Boomtown House Rules

Character Generation

Low Ability Scores
A character with any ability scores less than 10 recieves a small bonus in the number of initial skills they get. For each general negative modifier (-1 for 8-9, -2 for 6-7, etc..), the character gets +1 skill point at the time of generation, and for every additional level the character gains. This does not apply to ability losses later in the life of the character (ability drains, age, etc..)

Aborted Characters
Players may decide after rolling the initial stats that they do nto want to play the character so generated (too high, too low, too average). They may abort the entire set and re-roll a new character (rolling for all six stats).Players may not re-roll individual ability scores they do not like, or add or subtract any from their totals.

Average Hitpoints
Players may opt to take the low average hitpoints as they advance a level instead of rolling for the points (d12 = 6, d10 = 5, d8 = 4, d6 = 3, d4 = 4). They must choose before rolling the dice.

Feats (Weapon Proficienies)
Each category of weapons requires a proficiency (either granted by a class, or available by a single feat. This does not include exotic weapons which require individual proficiencies.

New Prestige Class
Healer. This class is a secular class able to heal, and repair other damage to people (blindness, poison, etc..) Details are listed here: healer.pdf

Gatekeeper. Members of this secret order protect Malaan from Extra-Planar creatures and preserve the integrity of the plane. Details: gatekeeper.pdf

Gatekeeper Mage. These are the magical counterparts of the Gate Keepers. They gain certain benefits but must stop casting all summoning spells. gatekeepmage.pdf

Sage Mumbler: The wise and mysterious leaders of Danic society. They are granted a variety of powers that compensate for their loss of their normal languages. sagemumbler.pdf

Skirmishers: Masters of harrying and harassment techniques, useful in large scale military engagements, or when a direct assualt is inadvisable, made evident in the Giant Wars of the Third age. skirmishers.pdf

True Specialists: These are specialist wizards taken to the extreme. They begin to abandon the other schools of magic in order to gain special bonuses in the specialized school. truespecialist.pdf

Combat

Magic Missile Weapons
If either the missile (arrow, bolt, etc..) or the missile launcher (bow, crossbow) is enchanted, the bonus contributed to the character's ability to overcome damage reduction. (Contrary to DMG). In order for the bonuses to stack, the bonuses must be of the same type. Thus a bow with a +1 Enhancement Bonus using a +1 Arrow with a Sacred bonus, would still only be +1 for purposes of Damage Reduction. However, if the Arrow were a +1 Enhancement Bonus, then they would stack.

Clerical Spellcasting

Spontaneous Casting of Domain Spells
Clerics may now convert an uncast memorized spell into either a cure spell, or into one of their domain spells (including one of lower level).Thus they need not memorize any additional domain spells(apart from the one they get at each level) during the day, since they can cast those on the fly.

New Domains for the Malaanese Religions
See the Domains PDF for details of Malaanese Religions

Spell Errata

Various alignment oriented Spells: All such spells (good, evil, law, chaos) affect all types of extra-planar creature (outsiders and undead). Alignment always applies to the opposites of the caster or the religion.

Arcane Spellcasting

Material Components
The normal Material Spell Components listed in the write up are not used up in the casting of spells so instead should be considered Foci. There are special components which are used up, but grant special bonuses to the spell.

Metamagic Rules
Metamagic now just adds a spellcraft skill check and adds time to the casting of the spell, but is done at casting time, and does not add to the level of the spell. See metamagic rules page.

Spell Errata

Color Spray: 1 round of Stunning precedes the blindness effect and follows any unconsciousness.

Shield. Two versions can be cast, caster must decide at the time of casting:
Version 1. Shield is invisible but only provides the AC bonus of +7, no cover bonuses, thus it does not protect against attacks of opportunity.
Version 2. Shield is transparent, but visible. It provides a Cover bonus of 3/4 cover (+7 AC) thus, if an opponent is on the other side, the caster is protected from attacks of opportunity.

New Spells

Here is a list of some new spells special to Malaan.
newspells.pdf