= D20 Twilight game system and campaign rules =

The d20 Twilight rules system for d20 games uses the "character points" concept to adapt many d20 classes, races, monsters, abilities, items, and more to a shifting, adaptable method of comparison and invention.

This system serves as a balance between various d20 games, allowing GMs and players to build characters from a pool of priced abilities and include more d20 material beyond the basics.

It incorporates rules, ideas, and methods from games such as Dungeons & Dragons 3.5, Anime d20, Modern d20, GURPS, and similar games.

The concept is pioneered by Jon, who can be reached at sigma999 at email.com. However, d20 Twilight is both open-source and non-profit, so feel free to spread d20 Twilight material as long as original credit is given to appropriate sources.

Playtesters: TBA (identity protected)

Backup files will be kept in case of malicious or accidental deletion.

 

Note that d20 Twilight is not affiliated with the Twilight 2000 RPG in any way.

 

This game system is a work in progress!

D&D BASICS: d20 Twilight depends on knowledge of how to play other d20 games. It is NOT a standalone system. If you are new to D&D and d20 games in general or need a refresher, check out this site for the game basics... http://www.systemreferencedocuments.org/35/sovelior_sage/home.html

The official D&D System Reference Documents are found here: www.wizards.com/d20

 

 

CONTENTS

1. d20 twilight: basics (a rough draft)

2. d20 twilight: races

3. d20 twilight: class abilities

4. d20 twilight: spellcasting & spell-like abilities

5. d20 twilight: special qualities (mostly "monster")

6. d20 twilight:

d20 Open Game License (I might need help with this part! ~ Jon)

 

 

 

 

 

== 1. D20 twilight: basics ==

 

 

AS OF 2004 (very, very old draft, revised many times; use later draft as fact if there are contradictions with this one)

Basic Character Features : Character Point Cost

(maximum dice / double HP and total skill points times 4 at Level 1)

Hit Die +1 : 2 for 1d4 + CON or 2 HP + CON for first level only, 1 for each increase in dice or Hit Point +1

Skill Points +2 : 1 for first level only (and add INT from there), 1 for each increase

1 Save +1 : -1

Base Attack + 1/2 : -1

Base Attack +3/4 : -2

Base Attack +1 : -3

Mana factor +2 : -1

Feat / d20 Modern Talent : -2

1 Ability Score +1 : -1

Beating a defender’s AC by at least 10 threatens a critical. Confirming a critical with similar results yields no further damage.

Modifiers such as Improved Critical and a weapon’s improved critical threat range are represented as follows:

Improved Critical: Benefits: +1 to critical threat of chosen weapon group.

Greataxe, -

Longsword, Critical +1

Rapier, Critical +2

 

 

each level provides 14 CP, +1 more CP if not gaining a feat every 3 levels and an ability increase every 4

a basic level gives HD 1d4+CON, SP 2+INT, Base Attack +1/2, and 1 Save +1 for 5 CP each level

do not add Constitution bonus to HP for a level that does not give HP

do not add Intelligence bonus to SP for a level that does not give SP

base Reflex adds to AC as a Dodge Bonus. A Reflex save is normal Touch AC –10 +1d20. This roll replaces the normal usage of Reflex save and is made once for every attack.

A total Reflex roll higher than an attack DC by 10 prevents all damage from that attack as by Evasion.

base Will ranks add to caster level. Rank 1 base Will gives level 0 spell, rank 2 gives level 1, and up. Every odd level past 1 adds 1 to maximum spell level known.

A total Will roll higher than an attack DC by 10 prevents all damage from that attack as by an effect similar to Evasion.

base Fortitude converts lethal damage into subdual at an amount equal to ranks. This conversion occurs with ANY type of damage but not direct HP "loss". Also, when taking more lethal damage from a single attack exceeding Constitution score make a Fortitude save using that total damage as a DC; failure drops the victim to 0 HP and stable.

A total Fortitude roll higher than an attack DC by 10 prevents all damage from that attack as by an effect similar to Evasion.

