Work in progress

D20 Rule Differences

Setting Specifics

Alignment

Eternia and Etheria are worlds emphasizing heroic Good battling wicked Evil, with little gray area. Creatures with intelligence of at least 3 cannot be neutral with respect to good and evil. (Some exceptions include creatures influenced by some mind-affecting enchantments, and Zodak.)

Player characters cannot be evil.

Significantly relaxed alignment and race restrictions for all classes.

The characters of Eternia have always preferred subduing an opponent rather than wounding him or her. You can use any weapon or effect that deals hit point damage to deal nonlethal damage instead at no penalty.

Hero points

Player characters (and some NPCs) gain a limited pool of Hero Points, equal to 3+ECL/2 (rounded down). You can spend 1 hero point in a round to add a bonus to a d20 roll. Some classes, feats, or racial features allow you to spend hero points to gain or activate specific abilities.

When you spend a hero point to increase a d20 roll, add 1d6 to the roll. At ECL 8 or above, instead roll 2d6 and add the better of the two rolls. At ECL 15 or above, roll 3d6 and add the best of the three. You can declare that you are spending a hero point after you have already rolled the d20, but you must do so before learning the outcome of your roll.

Clerics and Domains

There is no deity worship as such in the cartoons, but some characters are clearly devoted to certain ideals. Each race has a list of (usually 8) associated domains; a Cleric of that race must choose her domains from this list, or one or both domains of her alignment. The racial domain lists describe the predominant values, virtues, and vices of the culture.

Favored Enemy / Bane Targets

A Ranger can choose favored enemies from the following list. This list includes creature Types and Subtypes. When more than one favored enemy category applies, use the one with the highest bonus.

Skills

With only rare exceptions, every creature capable of language speaks Common (and only Common). Creatures with Intelligence of 14 or better gain Smatterings as a bonus feat.

The Knowledge skill has several changes:

Knowledge skillCreature typesSynergies
Astrology
  • Immortals
  • Spirits
  • Knowledge checks related to the planar traits of any dimension (including your home dimension)
  • Survival checks in dimensions with bizarre or alien environments
Dungeoneering
  • Aberrations
  • Oozes
  • Profession (miner) checks
  • Search checks made to find secret doors or hidden compartments
  • Survival checks made while underground
Evil*
  • Immortals with the evil subtype
  • Creatures with the undead subtype
  • Turning checks against undead or evil immortals
Legend and prophecy
  • Dragons
  • Monsters
  • Bardic knowledge checks
Magic
  • Magical beasts
  • Constructs with the living or magical subtypes
  • Spellcraft checks
Nature
  • Animals
  • Plants
  • Vermin
  • Survival checks made in aboveground natural environments
Technology
  • Constructs with the Mechanical subtype
  • Vehicles
  • Craft (mechanical) checks
  • Use Technological Device checks
Local** Creatures native to the chosen world (if any):
  • Aliens
  • Fey
  • Humanoids
These synergy bonuses only apply while on the chosen dimension.
  • Survival checks made to keep from getting lost or to avoid natural hazards
  • Gather information checks
* It is possible for player characters to gain ranks of Knowledge (evil), but not by spending skill points as a normal skill. For every 2 ranks of Knowledge (evil) a character has, she gains 1 point of depravity. For every 5 ranks, she may select a bonus Vile or Tainted feat for which she meets the prerequisites.
** See here for a list of dimensions. At first level, you gain 4 skill points in Knowledge (local) for your homeworld. When gaining a level, you gain 1 skill point in Knowledge (local) for the world where you spent most of the previous level.

Knowledge Points: Any character with an Intelligence of 3 or better gains a knowledge point at every level (or 4 at first level), in addition to her normal skill points. Knowledge points are just like skill points, but they can only be spent in Knowledge, Craft, or Profession skills.

Spell and Item Names

The historical Greyhawk figures, of course, never existed on Eternia. Here is a list of renames:

BigbyMorgoth
DrawmijSh'Gora
EvardDeemos
HewardDuncan
LeomundGranamyr
MelfMalik
MordenkainenEldor
NystulZilora
OtilukeShokoti
OttoOrko
RaryZanthor
TashaTerella
TenserZagraz

Miscellaneous

Eternia is a high-fantasy world of both powerful sorcery and advanced technology. To reflect the latter, some classes, feats, and other rule mechanics are incorporated from the D20 Modern system. However, gunpowder does not exist (but see Eternium), and ray guns almost always have a special effect (such as stunning, freezing, etc) rather than directly inflicting damage.

