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

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

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

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


Racial Traits:

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

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

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

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

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

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

Armor: +8 natural armor bonus.

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

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

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


New Epic Feats:

Armor Skin
Your skin becomes like armor.

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

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

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

Penetrate Damage Reduction
You can bypass a creature’s damage reduction.

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

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

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

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

Combat Archery
You can fire a bow in melee safely.

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


Rogue Exclusive:

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

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


Paladin Exclusive:

Great Smiting
Your smite attacks are much more powerful than normal.

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

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


Dwarven Defender Exclusive:

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


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


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


New Adventure Mode Dev Preview #3:

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

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


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


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

Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).
Why do you even pretend that this is an RPG when you're still not working on the story!?!