 

limits:

maximum save is 2 +1/2 level

maximum base attack, defense or caster level is equal to level

maximum ability score increase is 2 per level

maximum rank of any one rank-increasing attribute is equal to ˝ level (variations of the same do not count towards this)

 

 

AS OF 2006 (new draft, some ideas might conflict..)

d20 character points per level: 15 CP

special attributes and class abilities may have minimum level restrictions, check level of a class that ability came from for guide

increase a stat (ability score) by 1 (max 10 total increases on any 1 stat, unless

special circumstance): -1 CP

limit 4 points of ability score increase each level

buy a whole HD (BA 1/2, +1 to a Save, SP 2, HP 1d4): = -5 CP

 

+2 Skill Points: -1 CP

2 SP = -1 CP

4 SP = -2 CP

6 SP = -3 CP

8 SP = -4 CP

10 SP = -5 CP

increase HD by 1 die type: -1 CP

+1 HP = -1 CP

1d4 = -2 CP

1d6 = -3 CP

1d8 = -4 CP

1d10 = -5 CP

1d12 = -6 CP

 

+1 base save (maximum = half of level +2): -1 CP

or +1/3 to all 3 saves (overlapped by higher bonuses): -1 CP

+.5 base attack: -1 CP

+3/4 base attack: -2 CP

+1 base attack: -3 CP

 

spell lists numbering in 10 and less in each spell level (includes Arcane Schools,

Psionic Disciplines, Domains): -1 CP

spell lists limited in progression or in how the class accesses it (Bard, Paladin,

Ranger, Assassin, Blackguard): -1 CP

spell lists with many (such as the basic Cleric, Druid, Psychic Warrior, or Psion

schools): -2 CP

increasing the maximum spell level known still depends on increased caster level

(see above) and is limited to a maximum of 1 spell level for every odd level

level 1: level 1 spells, L3:2, L5:3, L7:4, L9:5, L11:6, L13:7, L15:8, L17:9

 

gain 2 Mana or Energy Points (to cast spells or use energy-dependant attribute

ranks spend Mana or EP in caster level or # of ranks in the power): -1 CP

spells are more expensive (on average twice as much energy) but are potentially

infinitely expandable, while attribute ranks requiring energy are usually more

powerful and cheaper to 'cast'

 

feat/talent: -2 CP

class ability dependant on a stat (such as adding CHR to a save or WIS to AC): -4 CP for a mental stat (INT, WIS, CHR) or -2 CP for a physical stat (STR, CON, DEX)

to replace a bonus with a different score, such as what Weapon Finesse does with Dexterity replacing Strength: -2 CP

very specific class ability (such as Trap Sense): -1 CP

class ability dependant on another (feat/talent/ability): -2 CP from a -3

ability with +1 "dependency" defect

 

 

7/6/06

add Base Fortitude to HP, protects against physical (non-magical) injury by

converting lethal damage into subdual like a modified hardness rating

add Base Reflex to Dodge AC and apply any armor skill penalty, for all Reflex

saving throws add any deflection, luck, insight, and other non-natural or worn

armor bonuses so that a Reflex throw effectively becomes a defense check against

touch attacks

add Base Will to all spell numeric effects such as damage, healing, skill or

enhancement bonuses and subtract 2 from the spell's description of numeric effect,

Will determines mana bonus

 

 

caster level +1 is every point spent on base Will -1, so a level 1 character with 2

ranks in base Will has CL 1

to increase mana

use the feat Extra Mana that adds 2 to mana factor

mana factor = Base Will + 1/2 of primary spellcasting stat bonus rounded up

multiply mana factor by caster level for total mana

 

spells cost 1 mana for each caster level the user wishes to impower it with,

maximum is caster level, minimum is the spell level doubled -1, just like D&D 3.5e

psionics

spell-like abilities use character level as caster level unless mana is used (in

which case caster level takes priority)

a level 1 wizard with Base Will 2 and INT 18/+4 has mana factor 4 and 4 total mana,

enough for 4 spells until all spent

with Extra Mana x1 they have mana factor 6 and 6 total mana

at level 5 they have Base Will 4 and INT 20/+5 and mana factor 7 and 35 total mana

mana recovers at a rate equal to mana factor per hour of relaxation and rest which

means no running, fighting or spell casting

each hour of sleep recovers double normal rate in mana

 

