> +2
Fixed: share Time Stop with animal companion
Fixed: may crash when show feat/action tip
Fixed: may crash when receive loot in adventure mode
Fixed: trip not counted as close attack
Fixed: may flank with ranged weapon
Fixed: morale bonuses of Rage and Rage spell stack with other morale bonuses
Fixed: some skill checks applied natural 20 and 1
Fixed: can not learn feats when very high levels
Fixed: no sound effect for dispel
Fixed: Left UI still work when trading in town (you can even put trading items into bank)
Fixed: UI still work when moving in dungeon (you can even camp)
Fixed: bug of Substitute Characters UI when more than 6 characters (via abnormal methods)
Encyclopedia: optimized classes section



Next, we'll work on (rough list):
Some prestige classes (details TBD), new player races (Lizard Scion, Gnoll), more feats and spells, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).
Low Magic Age - Low Magic Studios


Prestige Classes
Prestige classes represent specializations not available to most adventurers, the culmination of extensive practice in a specific field or discipline. Prestige classes allow characters to become truly exceptional, gaining powers beyond the ken of their peers.

Unlike the basic classes, characters must meet requirements before they can take their first level of a prestige class. Also, every prestige class has a level limit: 10-level or 5-level.

Before character level 20, a prestige class can be advanced up to its level limit.

After character level 20, a 10-level prestige class can be advanced beyond 10th level. However, a 5-level prestige class can never be advanced beyond 5th level.

Prestige classes offer a new form of multiclassing. Taking a prestige class does not incur the experience point penalties normally associated with multiclassing.


Prestige Class: Dwarven Defender
A master of defending territory and holding the line at all costs.

The defender is a sponsored champion of a dwarven cause, a dwarf aristocrat, a dwarven deity, or the dwarven way of life. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of dwarven defenders is a far better defense than a 10-foot-thick wall of stone, and much more dangerous. When dwarven defenders set themselves in a defensive stance, they place their whole effort into weathering whatever foe, conflict, or threat comes their way.

Base Classes: Most dwarven defenders are fighters, paladins, rangers, or clerics, often those desiring to be better guards for friends and allies, although ex-barbarians, sorcerers, wizards, and druids can certainly all benefit from the defensive capabilities of this prestige class. Rogues, bards, and monks usually depend too heavily on mobility to use the abilities of the dwarven defender class to their fullest.

Role: Dwarven defenders are masters of melee combat, striving to prove that the best offense is a good defense. They are normally found on the front lines of battle, holding a position to cover their allies, leaping into breaches of opposing formations and holding them open for others, and guarding more vulnerable allies by acting as mobile fortifications, stable points in the ever-changing chaos of battle.

Alignment: Dwarven defenders can be as stubborn as a rock and dedicated to holding one point no matter the cost. A strong respect for order and organization is essential for learning the talents of a dwarven defender, so dwarven defenders are always lawful.

Non-adventurers: Dwarven defenders are usually soldiers in a dwarven citadel, segregated into their own units separate from regular warriors or fighters. Occasionally a lone, wandering dwarven defender can be encountered on some mission, although he usually guards his words so closely that it’s difficult to learn what his quest actually entails.


Class Special Abilities:

AC Bonus
The dwarven defender receives a dodge bonus to Armor Class that improves as the defender gains levels.

At 1st level, and every 3 levels thereafter (1, 4, 7...), this bonus increases by 1.


Defensive Stance
When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending.

He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. (The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are.)

While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position.

A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a –2 penalty to Strength for the duration of that encounter.

A defender can only use his defensive stance a certain number of times per day as determined by his level. At 1st level, and every 2 levels thereafter (1, 3, 5...), this number increases by 1.

Using the defensive stance takes no time itself, but a defender can only do so during his action.


Mobile Defense
At 8th level, a dwarven defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.


Trap Sense
The character gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

These bonuses rise with the class level. Trap sense bonuses gained from multiple classes stack.

Increases:
Barbarian, Rogue: Starting at 3rd level, rise by +1 every 3 class levels thereafter (3, 6, 9...).
Dwarven Defender: Starting at 4th level, rise by +1 every 4 class levels thereafter (4, 8, 12...).


