GIANTS OF MALAAN™

RULES MODIFICATIONS/CLARIFICATIONS

Standard D&D3.5 Ed, with the Arcana Unearthed Players Handbook.
AU skills and feats, equipment.
3.5 Combat rules (some other additions, DR, etc..)
Some minor modifications to make them work together.


CHARACTER GENERATION
Organic Method (do this with me please)
Step 1. Roll 4d6 (drop low die) for each ability score, record them in order.
Step 2. Reroll any one score (if after this no score is above 15 raise the rerolled stat to 15)
Step 3. Switch any two scores
If total net bonuses do not equal +3 or greater repeat all steps.


HITPOINTS - Max hps at 1st level, then may choose either high average (d6 =4, d8=5, d10=6, d12=7)
or roll for each.

DISABLE/DYING - New Rules for going beneath 0 hitpoints.


EXPERIENCE: Group will level together at specified goals are met (no specific xp awards for individual encounters). Item creation does not require XP cost (but see below).


RACES
All AU races (including race levels) are permitted.


CLASSES
All AU Classes are permitted.
Spell Casting classes - Ability score minimums for spell levels indicate a 10% chance of spell failure per point lacking (not the complete inability to learn or cast the spells).

Totem Warriors


SKILLS
Remove - Innuendo [Now part of sense motive and bluff]
Remove - Intuit Direction [Now part of Survival]
Change - Wilderness Survival to Survival (add Intuit Direction)

Alchemy
Additional Items
Fortifying Drink DC 25 (cost 5gp) [Fort DC: 10 -> 1d6 subdual healing/or half]
Salve of Wound Closure DC25 (20gp) [1d8 temp hp (only up to normal max, fort dc=hps damage to lose temp hp]
Liquid Courage DC 25 (5gp) [+4 to Fear Saves, -4 all other will saves, Int, lasts 1hour]
Ogre's Blood DC 30 (50pg) [+1d6 Str (10 min), -1d6 int, -1d6wis, -1d6 cha (10x1d6min)
Oracle Oil DC 30 (100gp) [+10 Insight bonus to Knowledge roll, 2d6 Temp Str damage]
Healer
Additional Skill Uses
Bind Wounds - DC20+2 per use per creature per day. Applies a Diminished Transfer Wounds (2hp damage transformed into 1pt subdual damage). This may be done multiple times, but each additional attempt adds 2 to the DC check (DC22 for second attempt, DC24 for 3rd, DC26 for 4th, etc..).
Rouse to Consciousness - DC15+1/neg hitpoint. Unconscious characters due to dying or taking more subdual damage than they have hitpoints can be roused to consciousness. In the former case, the DC is 15+1/neg hitpoint. Success means the character is both dying (still losing hitpoints) and disabled. In the latter case, success means the character is staggered.

FEATS
Affinity with Skill - Talent - Skill is max'd out for every level. So a 3rd level Warmain with Ride Affinity gets 6 ranks of Ride without spending any skill points.
Blood as Power - Prereq = spell casting attribute 15+, damage = 1d8hps/spell level
Brandish Magical Might - No ability requirements
Conjure Mastery - Prereq = 14+ Cha
Crippling Strike - Prereq = 15+ Int,
Defensive Stance - Can be taken multiple times
Defensive Maneuver (NEW) - General
Prereq: Defensive Stance.
Benefit: With a move equivalent action character gets +2 dodge bonus that lasts until their next action.
Exotic Spell- General - Add caster knows one exotic spell for every level of spell they know at the time they take the Feat. So if you know only 1st level spells, you know only 1 exotic spell, if you know 2nd level spells, then you know 2, etc.. This can be taken multiple times simply multiply the number of exotic spells known.
Item Creation feats - All are now Ceremonial, requires a ceremony with 4 others possessing the feat, and costing an amount based on the feat desired. Experience point costs for items are gone, however, a short quest will be necessary to obtain necessary ingredients (quest of equal experience point value to item created)
          Charged Items = 750gp
          Constant Items = 2000gp
          Arms and Armor = 2000gp
          Single-Use Item = 50pg
          Spell Completion Item = 25gp