 

 

 

== 2. D20 twilight: races ==

 

=== d20 TWILIGHT BASIC RACES, LA+0 ===

 

human

RACIAL

bonus feat -3

+1 skill point each level -2 (as if INT+2, sort of)

OR +4 SP (multiplied at L1 by 4 for a total of 16 SP)

sub -5

CULTURAL

 

half-elf

RACIAL

spot/listen/search +1 -1.5

detect secret doors -1

low light vision -2

+2 vs enchantments -2

elf blood -1

CULTURAL

a feat that gives +2 to 2 skills -2

 

elf

RACIAL

CON-2/DEX+2

spot/listen +2 -2

low light vision -2

+2 vs enchantments -2

sub -6

CULTURAL

elf WP: rapier and longsword, bows -2

curiosity: search +2/detect secret doors -2

sleep resistant -5

sub -9

total -15

 

dwarf

RACIAL

DEX-2/CON+2

slow +2

sturdy -2

darkvision 60 -3

+2 vs poison -1

sub -4

CULTURAL

stonecunning -2

dwarf WP: waraxe, throwing axe, urgrosh -2

+2 appraise and craft stone/metal -1 (-2 with +1 Uncommon defect)

+2 vs spells/SLA -2

+1 hit orcs/goblins -1

+4 dodge vs giants -2

sub -10

total -14

 

halfling

RACIAL

STR-2/DEX+2

size small (+1 AC -1, +1 attack -2, +4 hide -2, smaller weapons +2, lesser carrying weight +1, slow +2) = no penalty

CULTURAL

 

gnome

RACIAL

STR-2/CON+2

size small

LLV -2

+2 listen -1

+2 craft (alchemy) -.5 (very specific)

sub -3.5

CULTURAL

gnome WP: all light hammers and picks, double h+p -2

speak with animals SLA 1/day -1

dancing lights, ghost sound, prestidigitation 1/day each -1.5

+2 vs illusions -2

illusion DC +1 -1

+1 hit kobolds/goblinoids -1

+4 dodge vs giants -2

sub -6.5

total -10

 

half-orc

RACIAL

INT-2/CHR-2/STR+2 +2

DV 60 -3

orc blood -1

sub -2

CULTURAL

orc WP: double axe, greataxe, spear, javelin -2

sub -2

total –4

 

INCOMPLETE AS OF 9/9/06

=== LA+1 AND HIGHER RACES ===

 

Lizardfolk

STR+2 CON+2 INT-2

lizard tail 1/2 body height +4 bal jump swim, no lower armor -4

secondary tail slap 1d4 -1

semi-aquatic -2

sub -10

 

 

 

Catfolk

DEX+4 CHR +2

+10 speed -2

LLV -2

+2 listen, MS -2

+1 NAC -2

LA+1

sub -14

catfolk pounce feat -2

 

 

 

Centaur

STR+8 DEX+4 CON+4 INT-2 WIS+2 -14

monstrous humanoid L4

(d8 BA1/1 SP2 R+W) -10x4

size large (long) -2

+20 speed -4

DV60 -2

NAC+3 -6

2 secondary hoof attacks 1d6 -4

LA+2

sub -32 (no HD)

4 monstrous HD: -40

 

Goliath

STR+4 DEX-2 CON+2

monstrous humanoid

powerfull build -3

mountain movement -2

acclimated -1

sense motive+2 -1

LA+1

sub-11

 

 

 

 

== 3. D20 twilight: class abilities ==

 

 

basic feat –2 CP

most class abilities –2 tp –3 CP

some prestige abilities are more

some class abilities are worth less, such as +2 to a skill only worth 1 CP

as example:

Rogue Trap Sense is –2 CP

Rogue Sneak Attack is –2 CP

Rogue or Barbarian Uncanny Dodge is –2 CP

Minimum level to acquire a class ability is the lowest level one might find it on an existing class, such as Evasion at L2 earliest.