Uncanny Dodge
Retains Dex bonus to AC even flat-footed, except immobilized.

Special: When a character would gain uncanny dodge a second time (for her second class), she instead gains improved uncanny dodge, if she does not already have it.


Improved Uncanny Dodge
You can no longer be flanked (so rogues cannot use flank attacks to sneak attack you), unless the attacker has at least 4 rogue levels higher than the sum of your class levels that gained uncanny dodge.


Damage Reduction
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.

Description Format: The amount of damage ignored / the type of weapon that negates the ability.

Examples:
10/Magic: 10 damage ignored. A magic weapon overcomes the damage reduction.
5/Adamantine: 5 damage ignored. An adamantine weapon overcomes the damage reduction.
3/-: 3 damage ignored. No weapon negates the damage reduction.

Increases:
Barbarian: Starting at 7th level, rise by +1 every 3 class levels thereafter (7, 10, 13...).
Dwarven Defender: Starting at 6th level, rise by +1 every 4 class levels thereafter (6, 10, 14...).



New Optional House Rules:
Trap Sense: +10 Max
Perfect Self: damage reduction points = monk level / 2 and cannot be overcome
Ranger: effective druid level = ranger level - 3 (unchecked: ranger level / 2)
Inspire Courage: +5 Max
AC Bonus: +6 Max
(+5 modifications of house rules for old saves)


Adventure Mode:
Forest farms, mines: may occupied again by monsters after resource regeneration
Deep mines: always occupied again by monsters after resource regeneration; layers multiples of 5 drop more loot
Optimized resources gathering:
- Settings: Fast movement and action
- Added mouse button tooltips
- Left button: Add (by region)
- Right button: Cancel (by region)
- Middle button: Gather this type

Autocompleted and removed quest "Go on Adventures"
Quest related dungeons don't reset
Optimized some UIs
Fixed: Loading or switching scenes may crash
Fixed: Quest "The Plight of Artisans: Help others to the end" may stuck
Fixed: Loading in dungeons may reset dungeons
Fixed: Some encounters are always dire rats
Fixed: May gain 0 XP at high levels



Others:
Barbarian, Rogue: added Trap Sense
Optimized AI, monsters position strategy more suitable for their classes and weapons
Adjusted class of following monsters: Warrior -> Rogue
- Halfling Thief
- Halfling Assassin Leader
- Wererat Swordman
- Wererat Crossbowman
Fixed: Level-up class order causes base attack bonus and basic save bonus miscalculation (old characters with this bug need retraining)
Fixed: Multiclass rogue cannot gain Open Lock and Disable Device
Fixed: Poison immunity and poison resistance are invalid for Drow Poison
Fixed: Damage bug of Healing Aura, Flaming Aura, Ptomaine Aura

Options: Battlefield: Show/hide floating text
Optimized character creation/level-up UI
Optimized character panel:
- Attack section: added Base Attack Bonus
- Details section: added Base Attack Bonus, Base Attack Bonus (Epic)
Optimized class descriptions
Optimized classes chapter of encyclopedia
Optimized house rules related text
Optimized sneak attack related text
Updated Italian text (by T.i.g.e.r)



Next, we'll work on (rough list):
Some prestige classes (details TBD), new player races (Bugbear, Lizard Scion, Gnoll), more feats and spells, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).
Low Magic Age - Low Magic Studios


Italian:
Added Italian localization ( Thank Gruppo T.i.g.e.r.: Dark Legend, Chantalion, The Ripper )

Gruppo T.i.g.e.r. is a well known group of Italian amateur translators in the Italian community.
https://business.facebook.com/TigerTraduzioni/

Italian Translation Project Completed by this group:
- Pathfinder: Kingmaker
- Atom RPG ( officialized by developer )
- Divinity Original Sin 2 ( officialized by developer )
- Divinity: Dragon Commander
- Balrum
- Willy-Nilly Knight
- Bomber Crew ( all DLC )
- Low Magic Age ( officialized by developer )





Armor Class Increases:
As a character's level increases, the character's Armor Class gains a corresponding level bonus.

