Work in progress

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.
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.
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.
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.
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 skill | Creature types | Synergies |
|---|---|---|
| Astrology |
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| Dungeoneering |
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| Evil* |
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| Legend and prophecy |
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| Magic |
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| Nature |
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| Technology |
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| Local** | Creatures native to the chosen world (if any):
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These synergy bonuses only apply while on the chosen dimension.
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| * 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.
The historical Greyhawk figures, of course, never existed on Eternia. Here is a list of renames:
| Bigby | Morgoth |
| Drawmij | Shigora |
| Evard | Deemos |
| Heward | Duncan |
| Leomund | Granamyr |
| Melf | Malik |
| Mordenkainen | Eldor |
| Nystul | Zilora |
| Otiluke | Shokoti |
| Otto | Orko |
| Rary | Zanthor |
| Tasha | Terella |
| Tenser | Zagraz |
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.)
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.
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).
| Old skill | Replaced by |
|---|---|
| Decipher Script | Linguistics (Int) |
| Forgery | Linguistics |
| Heal | Treat Wound (Wis) |
| Knowledge | [see above] |
| Open Lock | Disable Device (Int) |
| Speak Language | — |
| — | Use Technological Device (Int) |

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.
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.
| Base attack | Saving throws | |||||
|---|---|---|---|---|---|---|
| Strong | Average | Weak | Strong | Average | Weak | |
| 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.
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:
New subschool of Abjuration and Psychokinesis: Cancellation. This applies to the following powers and spells, as well as any spells based on their effects:
| Type | HD | BAB | Fort | Ref | Will | Skills |
|---|---|---|---|---|---|---|
| Aberration | d8 | ¾ | S | 2 | ||
| Alien | d8 | ¾ | S | v | 4 | |
| Animal | d8 | ¾ | S | S | v | 2 |
| Construct | d10 | ¾ | 0 | |||
| Dragon | d12 | 1 | S | S | S | 6 |
| Fey | d6 | ½ | S | S | 6 | |
| Humanoid | d8 | ¾ | v | S | v | 4 |
| Immortal | d12 | 1 | S | S | S | 8 |
| Magical Beast | d10 | 1 | S | S | 2 | |
| Monster | d10 | 1 | S | 2 | ||
| Ooze | d10 | ¾ | 0 | |||
| Plant | d8 | ¾ | S | 0 | ||
| Spirit | d6 | ¾ | v | v | v | 4 |
| Vehicle | d10 | ½ | 0 | |||
| Vermin | d8 | ¾ | S | 0 | ||
| S: Strong save; v: varies | ||||||
| Material | Hit Die | Special |
|---|---|---|
| Coridite | d10 | Strong Reflex save |
| Eternal Bronze | d8 | Strong Will save, SR equal to 11 + number of Eternal bronze hit dice |
| Photanium | d12 | Strong Fort save |
| Steel | d10 | |
| Stone | d8 | |
| Wood | d6 |
Poison: +1 DC per dose
No "massive damage" rule. It's so dumb.