32 point ability buy. Every four levels, you can raise two different ability scores, instead of just one.

Take “half rounded up” plus Con modifier for hit points for every hit die, including first, but add your constitution score to your maximum hit point total at first level. (You can roll hit dice instead if you really want.)

The cosmology of Eternia

Mechanical Changes

Favored Save

Instead of a favored class, each race has a favored save. Multiclass penalties work as usual, but every class with a Strong save progression that matches the race’s favored save is considered a favored class for that race.

Additionally, if racial substitution levels exist for a certain race/class combination, a member of that race may consider that class a favored class if he has taken at least one substitution level for the class, and he has not taken any standard levels of the class at which a racial substitution level was available.

Magic

Full psionics/magic transparency. “Magic” is a general term that includes arcane and divine spells, psionic powers, as well as spell-like, psi-like, and supernatural abilities. Psionic classes use a “psionic caster level” rather than a manifester level; among other things, this means psionic manifesters can qualify for some spellcasting prestige classes.

Caster levels of the same type stack (arcane, divine, or psionic), rather than being tallied seperately by class. That is, a Wizard 2 / Sorcerer 3 / Druid 2 would cast divine spells at CL 2, but arcane spells at CL 5. Ultimate Magus is one prestige class that wouldn’t work with this rule; there are probably others but I admit I can’t think of any. This rule seems like a big change but I think it should be fine!

The effects of Empower and Maximize stack, rather than applying separately. (That is a silly rule.)

Spellcasters gain the effect of Heighten Spell automatically. A spell cast using a daily spell slot of a higher level than necessary is treated as if it really were a spell that many levels higher. (For example, an empowered fireball is considered a third-level spell and takes a fifth-level spell slot to cast. If it were instead cast using a seventh-level spell slot, it would be treated as a fifth-level spell in all ways.) However, this effect of Heighten Spell is not considered a metamagic effect and the level adjustment cannot be reduced.

Spells which only target humanoids are modified. (Also see the Amorphous Spell feat.) Instead, these spells target the same type of creature as the caster. For example, an Etherian wizard’s enlarge person still targets one humanoid, but a twigget wizard’s enlarge person targets one fey, even if the twigget had prepared from the Etherian’s spellbook (as it is the same spell). The twigget and Etherian wizards would create identical scrolls (since scrolls use the spell completion activation method, the effect is determined by whoever uses the scroll), but different wands and potions (their effect is determined by the crafter of the item).

Skills

Old skillReplaced by
Decipher ScriptLinguistics (Int)
ForgeryLinguistics
HealTreat Wound (Wis)
Knowledge[see above]
Open LockDisable Device (Int)
Speak Language
Use Technological Device (Int)

New condition: Frozen

A frozen creature is encased in a solid block of ice. She is considered paralyzed but is shielded by the ice from attacks. Depending on the effect description, a creature usually suffers both initial and ongoing non-lethal cold damage when frozen.

A frozen creature can be freed by destroying or melting the ice. Unless otherwise specified, the ice block has thickness in inches equal to twice the caster level of the effect. (Ice has 3 hit points per inch and hardness 0. As an object, it takes half damage from most attacks, but it is immune to cold effects and takes full damage from fire effects.) When the ice block is destroyed, any excess damage from the attack or spell is inflicted to the frozen creature.

Teleportation effects can free a frozen creature; the ice block immediately crumbles apart if no creature is encased within.

When a creature becomes frozen, any smaller creature sharing one of its squares must succeed on a Reflex save to avoid being frozen as well.

New condition: Unnerved

An unnerved character takes a −1 penalty on attack rolls, saving throws, skill checks, and ability checks, and an additional −4 penalty on saving throws against fear effects.

Unnerved is a less severe state of fear than shaken. An unnerved character who is made unnerved again becomes shaken. A character who is already shaken, frightened, or panicked takes no further penalties if he would become unnerved, but the duration of the current fear effect increases to the duration of the unnerving effect, if it is longer.

Fractional Progressions

Base attackSaving throws
StrongAverageWeakStrongAverageWeak
Progression+1+3/4+1/2+6/12+5/12+4/12
Class bonus+2+1+0

Rather than gaining BAB and base saves at specific levels, characters gain fractional bonuses at every level, and round down to the nearest whole number. For single-class characters, this change has no effect.