Prestige class (PrC) abilities can be gained without the actual class and instead as a "feat chain".

Each ability requires similar abilities, at least 50% of a 10 level PrC or 100% of abilities from a 5 level PrC.

As an added requirement, match up any ability with the lowest base saves a character of that level might have.

For instance a Wizard PrC ability at PrC level 1 will be Base Will 5+. Note that base saves do NOT include the ability score modifier; at highest, a base save is 2 +1/2 of a character’s total levels, rounded down.

Making a feat chain out of a Monk’s higher level (past 10) abilities can be done in similar manner. Group abilities as either physical or spiritual in order to separate each into half the usual requirements. Flurry of Blows > Greater Flurry can be a feat chain independent of Still Mind > Diamond Body and so on. Perfect Body, the L20 Monk class feature, would require all previous spiritual Monk abilities.

The objective of all this is to make availible a set of abilities that at one time belonged exclusively to the d20 Monk (and the Contemplative PrC, if you know of it) instead become availible in your customized class design.

A fighter, spellcaster, or thief might even attain spiritual perfection. Anything is possible.

 

 

 

== 4. D20 twilight: spellcasting & spell-like abilities ==

 

 

d20 Twilight SPELL-LIKE ABILITIES

You will need the d20 System Reference Document on Types, Subtypes, and Abilities for information on most qualities. There might be minor changes to how certain qualities interact but will function normally in-game.

 

 

Maximum Spell Level (MSL): One half of a character's total levels, rounded up. MSL limits most powerful spell level known as if the character were a Wizard of caster level equal to their total levels. Anything higher than this MSL value costs extra character points equal to the difference and can not be refunded at later levels (the character had early use of a powerful ability and that should not be taken lightly). A DM might rule that characters simple can not take spell-like abilities higher than ones MSL.

Spell-Like Ability (SLA)

 

To cast a spell-like ability using total levels (HD + Classes + LA) as caster level is 1 CP. Choose 1 spell and the character can use it without moving, speaking, or ASF (Arcane Spell Failure) once a day.

Material components are unnecessary (unless a "Material Dependant" +1 CP Defect is applied for a specific spell) but ability damage and/or XP costs are still paid if applicable.

 

 

Spells gained as SLA cost 1 CP as long as the spell level is equal to or less than half the character's level rounded up.

If a spell is gained earlier than a Wizard of the character's level would be able to cast it at least once a day, then add the difference between that maximum spell level and the desired spell as a cost in CP.

For instance, if a level 3 character is to gain Fireball as an SLA once a day, it will cost 1 extra CP. The usual maximum for that character would be a level 2 spell but since Fireball is level 3 it costs 1 more.

 

 

To increase the number of times a single SLA can be used, spend more CP in the Spell-Like Ability (SLA). For each 1 CP there is an additional use per day.

After attaining 5 uses a day total a single SLA instead becomes usable unlimited times, once a round. In other words acquiring a spell as an SLA usable at will once a round is a total of 5 CP, 4 more than the initial purchase.

Alternatively, increasing usage from once a day can instead raise to once every hour for 1 CP, then once every 10 minutes for 1 CP, then once every minute for another CP. After that, usage is unlimited just as the other method listed above.

 

 

 

Changing spell attributes for an SLA costs 1 CP for each category increase and reduces the cost for each category shift down to a minimum of 1.

 

Range scaling:

~ Self

~ Touch

~ Close

~ Medium

~ Long

* spells with area such as "cone" or those that emanate in a unique way such as "Burning Hands" have a range between "Touch" and "Close", and increase or decrease from there.