Similar to average BAB, before 20th level, this level bonus is equal to 3/4 character level; after 20th level, +1 level bonus every odd-numbered level.

When Attack Bonus Increases is changed to character level / 2, this level bonus also changes to character level / 2.


Adjusted Power Attack:
Trade extra melee attack bonus for damage.

If your melee attack bonus is higher than your opponent's AC, redundant part automatically converts to damage bonus (up to your base attack bonus).

If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, or with sole primary natural weapon, this damage bonus is doubled. However, this damage bonus doesn’t apply to light weapons (except unarmed attacks or natural weapons).

Power Attack, Deadly Aim: No longer add one time damage per 10 character levels


Adjusted Enchantments:
Adjusted extra damage dice increase of weapon enchantments: add one time per magic bonus -> add one time per 2 magic bonuses (at odd numbers, e.g. +3, +5...)
Reduced rate of alignment enchantments
Optimized enchantments display order and magic item name


New Optional House Rules:
A weapon has up to one extra damage dice enchantment
Remove alignment enchantments
Invariable damage increases by one time per 10 character levels

Favored Enemy: increase damage bonus by 1 time per 10 levels (unchecked by default)
Increased initial modifications of house rules: 2 -> 10
(+4 modifications of House Rules for old saves)


Others:
Removed Greater Rapid Shot
Optimized Damage Reduction text on character panel
Optimized loading speed and disk space usage of fonts
Fixed: bugs of summoned creatures resurrecting, overlapping positions and disrupting Time Stop
Fixed: grappling bug of multiple summons
Fixed: 3 less rounds of Rage
Fixed: party name bug of quick create party in arena
Fixed: stats of substitute characters sometimes not updated


Next, we'll work on (rough list):
Some prestige classes (details TBD), new player races (Bugbear, Lizard Scion, Gnoll), more feats and spells, etc.



Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).
Low Magic Age - Low Magic Studios


Attack Bonus Increases:
A character's attack bonus increases in different ways before and after 20th character level.

Base Attack Bonus (BAB):
Before 20th level (including 20th), based on class or creature type, a character’s BAB is equal to his level (good as fighter), or 3/4 (average as cleric), or 1/2 (poor as wizard).

At 20th level, good BAB is equal to +20, average BAB is equal to +15, and poor BAB is equal to +10.
For a multiclass character, the BAB for each class are cumulative.

At BAB +6, +11 and +16, the character gains an extra attack each, but each extra attack has a BAB 5 lower than the previous one, and extra attacks are only for full attack actions.

At 20th level:
Good BAB: 4 attacks with BAB +20/+15/+10/+5;
Average BAB: 3 attacks with BAB +15/+10/+5;
Poor BAB: 2 attacks with BAB +10/+5;

Epic Attack Bonus:
After 20th level, a character’s BAB and attacks do not increase. However, he does receive a cumulative +1 epic bonus on all attack rolls every odd-numbered level after 20th (+1 at 21th, +2 at 23th, ...).



Save Bonus Increases:
A character's save bonus increases in different ways before and after 20th character level.

Base Save Bonus:
Before 20th level (including 20th), different classes or creature types have different good saves: one or more saves are higher than others. A few classes or creature types are good at all saves.

Good save bonus = class level / 2 + 2;
Poor save bonus = class level / 3;
At 20th level, good save bonus is equal to +12 and poor save bonus is equal to +6.
For a multiclass character, the base save bonuses for each class are cumulative.

Epic Save Bonus:
After 20th level, a character’s base save bonus does not increase. However, he does receive a cumulative +1 epic bonus on all saving throws every even-numbered level after 20th (+1 at 22th, +2 at 24th, ...).



