Skills and Feats

  • Skills may use alternate stats such as Climb using Dex, or Intimidate using Str.

Skills and Feats Any special skill, feat, or class ability which is usable once per day is considered to automatically reset at the beginning of the gaming session (thus insuring it is usable at least once per gaming session).

Skill: Alchemy 

Alchemical Goods and Services
Alchemical Weapons:  Ultimate Equipment
Alchemy from the Realms
Pathfinder Player Companion: Alchemy Manual (PFRPG) 

These are excellent reference points for alchemy. At this point only RAW creations for alchemy will be allowed, no ad-hoc creations at the table.

Linguistics Language is a much more restricted skill under the LCM. Intelligence sets the limit for how many languages a character may learn, but does not automatically add additional languages spoken to the character. For every 5 ranks in linguistics the character may speak one additional language. If the character is already literate in their base language it is assumed they are also literate in any language they learn from Linguistics.

Literacy: All classes and Archetypes which do not carry an academic / educated theme are considered to be illiterate (which is to say most of the people in the world).

Weapon Finesse - adds Dex to Damage for melee weapons which are small, light or specifically labeled "finesse"

Eschew Materials is BANNED. See Spells and Magic for details.

Combat Reflexes  stacks with the Total Defense combat maneuver (or the Total Defense Expert feat). Much the same way that Power Attacks stacks scales with a large weapon, if Combat Reflexes is used with a shield it doubles the AC armor bonus gained from the shield.

The Two Weapon Fighting line of feats is now a single feat. IE; Once Two Weapon Fighting has been taken as a feat, Improved Two Weapon Fighting, and Greater Two Weapon Fighting are gained automatically at the appropriate BAB levels without the need for further investment in additional feats.

Toughness, Endurance and Diehard: In addition to their normal effects each add an additional + 2 to Massive Damage Threshold and Fort Saves to avoid massive damage*

Spell Focus when applied to Domain Schools, or Specialized schools add a + 2 bonus. Greater spell focus pushes this to a + 4 for Domain / Spec school. For non-specialty / domain spells the normal + 1 / + 2 is applied per RAW.

Spell Penetration - BANNED due to changes in the magic system (and fewer amounts of creatures with SR)

Combat Casting adds a flat +4 bonus to Concentration to avoid disruption of your spells

Spell Mastery permanently adds the chosen Arcane Spells to your list of memorized spells for the day much like the Clerical Domain spells or sorcerer bloodline spells.

Vital Strike (and it's variants Improved and Greater) has been clarified as a standard action.

Evasion  has been completely rewritten to address balance issues. It now adds a + 4 bonus to defenders Reflex Save, Improved Evasion allows the defender to roll twice on his save (with the + 4 defensive bonus in place from Evasion), take the result most favorable to the defender. These changes are in place of it’s more traditional “take 1/2 damage” effects.

Use Magic Item BANNED - Magic items in an LCM campaign are never random, either you are intended to be able to use the device or you are not.

Magic Item Creation FeatsBANNED.

Dodge adds a flat + 2 dodge bonus to AC.

Healing Skill has seen some heavy re-write, refer to Death, Damage and Healing 

Leadership Leadership may be taken at level 6 or higher. This is typically reflects a guild leadership role, military appointment, role in temple leadership, etc. The cohort feature is not available, instead replace with a + 4 bonus to leadership score. Followers can gain experience and benefit from training, better equipment, etc.

Skills and Feats

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