 

Target scaling (direct):

~ 1 target

~ 1 target/2 levels

~ 1 target/level

Target scaling (area):

~ add 5' for each doubling up to 20'

~ from 20' and up +10'

~ from 60' and up +20'

~ from 100' +100' onward

Target options (area): -1

~ sphere burst or emanation (a burst with duration) (default width 10')

~ sphere spread, additional -1 CP (default width 10', goes around corners)

~ cone (default width and length 10')

~ cylinder (default width 10' and length 30' vertical)

~ line (affects all targets out to maximum range, default width 5')

~ 1 5' cube/level in a unified path (increase cube dimension as by area scaling)

~ ray or missile (ranged touch attack)

* the "options" are unordered and do not stack unlike the progressive list of "scaling", pick one option if desired that supercedes all others of that particular list

 

 

Duration scaling:

~ Instant

~ 1 round

~ 1 round/level

~ 1 minute/level

~ 1 hour/level

~ 1 day (or in some situations/settings, until rest/unconsciousness)

~ 1 day/level

~ Unlimited or Permanent (until willingly or unwillingly dispelled)

~ add "also by Concentration" -1

* to add the ability to temporarily maintain a spell without worrying about a lapse in duration, spend 1 CP to add "or by Concentration" to the description. As long as the user concentrates as a standard action, the spell will not end. Effects with duration of shorter than "1 round" do not work like this though. Some Illusion spells from the PHB work like this.

 

Casting speed scaling: an SLA can be cast as slow as desired

~ more than 1 round

~ Full-round Action (spell takes effect in the round after casting)

~ Standard Action

~ Move Action

~ Swift Action (counts as a Free Action but limited to once a turn, allows another non-casting Standard Action and Move Action in the same round, does not provoke an Attack of Opportunity)

~ Immediate Action (counts as a Swift Action that but can be used outside of turn but when own turn comes your Swift or Immediate Actions are not availible), only for Self spells

* no matter how fast a character can still only cast 1 spell each turn, unless they have 2 minds or heads or a powerful ability that some high level monsters possess but these are the exception

 

 

Effects options: (some may duplicate feats but DO NOT increase effective spell level of the spell affected)

~ Maximize (-4 CP) as by the feat

~ Empower (-2 CP) as by the feat

~ Enhance (-4 CP) stacks, similar to Empower but better, increase or decrease all numeric effects of the spell's original values by 50% (other than percentiles and anything that relies on a number gained from a source outside of the spell, such as ability score values)

~ Quicken (-4 CP) as by feat, allows character to use the SLA once a round and still have actions left such as more spell casting

~ Combat Feat (-2 CP) stacks (in some cases), apply the options of a single combat feat such as Weapon Focus, Disarm, or Bull Rush (usually ranged, although some melee work with touch attack spells)

~ Elemental Substitution (-0 CP) change the energy form (if any) to something else, usually Acid, Fire, Lightning, Cold, Sonic, Good, Evil, Lawful, and Chaotic.

Some games also allow Slashing, Bludgeoning, Piercing, Iron, Silver, and other more exotic forms of damage such as Vile or Exalted but beyond the first listing this is relative to your group and/or M's decision.

Metallic and other physical elements such as Water and Earth are subject to normal Damage Reduction and do not bypass it in ways Fire and others do.

~ Elemental Increase (-1 CP) add an energy form if the SLA had none before or add another element on top of a pre-existing element

* in general, to modify the SLA's property as if affected by a metamagic feat the cost in CP is the feat's spell level adjustment although in some cases this might be 1 CP higheror lower

 

 

 

 

Example: to gain an effectively constant, but slow and personal, "Mage Armor" the process is as follows.

~ Mage Armor SLA 1/day -1 CP

~ increase to "unlimited" uses -4

~ decrease to "self" range +1

~ decrease to "1 full-round action" casting time +1

total -3 CP

Once might decide that a limited duration ability such as this would be inefficient, and so decides to increase duration to "1 day"

~ increase to "1 day" duration -1 CP

new total -4 CP

 

 

 

The feat "Supernatural Transformation" for 2 CP turns a single SLA into a Supernatural Ability. A SA by default takes a standard action to use, ignores spell resistance, and does not provoke an AO, but is still subject to magic-dead areas.