Adjusted Class Weapon Proficiencies:
Fighter, barbarian, paladin, ranger, ogre characters: proficient with all simple and martial weapons
Fighter, barbarian, paladin, ranger, cleric: removed initial military weapon group selection
Fixed: when a character is already proficient with all weapons related to a weapon proficiency feat, the feat is still learnable
Fixed: wrong weapon proficiency in wizard's non-rule description


House Rules Related:
New feature: Set house rules based on default rules of Low Magic Age.
New feature: Set house rules based on OGL/SRD 3.5 rules (i.e. uncheck all).
New feature: Discard current modifications.
Optimizedd House Rules UI
+1 bonus to all abilities per 10 character levels: off by default
(+2 modifications of House Rules for old saves)

New Optional House Rules:
Armor Class: + character level / 2
Spell DC: + character level / 2
Initiative: + character level / 2
Save Bonus Increases: change to + character level / 2
Attack Bonus Increases: change to + character level / 2
Attack Bonus Increases: poor -> average
Attack Bonus Increases: extra attacks



Spell Resistance Related:
Spell resistances from all sources do not stack and only the highest value is retained.

Adjusted Spell Resistance of Monsters:
Solo : 5 -> 11 + level
Elite : 2 -> 0

Adjusted Spell Resistance Enchantments:
Spell Resistance : 2 -> 5 + 5 x Magic Bonus
Greater Spell Resistance : 4 -> 7 + 5 x Magic Bonus
Extraordinary Spell Resistance : 6 -> 9 + 5 x Magic Bonus

Related Items:
Magic armor
Magic shields
Cloak of Spell Resistance
Higher Cloak of Spell Resistance
Extraordinary Cloak of Spell Resistance
Mage Robe
Robe of the Spellcaster
Robe of the Arcanist
Robe of the Archmage


Adjusted Turn Resistance of Following Monsters:
Skeletal Champion : 5 -> 4
Zombie Lord : 5 -> 4
Ghoul : 0 -> 2
Vampire : 5 -> 4
Vampire Lord : 5 -> 8
Lich : 5 -> 8
Demilich : 5 -> 12



Others:
Adjusted natural weapons: A creature applies its full Strength bonus on damage rolls with its primary natural weapons, or 1-1/2 times its Strength bonus if the creature has only one primary natural weapon (for example, a wolf’s bite). A creature applies 1/2 its Strength bonus on damage rolls with its secondary natural weapons.
Reduced enchantment rates of monsters' weapons
Bonus HP by size for construct creatures
Initiative check: add lower abilities compensation, remove level bonus by default
Optimized initial equipment of some classes and builds
Fixed: class skills bug when Lizardfolk, Ogre, Troll characters level-up Racial Hit Dice
Fixed: success rate bug of Disruption enchantment and Disrupting Weapon spell
Fixed: magic bonus bug when craft shields or Cloak of Resistance
Fixed: Dire bear -> Dire boar in Summon Nature's Ally level-4 list
Fixed: monk's weapon bug when specify ammunition

New feature: Character List (right-click on character portrait to open)
Optimized character creation/level-up UI
Optimized character panel tips
Optimized display order of some feats
Optimized display order of some skills
Optimized BAB related descriptions of classes, creature types, multiclass characters and combat maneuvers, etc.
Optimized description of multiclass characters
Optimized and fixed description of Sneak Attack
Fixed: ranged attack cursor bug with Improved Precise Shot
Encyclopedia: Attack Bonus Increases
Encyclopedia: Save Bonus Increases
Encyclopedia: Table: Attack Bonus and Save Bonus Increases



Note: This update adjusted some core rules and changed combat rhythm and experience significantly. If you are not comfortable with these changes or prefer the original game experience, you may adjust the house rules or play the previous version v0.91.53 - No BAB.



Next, we'll work on (rough list):
Some prestige classes (details TBD), new player races (Bugbear, Lizard Scion, Gnoll), more feats and spells, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).
Low Magic Age - Low Magic Studios


New Class: Bard - A performer whose music works magic—a wanderer, a taleteller, and a jack-of-all trades.

A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can do so without selecting or preparing them in advance. His magic emphasizes charms and illusions over the more dramatic evocation spells that wizards and sorcerers often use.

In addition to spells, a bard works magic with his music and poetry. He can encourage allies, hold his audiences rapt, and counter magical effects that rely on speech or sound.