Invoke Name (NEW) - Ceremonial
Prereq - Power of the Name
Benefit - By adding the target's true name to a spell's verbal component, target must make two saves versus the spell and take the worse one.
Mighty Hurl - In addition, character can (like power attack) increase damage by +1 for every -1 to Attack (up to BAB).
Modify Combat Style - Or, character may at a +2 Dodge bonus for that combat.
Natural Archer, Natural Swordsman - In addition, as a full action can attack with a +1 Attack bonus as well as the damage bonus.
Power of the Name - Can be used 1 time/person at each level (after using ability character must gain a level to use it again)
Priest - Also gives the Divine Template to caster.
Reactive Counterspell - (NEW) - General
Prereq - Brandish Magical Might Spell
Benefit - As a free action, aspell caster may counterspell any spell cast within range of the spell being countered or close range whichever is greater, without needing to ready an action. However, the character must expend spell slots equal to the level of the spell countered. The character may weave spell slots to do this. The spell slots are expended whether or not the spell is successfully countered.
Signature Spell -Talent- Add the following effects for that one spell: caster need not ready the spell (it is always readied), in addition, the caster gains the virtual feats: modify spell, spell artist, and quicken spell for this spell only.
Skill Application - Adds +2 bonus to Three related skills, not two.
Skill Focus - Adds +4 bonus (can be taken multiple times, even to the same skill)
Sturdy = Adds 4hps or +1/current character level (whichever is greater). In effect it grants the character +2 Consitution for the purpose of determining bonus hitpoints only.
Unique Spell- Now a Ceremonial Feat - Craft Unique Spell, allows you to create new spells. Spells would cost 500gp per level squared to make. 500 gp for 1st level, 2000gp for 2nd level, 4500 for 3rd, 8000gp for 4th, etc. The spells must be approved of by the DM. Time it takes for crafting a new spell is 1 week/500 gp value. To create a spell the caster must be high enough level to cast its heightened version (if it has one, otherwise high enough level to cast it).

EQUIPMENT

Weapons
All weapons and armor from Arcana Unearthed are permitted with the following exceptions.

Battle Claws, Bodkin Arrows, Manglers, Spike Stick, Swordaxe,

Armors
Medium armors now grant the following movement rates.

30ft     20ft
25**   20** (** running in Medium Armor only triples the move rather than quadruples)


COMBAT

Damage Reduction (DR)

Damage Reduction works as follows. A creature with damage reduction has a designation x/y. X represents the hitpoints subtracted from any weapon attack that hits them, Y represents a weapon type (blundgeon, piercing, or slashing), material (cold-iron, wood, silver, devanian, adamantine, nickel, athecite), or a magical enhancement bonus that ignores the bonus. However, magical enhancements also act to counter damage reduction of lesser forms of DR and help overcome DR of higher enchantment. The next lowest enchantment bonus is affected by 5hps of DR, the next lowest 10hps etc.. (Ex. 20/+5 would give 5 to +4, 10 to +3, 15 to +2, 20 to +1)

Bonus
Equivalent Material Equivalent Weapon Type Special Type
+1
    Blessed, Giant
+2
Crystal Laced   Holy, Raw, Faen, Dramojh
+3
Silver, Iron, Wood, Nickel Bludgeon, Piercing, Slashing Aligned, Bane
+4
Adamantine, Devanian   Ancestral
+5
Apothic    

Material, weapon type, and special types do not confer magical bonus.


MAGIC

Divine Template: Spells are divine in nature and get their power from the worship and strength of a god or gods. Beneficial spells grant the maximum random effect to members (or worshippers) of the same religion. Thus a (divine) lesser transfer wounds from a 5th level greenbond (1d10+5) would heal 10+5=15 hps.
Cost: Adds a focus (holy symbol) and verbal components (prayers and invocations) to spells.

SPELLS

Protection from Elements
As written, except as follows.
Caster designates an element that the spell does not protect against. The spell then grants 12pts of protection per level against any element except that one. Ex. A 6th level magister casts protection from elements:fire on himself. He is struck by a stoneblast for 23 points of damage (6x12=72hps-23=49). He ignores this damage, then a minute later he is struck by a cold energy beam for 32 points of damage, is unscathed (49-32=17) later he is struck with a fureburst, which does damage normally.
Some creatures may have this form of protection instead of the normal resistances listed, a knowledge dangerous beasts check DC=10+CR of creature may reveal that information.
Protection from Energy
As written, except as with Protection from Elements, caster designates an energy form the protected person is vulnerable to. Thus the protected person applies the damage from any energy attack except the one deisgnated form to the 20hps/level first.