For example, to find your BAB as a multi-class rogue 5 / wizard 3: rogue hit dice have Average base attack progression (¾) and wizard hit dice have Weak progression (½). The total is 5×¾+3×½, or ²¹⁄₄, which rounds down to +5. (Without fractional progression, this character would only have +4.)

Calculate base save bonuses the same way according to the table above, but in addition, a character with at least one level in a class with a Strong or Average save receives a +2 or +1 class bonus to that base save. This bonus does not stack with other class bonuses to that save (from other classes), but since it is applied to the base save, it can be used to qualify for feats or prestige classes that require a minimum save bonus.

For example, a Cleric 1 / Fighter 1 would have base saves of Fort +3, Ref +0, Will +2. No class in D&D has an Average save progression, but many D20 Modern classes do.

Categorization

The following feats are considered [Multiclass]:

.

New spell descriptor: Time-affecting. This applies to the following powers and spells, as well as any spells based on their effects:

and probably a bunch that I missed. Divinations that foretell the future (rather than alter it) are not time-affecting.

New subschool of Abjuration and Psychokinesis: Cancellation. This applies to the following powers and spells, as well as any spells based on their effects:

and probably a few that I missed. In general, any Abjuration that involves a dispel check is in the cancellation subschool.

Creature Types

Alien
An alien is a sentient living being from a far-off planet. For instance, Silaxians and Trollans are aliens, but Etherians and Eternians are not. (Earthlings are one notable humanoid exception.)
d8 racial hit dice, strong Will saves, average BAB, and 4 skill points per hit die (plus Int).
Aliens can be raised, reincarnated, or resurrected normally. Unless otherwise noted, they eat, breathe, and sleep.
Aliens are only proficient with weapons and armor noted in the creature’s entry, or by character class.
Construct
The construct type has three subtypes that indicate kind:
  • living (e.g. Warforged)
  • magical (e.g. Stone Golem)
  • mechanical (e.g. Clockwork Spider)
.
Giant
Giant is a subtype of any type, often monster or humanoid. (An Eternian mountain troll has the monster type and giant subtype.)
Adding the giant subtype increases a creature’s racial hit dice by one size if they are smaller than d10, and usually gives a good Fortitude saving throw for those hit dice.
Immortal
Demons, devils, and demi-gods are immortals. (In general, any outsider with an alignment subtype in D&D instead is categorized as an immortal.)
d12 racial hit dice, all strong saves and BAB, and 8 skill points per hit die (plus Int).
Immortals do not age. If slain, an immortal cannot be raised or resurrected normally.
Immunity to sleep effects, poison, and non-supernatural disease.
Darkvision 60 ft.
Proficient with all simple and martial weapons, as well as any weapons and armor noted in the creature’s entry.
Unless otherwise noted, immortals do not eat, sleep, or breathe (but may do so if they wish).
Monster
d10 racial hit dice, strong Fort and Ref saves, full BAB, and 2 skill points per hit die (plus Int).
Darkvision 60 ft.
Proficient with any weapons and armor noted in the creature’s entry. A monster is proficient with all simple weapons if any manufactured weapon is noted in the creature’s entry, and proficient with shields if it is proficient with any armor.
Spirit
A spirit is a creature which embodies the essence of a thing, place, or concept. Spirits are often incorporeal beings, but many are quite solid.
d6 racial hit dice, average BAB, and 4 skill points per hit die (plus Int), and at least one good saving throw (any) depending on the spirit’s type. (Earth spirits have strong Fortitude saves; Air spirits have strong Reflex.)
Undead
Undead is a subtype of any type, usually depending on the type of the creature before its death. (A human zombie is humanoid (undead); a skeleton is aberration (undead); a ghost is spirit (undead).)
The undead subtype changes all current and future hit dice to d20. The creature no longer has a Constitution score and adds neither its con modifier nor con score to its hitpoint total.
Vehicle
Vehicles are not creatures. They have no charisma score, and often have no intelligence score.
All vehicles have the Mechanical subtype.
Vehicle hit dice are usually: d10, Weak BAB, no good saving throws, no skill points. This can vary if the vehicle is made substantially of special materials, see below.
Removed types
Outsiders are retyped as immortals, aliens, or humanoids.
Elementals are retyped as spirits.
Monstrous humanoids are retyped as monsters or humanoids.