Bards have some of the skills that rogues have, although bards they are not as focused on skill mastery as rogues are. A bard listens to stories as well as telling them, of course, so he has a vast knowl-edge of local events and noteworthy items.


Major Class Features:

Bardic Music
A bard can use his song or poetics to produce magical effects on those around him.


Inspire Courage
A bard can use song or poetics to inspire courage in his allies, bolstering them against fear and improving their combat abilities.

An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1.


Inspire Heroics
A bard can use music or poetics to inspire tremendous heroism in his allies.

A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC.


Inspire Greatness
A bard can use music or poetics to inspire greatness in his allies, granting them extra fighting capabilities.

A creature inspired with greatness gains 2 bonus Hit Dice, the commensurate number of temporary hit points, a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.


Inspire Competence
A bard can use his music or poetics to help an ally succeed at a task.

The ally gets a +2 competence bonus on skill checks with a particular skill.


Countersong
A bard can use his music or poetics to counter magical effects that depend on sound.

Any creature within 30 feet of the bard that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw.


Song of Freedom
A bard can use music or poetics to create an effect. This effect frees victims from enchantments, transmutations, and curses.


Spells
Bards cast limited arcane spells with Charisma and need not prepare in advance.


New Pre-builds:
Bard - Fatesinger
(Old preset characters can be updated by clicking the Reset button)
(Adventurers with new builds in Adventure mode)


New Optional House Rules:
Weapon base damage increases by one time per 10 character levels
Remove Multiclass XP Penalty
Bardic Music: at least 3 uses per day
Inspire Competence: effect on all skill checks of all allies in range
(+2 modifications of House Rules for old saves)



Optimized Character Creation/Level-Up Module:
Added previous step function
Added skills step
Recommended abilities by default
Preset abilities: Powerful, Balanced, and more
Abilities and skills adjustment buttons can be repeating by press and hold
Optimized UI


Arena:
Added more ways to create parties
Optimized party creation menu
Abnormal exits in battle does not count as fails
Only new challenge fails break winning streak
Fixed: battle difficulty modifiers are not counted in character stats when first enter arena



Classes:
Ranger: optimized pre-builds Verdant Guardian, Wild Sentinel
Druid: added Natural Weapon Proficiency
Druid: fixed alignment bug
Druid: fixed AO bug of Wild Shape + whip
Lizardfolk: changed favored class from Cleric to Druid
Rock Gnome, Forest Gnome: changed favored class from Sorcerer to Bard
Optimized class composition of default party
Added spell list to class descriptions


Range Attacks:
Dart, Shuriken: can be held and used for Two-Weapon Fighting
New default action: Ranged Flurry of Blows
Increased characters' initial ammo
Fixed: Rapid Shot and Two-Weapon Fighting attacks not stack
Fixed: Range attacks with thrown weapons receive 1.5 times Str bonus
Fixed: When using Hand Crossbow + Sling, off-hand attacks may incorrectly abort if main hand ran out of ammunition
Fixed: may stuck when ranged attack kill + out of ammo


Others:
Haste, Slow and Disintegrate: work on all creature types
Teleport: Level 5 -> 4
Fixed: some issues may cause crashes on some systems
Fixed: crashes caused by old version saves
Fixed: crashes caused by clicking action group of battlefield menu
Fixed: position bugs after resurrection

New character panel option: Show Skill Modifiers
New character panel option: Show Trained Skills Only
Battlefield menu: Show/Expand - Weapons and Ammunition
Optimized action description format
Optimized skill-related tips
Optimized battlefield movement and defense tips
Optimized some text
Optimized some UIs
Fixed: potion description format bug
Fixed: missing tips when icon wrap
Fixed: display issues of some English/French characters (f, t, v...)



Next, we'll work on (rough list):
Some prestige classes (details TBD), class saves and BAB growth with extra attacks, new player races (Bugbear, Lizard Scion, Gnoll), more spells, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).
Low Magic Age - Low Magic Studios


New Class: Druid - One who draws energy from the natural world to cast divine spells and gain strange magical powers.

