Lazlo COS Pathfinder - Low Magic
Our campaign setting is tailored to reflect a lower magic, and more harsh environment than in the canon product. The over all presence of magic in the campaign has been scaled to something more a kin to the HBO series Game of Thrones, or the Witcher 1 – 3 video games.
The campaign level cap is set at 13th level, and XP is tracked by the DM using the Slow Progression scale. Both combat and magic has seen a heavy revision which results in more dangerous encounters.
LCM campaigns are generally “morally ambiguous” and while the concepts of good & evil certainly play their role, they are not a tangible reality. Alignment has been reclassified as a characters general outlook, religion, etc and thus is not subject to being targeted or detected by magic. Thus spells that do damage or inflict a condition based on anyone’s alignment have generally been retooled to target based upon ones religion (or the lack of it). Example: a cleric, priest or paladin of Iomedae might be able to walk into the inner sanctum of the High Temple, but anyone else would be subject to the gods wrath.
Only core races are allowed, except for gnomes which do not fit into the campaign concept.
Magic items have 85% been replaced by high quality, alchemical or exotic items. Cherish any magic item you find, they are few and far between. Mundane items however have been expanded upon to fill some of the resulting gaps.
Languages are restricted to common.
LCM campaigns penalizes the concept of “dump stats” more heavily than most due to the lack of magic items in the campaign. To off set this stat gains come at every even level.
Multi-classing is restricted to 2 classes, with a 2:1 ratio maximum (6 Warpriest / 3 Barbarian) and restricted to only one caster class. This is specifically to prevent “splashing” or “dipping” across multiple classes for min / max meta-gaming purposes.
Prestige Classes are not allowed. Please use archetypes, feats, traits, etc for customization.
NOTE: the campaign demographics for an LCM campaign are very different than those found in a typical campaign.
- Injuries, poison, disease & combat in general are all much more DANGEROUS under the LCM Ruleset. Critical hits can quickly end a fight, and surprise attacks (such as Bushwhacking, or a rogues sneak attack) can be deadly. High perception skills and paranoia are your friends!
- Any special ability which are usable “once per day” is considered to automatically reset at the beginning of each gaming session regardless of how much time has passed in game.
- Variant rules are in place for both magic and combat. Please be sure to review both of these sections carefully.
The following websites contain all of the OGL material and account for about 95% of all material in the campaign:
The campaign setting – A little about the area of Lastwall, it’s history, who are the neighbors, etc
Races of Lastwall – a few suggestions on racial optimizations which stood out when I was building some of the NPC’s.
Character Generation – critical – Read this stuff!
Spells and Magic – critical – Read this stuff!
Combat – critical – Read this stuff!
Death, Damage and Healing – critical – Read this stuff!
For higher level characters (usually above 6th level within the campaign) the option for Followers and Hirelings become one to consider as a possible option.
Useful links can be found here.