Rules Clarifications/Modifications
(as of August 21, 2002)
- The Canon
- This campaign will use 3rd Edition Dungeons and Dragons Rules
as closely as possible. Unless explicitly noted, assume that we are
playing according to the canonical texts: PHB, DMG, MM.
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- Character Generation
- Characters are built on 28 ability points.
Non-canon races: Goblins, Drow, Tieflings, etc.. will be permitted on
a case by case basis.
New Characters begin with 1000 fewer experience points than the lowest
level character.
Prestige Classes will be examined on a case by case basis. In all cases
a prestige class can only be gained by a commitment to the cause, group
or other effort that requires significant cost/sacrifice and role playing.
Skills/Feats
- Only canonical skills and feats will be permitted without DM's approval.
Learning new skills or feats requires that the character have access
to a trainer (possibly another PC).
The following Feats from supplementary materials are approved without
special permission.
Approved Supplemental Feats
- Daylight Adaptation [Forgotten Realms]
- Greater Spell Focuse [Tome and Blood]
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- Equipment
- Well fitted armor counts 50% towards the total encumbrance of the
character.
The character's primary weapon counts 50% towards the total encumbrance
when in hand.
Mighty Composite Bows: user must have the minimum strength (necessary
to get the bonus) in order to avoid an Attack penality. Penalty equals
-2 for each point of strength lacking.
- Spells
- Spells are limited to those found in the PHB and those indicated in
the Malaan Domains page. Supplemental works will be permitted only a
case by case basis.
Clerics must pick Domains from the Malaan Domains
Page.
New Spells may be added to those available on a case by case basis,
but may only select spells from the PHB or those found while adventuring.
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- Alignment Spells/Powers
- Malaan has a different emphasis, one rooted in the distinction between
native plane and non-native plane creatures, rather than the specific
alignment. For any alignment spell or ability (e.g. Detect Law, Protection
vs. Evil, Magical Circle vs Good) one can usually substitute "Extra-planar."
Extra-planars include: elementals, outsiders, and undead. The spell
works equally against any aligned creature so long as it is extra-planar.
Thus a Protection vs. Evil spell will protect against Good or Neutral
aligned Undead or Outsider as well as evil ones.
For the purposes of Divine spells and powers, Paladins of enemy faiths
count as Extra-Planars for the purpose of these spells (so two enemy
Paladins could benefit from this spell against each other). This effect
does not apply to Arcane versions of the spell.
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- Spellbooks
- Players must maintain spellbooks as per the rules in the PHB.
Standard Spell Book: 100pgs - 15gs - 50 spell levels
max - 3 lb. - normal saves
Traveling Spell Book: 50pgs - 20gs - 25 spell levels max - 2 lb. - +3
saves
Library Spell Book: 200pgs - 30gs - 100 spell levels max - 6 lb. - (fragile)
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- Material Components/Foci
- Most material components are now foci (they are not expended by use).
However they can be lost or taken away by other means. Those components
with a specific cost attached to them must be purchased (and are used
up if it says so).
(There are some exceptions involved in Summoning and other spells, DM)
My Pretty Pictures of Shield Spells (Cause I spent time making them)
Position 1 indicates the attacks protected against with Black arrows
(or more simply by green squares) when the shield is perpendicular to
the attacker. The Red arrows (or attacks from red squares) are not protected
against.
Position 2 indicates the attacks protected against with Black arrows
(or more simply by green squares) when the shield is diagonal to the
attacker. The Red arrows (or attacks from red squares) are not protected
against.
The other positions ought to be derivable from these two.
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