Druids cast divine spells much the same way clerics do, though most get their spells from the power of nature rather than from deities. Their spells are oriented toward nature and animals. In addition to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals, as they advance in level.

Major Class Features:

Animal Companion
At 1st level, a druid gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, horse (light or heavy), pony, snake (Small or Medium viper), or wolf.

This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.

A druid’s animal companion is superior to a normal animal of its kind and has special powers.

A druid of sufficiently high level can select her animal companion from one of the following lists:

Level 4+: Ape, Black bear, Bison, Boar, Cheetah, Dire badger, Dire weasel, Leopard, Monitor lizard, Constrictor snake, Large viper snake, Wolverine.
Level 7+: Brown bear, Dire wolverine, Giant crocodile, Deinonychus, Dire ape, Dire boar, Dire wolf, Lion, Rhinoceros, Huge viper snake, Tiger.
Level 10+: Polar bear, Dire lion, Megaraptor, Giant constrictor snake.
Level 13+: Dire bear, Elephant.
Level 16+: Dire tiger, Triceratops, Tyrannosaurus.


Wild Shape
At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. The new form can be any animal she is familiar with. But its Hit Dice can’t exceed her druid level. At 8th level, she gains the ability to take the shape of a Large animal, a Tiny animal at 11th level, and a Huge animal at 15th level.

She acquires the physical qualities of the new form while retaining her own mind. Physical qualities include natural size, movement speed, natural armor bonus, natural weapons, Strength, Dexterity, and Constitution scores, plus extraordinary special attacks. But at the same time, the new form will limit the ability to speak, cast spells and use manufactured weapons, etc.

Wild Shape: Elemental
At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. At 20th level, she may use this wild shape ability to change into a Huge elemental.

These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.


Spells
Druids cast divine spells with Wisdom.
Exclusive Spells:
Summon Nature's Ally V - IX

Summon Nature's Ally List:
Level-1: Dire rat, Monkey, Small Viper Snake, Wolf.
Level-2: Black Bear, Crocodile, Dire badger, Small Air Elemental, Small Earth Elemental, Small Fire Elemental, Small Water Elemental, Medium Viper Snake, Wolverine.
Level-3: Ape, Dire weasel, Dire wolf, Lion, Constrictor Snake, Large Viper Snake.
Level-4: Brown Bear, Giant Crocodile, Deinonychus, Dire ape, Dire boar, Dire wolverine, Medium Air Elemental, Medium Earth Elemental, Medium Fire Elemental, Medium Water Elemental, Huge Viper Snake, Tiger.
Level-5: Polar Bear, Dire lion, Rhinoceros, Giant Constrictor Snake, Large Air Elemental, Large Earth Elemental, Large Fire Elemental, Large Water Elemental.
Level-6: Dire Bear, Elephant, Megaraptor, Huge Air Elemental, Huge Earth Elemental, Huge Fire Elemental, Huge Water Elemental.
Level-7: Dire Tiger, Triceratops, Tyrannosaurus.
Level-8: Greater Air Elemental, Greater Earth Elemental, Greater Fire Elemental, Greater Water Elemental.
Level-9: Elder Air Elemental, Elder Earth Elemental, Elder Fire Elemental, Elder Water Elemental.


New Pre-builds:
Druid - Earth Warden
(Old preset characters can be updated by clicking the Reset button)
(Adventurers with new builds in Adventure mode)

New Optional House Rules:
Vital Strike, Devastating Strike: no critical hits
Wild Shape: new shape's HD = druid level (unchecked: fixed)
(+2 modifications of House Rules for old saves)



Added 20 New Elemental Creatures:

Air Elementals
Air elementals speak Auran, though they rarely choose to do so.

Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.


Earth Elementals
When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.

Earth elementals speak Terran but rarely choose to do so.

Though an earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to.


Fire Elementals
A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it.

Fire elementals speak Ignan, though they rarely choose to do so.

A fire elemental is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes.


Water Elementals
A water elemental can’t venture more than 180 feet from the body of water from which it was conjured.

Water elementals speak Aquan but rarely choose to do so.

A water elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.


Each of these four elements has six variants: Small, Medium, Large, Huge, Greater and Elder.