 

 

 

 

== 5. D20 twilight: special qualities ==

 

 

 

d20 Twilight SPECIAL QUALITIES

You will need the d20 System Reference Document on Types, Subtypes, and Abilities for information on most qualities. There might be minor changes to how certain qualities interact but will function normally in-game.

 A +(#) CP Defect does not add to the character's CP total. These Defects reduce the cost of an attached ability or quality but no less than -1 CP.

 For example, an ability at -3 CP with some minor Defect returning +1 CP would cost -2 CP in all. The same ability with much more Defects, such as totalling +3 CP or more, would still cost at least -1 CP.

Qualities can be gained as racial (r) or class (c) abilities.

Racial traits are shared by some, most, or all members of specific creature types or subtypes, and usually becoem unavailible if the race that possesses such qualities changes.

Class traits are intrinsic to the individual although members of the same "class" or arrangement of abilities might possess the same capabilities, such as paladins and clerics of certain organizations.

Qualities are extraordinary (Ex) if capable of performing without magic or supernatural aid, such as an amazing skill, organic regeneration, or the creation of elemental attacks by an inherently firey creature.

If a quality seems outside the capabilities of a member of an ordinarily mundane race, such as human, powers such as Damage Reduction, Fast Healing, unusual Immunities, and Elemental properties are all supernatural (Su) and can be shut down in magic-dead areas.

 

 

Base Saves

L1 maximum -2 for +2

total limited CP spent on a specific base save is equal to level +1, the bonus from this is 2 +1/2 of level round down

FORTITUDE

see DAMAGE CONVERSION

~ add Constitution bonus

~ resist poison, disease, death magic, body-affecting spells

~ environmental endurance

~ stay conscious

~ stay alive

REFLEX

see DODGE

~ add Dexterity bonus

~ avoid area spells, traps

~ avoid weapon attacks in combat

WILL

see MANA

~ add Wisdom bonus

~ resist mind spells

~ determine mana factor, more spells in a day

* if an effect still has harmful results on a successful save, ignore those effects if the saving throw beats the DC by 10 or more

 

 

Blindsense: -2 CP for base 5', only detects presence and direction, does not remove concealment

Blindsight: -3 CP for base 5'

~ -1 for each 5' after first with a specific sense

~ +2 CP if not constant, must be used as a free action on own turn and lasts 1 round

~ -2 CP if sense penetrates obstacles, such as surface-vibration "Tremorsense", instead of a line-of-effect spread

* Variations of Blindsight or Blindsense go by different names depending on the way information is gained, such as "echolocation", psionic "touchsight" (see psionic power of same name), or "keen scent" (requires Scent). The ability functions the same as original but might be stopped by different means.

 

 

Low-Light Vision: -2 CP for each +100% distance farther than normal human sight range

 

Darkvision: -1 CP for each 15' sight range in absolute darkness, sight is only in shades of grey

 

Dodge AKA Base Reflex: add value as a Dodge bonus to AC as if granted by high Dexterity

~ -1 for first +2, limit +2 1CP spent on Dodge at L1

~ -2 for every +1 after first +2, limit 1CP spent on Dodge for each level after first

-1 +1

-2 +2

-4 +3

-6 +4

-8 +5

-10 +6

* at the player and DM's option Dodge is included with base Reflex saves. Thus a level 1 Rogue adds a Dodge bonus of 2 to their AC as if from high Dexterity.<p>

Also, a Defense Roll can be made instead of a Reflex save under these variant rules.<p>

A Defense Roll is like Touch Armor Class (used against certain spells and ray attacks) in that material and natural armor values are not added and instead of base 10 AC there is instead a d20 roll; add the roll result to TAC and the total number is the save against a single incoming blast, breath weapon, or trap.

