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So I have been trying for a couple of weeks to purchase some PFS scenarios. I have a deadline coming up that I need them for. (I know, it was my mistake for assuming it would take less than a month to successfully buy something on this website.)

When I reach the end of checkout and click "Place Order," nothing happens. The objects remain in the cart. I do not receive an email. My bank account is charged for the amount, but this charge remains "pending" for a week before disappearing. If I click "Place Order" multiple times, I receive multiple charges, not that it matters, because none of them go through. I have tried deactivating my VPN, unloading and loading up the cart again, logging out and back in.

I recall having had this problem before, years ago (with a different bank/credit card). Back then it wasn't so bad because I could pirate the content I wanted while waiting around in an attempt to to actually buy it, but it is much harder to do this with PFS scenarios.

Should I make a whole new account? Drive to Paizo HQ with a flash drive and a make a cash transaction? Any ideas would be welcome.


Thanks for all the feedback! We are going in different directions with some of our stuff, but reading through your material has given me a lot of ideas I might work on implementing. Three cheers for collaboration!

It's good to hear that you've had great success with your LCM. I hope I'll be able to test my own ideas soon.


Lazlo.Arcadia wrote:
I'm working on a more indepth response to your post, speaking to many of this points you bring up individually. I'll try to get that posted up sometime today.

Cool. I'm checking out your stuff too. You went so in-depth! At first glance it looks like you took more creative liberties with the system, whereas I tried to deviate from the regular Pathfinder rules as little as possible for simplicity. But I like a lot of your ideas.


Long Post Alert!

Hey there. I'm new to posting and I don't know what I'm doing. But I worked with a friend to come up with this system and we though some of our fellow GMs might be interested.

Edit: R.I.P. my formatting. Hope it's still clear!

The Idea:

I wanted to create a variant rule system for Pathfinder suitable for use in a low-magic setting. A low-magic setting is one in which magic and spellcasters are very rare, and spells are less powerful. For reference, I usually thought of the Lord of the Rings setting as a baseline.

The contents:
1. Changes made to the nature of spellcasting
2. Alterations to each class specifically
3. My ideas about what a setting using this ruleset might look like

This ruleset assumes that we are using only the Core Rulebook.

Part 1: Changes to spellcasting:

All full spellcasters (wizards, clerics, druids, sorcerers) will have spell progression similar to what the paladin/ranger had previously, with a highest spell-level of 4. Cleric, druid, and wizard will use the following progression of spells-per-day, starting with cantrips:
Cantrip 1st 2nd 3rd 4th
1st: 0
2nd: 1
3rd: 2
4th: 2 0
5th: 2 1
6th: 2 2
7th: 2 2 0
8th: 2 2 1
9th: 3 2 2
10th: 3 2 2 0
11th: 3 2 2 1
12th: 3 3 2 2
13th: 4 3 2 2 0
14th: 4 3 2 2 1
15th: 4 3 3 2 2
16th: 4 4 3 2 2
17th: 5 4 3 2 2
18th: 5 4 3 3 2
19th: 5 4 4 3 2
20th: 5 5 4 3 3

Note that this chart does not include bonus spells from a wizard's arcane school or a cleric/druid's domain. These, however, do not take effect until level 4, when 1st-level spells become available.

Sorcerers and bards have their own unique progressions, listed in their class descriptions. Paladins and rangers lose their spellcasting ability entirely.

Bonus spells-per-day are still granted for having a high ability modifier, as per the official chart. However, the chart now continues into the cantrip column, so that a score of 10-11 enables one additional cantrip per day, 18-19 enables a second additional cantrip, etc.

Cantrips are expended upon use.

Clerics and druids now have a more limited list of spells. Each will now begin with three cantrips (or orisons), and gain three new spells, of any level they can cast, per level. Cleric and druid spontaneous casting abilities remain in place.

For all spells, DC = 10 + ability score modifier + caster level. This is regardless of spell level. This reflects the fact that, in a low-magic world, spells are more difficult to deal with.

There are no limits on the number of damage dice rolled for spells that factor caster level. The first level spell shocking grasp, for instance, would deal 11d6 damage if the caster is at level 11.

All spell-level effects in the spell descriptor are caster-level instead.

Spells that grow in power by caster level, such as magic missile and scorching ray will increase in power at the same rate, but will start counting from the level at which they are acquired. Magic missile, for example, is gained at level 4, so it would begin with one missile and gain an additional missile for every two levels beyond 4 (6th, 8th, etc).