Related Abilities:

Air Mastery
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Earth Mastery
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on these rolls.

Water Mastery
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on these rolls.

Push
An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery also apply to the elemental’s combat maneuver checks.

Earth Glide
An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence.

Burn
A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental‘s slam attack also must succeed on a Reflex save (DC = 10 + the elemental’s HD/2 + Con modifier) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

Drench
The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).

Skills
A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Damage Reduction
A creature with this special quality ignores damage from weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective).

The amount of damage ignored equal to its level or Hit Dice. No weapon negates the damage reduction.



Others:
Rapid Shot: Removed uses limit and cool-down, can be used as default attack
Protection from Energy: Ranger level-3 spell -> level-2
Adjusted types of some monsters' abilities
Optimized battlefield pop menu; added show/hide and expand/collapse menu features
Optimized feats of some pre-builds
Optimized Animal Companion/Summon Nature's Ally selection UI
Optimized class descriptions/tips
Optimized racial spell-like ability descriptions
Optimized shield descriptions
Improved some Japanese text
Added descriptions for 137 monsters (can be viewed on battle or arena scene; total 192 monsters in current version)
Encyclopedia: Optimized some monster-related chapters
Encyclopedia: Detailed race descriptions
Fixed: Lower Abilities Compensation bug of some abilities assigning
Fixed: High cure DC for healing spells
Fixed: High DC for Dispel Magic
Fixed: High spell DC of Troll Great Mistress
Fixed: High success rate of critical effects
Fixed: AI uses turn wrongly
Fixed: Destruction enchantment bypass DR bug
Fixed: Auras still exist after battle
Fixed: Aura damage not be counted in stats
Fixed: Crash when enter town
Fixed: Class selection UI overlap
Fixed: Blink bug of arena shop item descriptions



Next, we'll work on (rough list):
Bard, class saves and BAB growth with extra attacks, new player races (Bugbear, Lizard Scion, Gnoll), more spells, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).
Low Magic Age - Low Magic Studios
Hi Adventurers!

This month Steam will release a new policy of changing the developer custom discount cycle from 2 months to 1.5 months roughly. It will have some impact on our current update strategy, because we gain more new players in each round of discounts, and we want them to play the newest version.

So we decided to change the update frequency of the current dev stage from once a month to once every 1.5 months roughly to better fit the policy.

Although the frequency is lower, the quality will be higher and we will get more time for coding and testing, for example, there is a 95% chance that Druid will be released in the next update ;)

Of course, it will take time to see results and may need to be adjusted in future.

Thanks again for your long-standing support and company!

-- AM (Thomas)
Low Magic Age - Low Magic Studios


New Player Races: Drow Noble - Exceptional drow born with special powers.

About one out of every 20 drow is gifted with special powers from birth — the overwhelming majority of these exceptional drow are female, and as a result, drow society tends to be matriarchal in nature.

These special births are engineered and encouraged among the ruling caste, and are far more likely to occur when the mother is of noble heritage. Strangely, the status of the father seems not to increase or decrease the chances of a child being born a drow noble.

Common drow children born to nobles are usually put to death — sacrificed to one of the many demon gods to whom the drow offer worship.

It is rare for a drow noble to be born to common parents, but those who are usually murder their parents or family before they come of age in order to hide the truth of their base upbringing and to ease the processes of joining one of their society's noble houses.

Drow nobles are more powerful than the majority of their kin, and as such they quickly rise to power within their houses. Advancement through the hierarchy of a drow noble house is usually accomplished through a combination of assassination, seduction, and treachery, leading most drow in power to be overly paranoid.