 

Fast Healing: -5<p>

~ +1 CP for every common element that stops this quality, dealing damage that can not be healed by this quality<p>

~ each time this quality is gained the owner automatically heals 1 HP a round as long as they have at least 0 HP.<p>

 

Regeneration (L6, requires Fast Healing 3+): -6<p>

~ +1 CP for every common element this quality is weak against, dealing damage as normal (instead of being converted to subdual)

 

Scent: -2 CP

 

Damage Conversion:

~ -1 CP for every 1 point of lethal damage from a single source, regardless of its physical or energy nature, to be converted into subdual damage.

This stacks with any other DCnv.

Subdual damage is not affected by this quality. Process DCnv after Damage Reduction, if any; damage not prevented is then converted.

* at the player and DM's option DCnv is included with base Fortitude saves. Thus a level 1 Fighter converts 2 lethal damage from each attack into subdual damage.

 

 

Damage Reduction:

<p>

~ DR 1/- functions as just like "hardness" does for inanimate objects for -3 a rank, total DR value for any individual type is level

<p>

DR options

<p>

~ Magic Weakness +2 CP: DR is bypassed with a magic weapon or by body attacks from a creature with an identical ability

<p>

~ Material Weakness: +2 CP for common (silver, iron, wood) or +1CP for rare (adamantine): DR is by passed with a weapon of a specific (usually metal) material or attack mode (Bludgeon, Pierce, Slash) or by body attacks from a creature with an identical ability

<p>

~ Alignment Weakness +1 CP: DR is bypassed with a weapon or creature body attack of the specified alignment type or by body attacks from a creature with an identical ability

<p>

~ Double Properties: making a DR require more than one type of Weakness in the same attack is the same as taking two different DR progressions with different weakness types; both must be bypassed to cause injury. For example, an outsider's DR might require that an attacker's weapon have both "good" and "magic" properties and any physical attack that does not meet both these requirements is affected by DR.

 

 

Resistances:<p>

~ -1 CP for every 2.5 points of reduced damage (round down) to a single attack form (S,P,B) or element that deals points of damage

OR<p>

~ -1 CP for +1 bonus to saves versus a common effect (such as poison, spells, sleep, mind-influencing effects, etc.) that requires a save<p>

~ -1 CP for +2 bonus to saves versus a rare effect (such as a specific school of magic, SLAs cast by a specific type of Dragon, resistance to organic poison only, effects that deal Force damage, etc)<p>

~ if the resistance equals or exceeds 25 points for damage (-10) or +10 for saves (-10 or -5) it can become an immunity. Alternatively, for some effects such as drowning/suffocation, aging, or natural sleep there is no save, and although resistance can not be attained a complete immunity can for -10 CP total.<p>

~ for halving effects such as sleep time, like an elf does, treat as a half-immunity at -5. this also conveys a +5 bonus vs that effect as usual.<p>

 

 

Natural Armor:

~ -2 CP for +1 NAC, stacks

* at the player and DM's option d20 armor types such as natural and material (such as worn item) can give "damage conversion" equal to half their value rounded down. Damage conversion changes regular damage into subdual. This allows giant creatures, tough outsiders, and thick-skinned humanoids to shrug off minor damage without preventing it entirely. If this is too powerful for your game, don't use this option.

 

 

 

from Planar Handbook p38 feats

air heritage +30 fly -3, +2 balance/jump with light load no armor –1

anarchic heritage +4 save vs polymorph/petrify, +1 vs law spells

axiomatic heritage +4 will vs charm, +1 vs chaos spells

celestial heritage +4 vs disease, +1 vs evil spells

earth heritage +4 vs bullrush and trip like dwarf

elemental spellcasting +1 CL for 1 element

fiendish heritage +4 fort vs poison

fire heritage +1 init, 1 fire touch damage

improved elemental heritage res 5 and +2 saves vs chosen element

improved outer planar heritage, touch attacks aligned for chosen aspect

shadow heritage +3 hide/MS in dark or shadow areas

water heritage swim +20, +4 hold breath check

 