Certain spells above level 4 can be cast as rituals, at GM discretion. This is to enable such effects as plane shift, planar binding, and teleportation. Such spells might be necessary or important to the plot or setting. However, these rituals are extremely difficult to cast. They require extensive preparation and are not at all normative. Something like a planar binding spell is an event around which an entire campaign might be built. Again, this is all at GM discretion, but here is an idea for ritual requirements: a ritual takes a number of days equal to the spell level to complete, plus rare materials equal in value to spell level x 1,000. Materials may be difficult to acquire, requiring their own quests. Finally, only an appropriate caster whose caster level is double the spell level is able to perform the ritual. (Note: this means that a level 10 caster could potentially perform a level 5 spell such as plane shift as a ritual, even though they are unable to cast 4th-level spells yet!)

All spellcasters now have a hit die of d8, as well as proficiency with all simple weapons.

Some spells will require additional modifications. As always, this is up to the GM.

Changes by class:
Barbarian: no change.

Fighter: no change

Monk: no change. I'm leaving ki alone because it is not magic.

Paladin: no spells, no channeling positive energy, and lay on hands is usable once per day per two caster levels (no bonus uses for charisma modifier). This allows the paladin to still have magical healing, but only a very small amount. I believe that even with these nerfs the paladin is still quite strong, just less healing-focused. But to balance the loss, the size of a paladin's auras is doubled to twenty feet and they gain a bonus combat feat every four levels.

Ranger: no spells. Instead, a new favored terrain is gained every third level after 3rd rather than every fifth level. Additionally, combat style feats are gained every three levels after 2nd rather than every four levels. When a ranger reaches a +6 bonus in any favored terrain he may apply Terrain Mastery, as the class feature from the Horizon Walker prestige class.

Rogue: cannot take any rogue talents that allow spell-like abilities

Bard: a bard's spells are severely reduced, as follows:
Bard spells-per-day
Cantrip 1st 2nd 3rd
1st: 0
2nd: 1
3rd: 2
4th: 2
5th: 3
6th: 3 0
7th: 3 1
8th: 3 2
9th: 4 2
10th: 4 3
11th: 4 3 0
12th: 4 3 1
13th: 4 3 2
14th: 4 4 2
15th: 4 4 3
16th: 4 4 3 0
17th: 4 4 3 1
18th: 4 4 3 2
19th: 4 4 3 2
20th: 4 4 3 3

Bard Spells Known
Cantrip 1st 2nd 3rd
1st: 1
2nd: 2
3rd: 3
4th: 3
5th: 3
6th: 3 1
7th: 4 2
8th: 4 3
9th: 4 3
10th: 4 3
11th: 4 3 1
12th: 4 4 2
13th: 5 4 3
14th: 5 4 3
15th: 5 4 3
16th: 5 4 3 1
17th: 5 4 4 2
18th: 5 5 4 3
19th: 5 5 4 3
20th: 5 5 4 3

No counterbalancing buff to the bard is necessary, since bardic performances will be very strong in a low-magic setting. Bardic performace DCs are calculated with the bard's full level, not half.

Wizard: A wizard begins with knowledge of two cantrips in his spellbook. He gains knowledge of two spells every level through his own private research. He can also learn new spells from scrolls or the spellbooks of other wizards, but both of these are very rare.

A wizard can take an arcane school normally, except that the granted powers are gained at double the listed level. (This does not apply to powers gained at first level that 'upgrade' periodically, such as energy resistance in the Abjuration school.)

Cleric: A cleric chooses only one domain. They gain the powers of that domain normally.

A cleric can only channel energy a number of times per day equal to their charisma modifier (rather than 3+modifier).

Druid: A druid is limited to plant and animal forms for their wild shape. They cannot take elemental forms, nor any creature with magical abilities.

Sorcerer: A sorcerer can select a bloodline as usual and gain the powers as usual, except that each bloodline power is gained at double the listed level (except for the first-level powers). For example, a draconic-bloodline sorcerer would not gain the breath weapon power until level 18.

Sorcerer Spells Per Day
Cantrip 1st 2nd 3rd 4th
1st: 1
2nd: 2
3rd: 3
4th: 3 1
5th: 3 2
6th: 3 3
7th: 3 3 1
8th: 3 3 2
9th: 4 3 3
10th: 4 3 3 1
11th: 4 3 3 2
12th: 4 4 3 3
13th: 5 4 3 3 1
14th: 5 4 3 3 2
15th: 5 4 4 3 3
16th: 5 5 4 3 3
17th: 6 5 4 3 3
18th: 6 5 4 4 3
19th: 6 5 5 4 3
20th: 6 6 5 4 4

Sorcerer Spells Known
Cantrip 1st 2nd 3rd 4th
1st: 2
2nd: 2
3rd: 3
4th: 3 1
5th: 3 1
6th: 4 2
7th: 4 2 1
8th: 4 2 1
9th: 4 3 2
10th: 4 3 2 1
11th: 4 3 2 1
12th: 4 3 3 2
13th: 5 3 3 2 1
14th: 5 3 3 2 1
15th: 5 3 3 3 2
16th: 5 4 3 3 2
17th: 5 4 3 3 3
18th: 5 4 3 3 3
19th: 5 4 4 3 3
20th: 5 4 4 3 3

The Setting:

A low-magic setting is harsh and unforgiving. Since magical healing will likely be limited or unavailable entirely, wounds and injuries take a long time to heal since they must heal naturally (as described in the rulebook). Crippling injuries may genuinely cripple a character. In addition, there is no resurrection. Expertise in nonmagical healing is therefore actually useful. Players should take a more cautious, thoughtful approach to problems in such a setting, as slip-ups can have potentially dire consequences.