Balance Adjustments:

New Optional House Rules:
Lower Abilities Compensation: +1 house rule bonus per 8 levels on a character's non highest abilities related rolls and values, including attack rolls, saving throws, AC and spell DC, etc. (default: on)
Spell DC: + character level / 2 (default: on)
Summoner's Cha modifier applies to summoned creatures' physical abilities (+6 max) (default: off)
Barbarian: Damage Reduction: = barbarian level (default: on)
Monk: AC Bonus: limit maximum bonus: If the sum of Wis bonus and Dex bonus is greater than the highest ability bonus + 4, ignore the excess of Wis bonus. In addition, limit the bonus based on monk level to +6 max. (default: on)
Paladin: Smite Evil: bonus on attack rolls: +10 max (default: on) (merged related HRs)
Paladin: Divine Grace: +5 max (default: on)
(+2 modifications of House Rules for old saves)

Some monsters armed with Deflection wondrous items
Optimized abilities growth of some monsters
Removed elite/solo monsters' bonus on Combat Maneuver Defense
Saving throw bonus from a wondrous item is up to +5
Changed robes' saving throw bonus to Spell Penetration
Changed weapon proficient bonus to –4 penalty on attack rolls when use nonproficient weapons
Player attack rolls bonus of Moderate/Easy/Relaxed difficulty: +6
Enemy attack rolls bonus of Moderate/Easy/Relaxed difficulty: +4
Weapon Finesse: ...If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Finesse: Apply to melee touch attack
Zen Archery: Apply to ranged touch attack
Spell DC: Add spell level
Removed base 10 of Fortitude/Reflex/Will
Changed rolls/checks of spells, conditions, turn, and quivering palm, etc. to standard saving throws
Changed bounce damage from 1 per action to 1 per attack
Changed Wake from standard action to move action

Bonuses of Rage no longer increase every 10 levels, but changed to Greater Rage and Mighty Rage:
- Greater Rage: Bonuses to Str and Con during rage each increase to +6, and morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
- Mighty Rage: Bonuses to Str and Con during rage each increase to +8, and morale bonus on Will saves increases to +4. The penalty to AC remains at –2.

Discarded Main-handed Weapon mechanic. Changed following 6 main-handed weapons to one-handed (except Spear as two-handed)
- Longsword
- Battleaxe
- Heavy Pick
- Warhammer
- Flail
- Spear
If a one-handed weapon is wielded with two hands during melee combat, add 1.5 times Str bonus to damage rolls.
Discarded Light/Heavy Thrown mechanic. All throwing weapons use the same rule: Apply Dex modifier to ranged attack rolls and Str modifier to damage rolls.
Changed Sling to one-handed



Improved Character Panel:
Added Equipment Information
Added Details Information
- Max Melee Attack
- Max Ranged Attack
- Melee Touch Attack
- Ranged Touch Attack
- Combat Maneuver Bonus
- Combat Maneuver Defense
- Armor Class
- Armor Class (Touch)
- Armor Class (Flat-Footed)
- Fortitude
- Reflex
- Will
- Spell Resistance
- Spell Penetration
- Caster Level
- Spell DC
- Turn
New Options:
- Expand/Collapse All
- Show/Hide Information Section
- Show All
- Hide All
- Hide Empty Items
--- Attacks Information ---
- Combine Same Type Attacks
- Show Weapon Magic Bonus
- Show Weapon Icon
- Show Weapon Name
--- Toolbar ---
- Top
- Show All Buttons
Show corresponding information as button tip
Optimized display speed



Others:
Optimized initial equipment of some classes
Optimized class structure of default party
New option of Combat Difficulty: Player doesn't multiply damage on critical hits
Auto-Combat button no longer affects subsequent combats
Changed Hunting Giant Spider's Poison Burst to Poison Spit
Fixed: Monk pre-builds learn caster feats
Fixed: Creatures continue to attack even if they die during attack
Fixed: Mithral light armor still has speed penalty
Fixed: Ignite damage not statistics

Slider control can be fine-tuned with arrow or ADWS keys
Improved descriptions of 6 abilities
Optimized descriptions of some items
Optimized bounce damage log
Encyclopedia: Improved and optimized equipment chapter
Encyclopedia: Optimized loading
Fixed: Encyclopedia sometimes crash
Fixed: Tip blinking
Fixed: Incorrect Finesse entry in description of Dart


Next, we'll work on:
Druid, Bard, class saves and BAB growth with extra attacks, new player races (Bugbear, Lizard Scion, Gnoll), more elemental creatures, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).
...