GMs may be pleased to note that survival-based adventures, in which thirst/cold/etc are genuine threats, are viable in this rule system. Additionally, poisons, diseases, and curses are made truly dangerous. Even simple traps can be very threatening. Mounts will likely be a more prevalent aspect of the game. Finally, actual detective-style mysteries are back on the menu, since only high-level adventurers will have access to divination spells of any real power.

In this setting, spells and spellcasters are extremely rare. Most people live their entire lives without witnessing magic of any kind. Even minor spells and items are astonishing to the common populace. Even a very large city might not contain any spellcasters of note. This is partly because such spellcasters as do exist will often prefer privacy and secrecy. Wizards tend to seclude themelves with their research, sorcerers are often wanderers shunned by society, and of course druids prefer isolation in the wilderness. Only clerics are likely to be found in a very large city, as public figures. Yet even then there may be only a bare handful, and their level of power might be questionable. The gods in this setting are choosy, and select only the most dedicated and worthy on which to bestow the gifts of their divine powers.

Alchemy is somewhat more common, though still rare and expensive. Yet it is likely that a thriving metropolis will contain at least a few alchemy shops, of varying quality and repute, which sell a small selection of weak potions.

Magic items are extremely uncommon, and it is critical to the setting that, with the exception of expendables such as potions, every one is unique. Each magic weapon, piece of armor, or wondrous item has a story behind it, possibly a name, and is different from every other weapon/piece of armor/etc. Usually, only the most minor of magical items (around the 1-100 gold range) are available for sale. Anything more potent will typically require alternate means of acquisition. But remember, all magic items are exceedingly rare. Even a simple flaming sword should be portrayed as an astonishing and epic reward for a long and dangerous quest. Almost anything that Pathfinder categorizes as a 'medium' or 'major' magic item has no place in this setting, except perhaps as the focal point of an entire campaign.

As the magic items are vastly scaled down, so is the monetary system. A minor potion of healing will remain at 50 gold, but in this setting 50 gold is quite a lot of money. Players in this setting should be carefully parceling out their coppers and silvers, and saving up their golds in order to purchase something as useful as said potion of cure lesser wounds. Resource management is important in this setting. (Note: certain non-magical items are overpriced in the Pathfinder rules, such as a set of full plate costing 1,500 gold. This is done for balance reasons, but it is not necessary in this setting. At GM discretion, cheapen mundane items as necessary or provide alternate means of acquisition.)

Magical items, even relatively simple ones such as potions and scrolls, are difficult to create in this setting. The time for crafting any magic item is doubled. The cost remains the same, but as we have mentioned, this makes the creation of most items prohibitively expensive. All prerequisites must still be met, including the ability to cast certain spells or being able to cast spells of a certain level. This eliminates many options entirely, such as the creation of golems. Some high-level item creation, such as the construction of golems or certain magic weapons, could still be achieved through manipulation of rituals, at GM's discretion.

A note on scrolls: they are difficult to find mainly because those who create them (wizards) are so rare, and because a wizard would usually rather use or keep a scroll than sell it.

In this setting the overall level is low. Only a scattering of people on any continent should be level 10 or higher. Even a spellcaster reaches their highest spell level at 13. Meeting anyone at this level or higher should be a truly momentous event for the PCs. If and when the PCs reach this level, most NPCs will cease to be a significant threat – at least, on the battlefield.

The role of the gods. The gods are fairly inactive in this setting, working almost exclusively through their few chosen clerics. The same could be said of all interplanar travel and communication – it is very rare. Only very powerful spellcasters possess the ability to communicate with or travel between planes. Summoning spells do exist, but they are weak and transient.

Alignment functions normally, though it plays a lesser role in a low-magic setting. Some GMs may prefer to do away with the alignment system (along with all spells/items/etc that utilize alignment) entirely.

Races: No race has innate magical abilities or spells. Races that suffer a significant loss from this change, such as gnomes, may choose alternate racial traits, at GM discretion.

Monsters: Most monsters have no magical ability whatsoever. Magical beasts with spells or spell-like abilities are very rare, and are generally encountered at higher levels. Do not adjust DCs for spells or spell-like abilities of monsters.

Well that's all we came up with so far. I'm sure it still needs some work. Balancing the spellcasters was particularly tricky, of course. But I was more concerned with how such a setting might feel, and how it might be fun and unique for my players.

Anyway, let me know what you think!