 

from Races of the Dragon p99 feats

draconic heritage: add dragonblood subtype, pick a dragon type, gain the dragon's special skill as class skill, gain bonus to saves against paralysis/sleep/dragontype element equal to number of dragon heritage feats

draconic resistance: req. drac heritage, gain elem. resistance equal to three times the number of draconic feats

draconic toughness: req. drac heritage, gain 2 HP +2 more HP for each other drac. feat

 

== 5. D20 twilight: special qualities ==

 

 

 

d20 Twilight SPECIAL QUALITIES

You will need the d20 System Reference Document on Types, Subtypes, and Abilities for information on most qualities. There might be minor changes to how certain qualities interact but will function normally in-game.

 A +(#) CP Defect does not add to the character's CP total. These Defects reduce the cost of an attached ability or quality but no less than -1 CP.

 For example, an ability at -3 CP with some minor Defect returning +1 CP would cost -2 CP in all. The same ability with much more Defects, such as totalling +3 CP or more, would still cost at least -1 CP.

Qualities can be gained as racial (r) or class (c) abilities.

Racial traits are shared by some, most, or all members of specific creature types or subtypes, and usually becoem unavailible if the race that possesses such qualities changes.

Class traits are intrinsic to the individual although members of the same "class" or arrangement of abilities might possess the same capabilities, such as paladins and clerics of certain organizations.

Qualities are extraordinary (Ex) if capable of performing without magic or supernatural aid, such as an amazing skill, organic regeneration, or the creation of elemental attacks by an inherently firey creature.

If a quality seems outside the capabilities of a member of an ordinarily mundane race, such as human, powers such as Damage Reduction, Fast Healing, unusual Immunities, and Elemental properties are all supernatural (Su) and can be shut down in magic-dead areas.

 

 

Base Saves

L1 maximum -2 for +2

total limited CP spent on a specific base save is equal to level +1, the bonus from this is 2 +1/2 of level round down

FORTITUDE

see DAMAGE CONVERSION

~ add Constitution bonus

~ resist poison, disease, death magic, body-affecting spells

~ environmental endurance

~ stay conscious

~ stay alive

REFLEX

see DODGE

~ add Dexterity bonus

~ avoid area spells, traps

~ avoid weapon attacks in combat

WILL

see MANA

~ add Wisdom bonus

~ resist mind spells

~ determine mana factor, more spells in a day

* if an effect still has harmful results on a successful save, ignore those effects if the saving throw beats the DC by 10 or more

 

 

Blindsense: -2 CP for base 5', only detects presence and direction, does not remove concealment

Blindsight: -3 CP for base 5'

~ -1 for each 5' after first with a specific sense

~ +2 CP if not constant, must be used as a free action on own turn and lasts 1 round

~ -2 CP if sense penetrates obstacles, such as surface-vibration "Tremorsense", instead of a line-of-effect spread

* Variations of Blindsight or Blindsense go by different names depending on the way information is gained, such as "echolocation", psionic "touchsight" (see psionic power of same name), or "keen scent" (requires Scent). The ability functions the same as original but might be stopped by different means.

 

 

Low-Light Vision: -2 CP for each +100% distance farther than normal human sight range

 

Darkvision: -1 CP for each 15' sight range in absolute darkness, sight is only in shades of grey

 

Dodge AKA Base Reflex: add value as a Dodge bonus to AC as if granted by high Dexterity

~ -1 for first +2, limit +2 1CP spent on Dodge at L1

~ -2 for every +1 after first +2, limit 1CP spent on Dodge for each level after first

-1 +1

-2 +2

-4 +3

-6 +4

-8 +5

-10 +6

* at the player and DM's option Dodge is included with base Reflex saves. Thus a level 1 Rogue adds a Dodge bonus of 2 to their AC as if from high Dexterity.<p>

Also, a Defense Roll can be made instead of a Reflex save under these variant rules.<p>

A Defense Roll is like Touch Armor Class (used against certain spells and ray attacks) in that material and natural armor values are not added and instead of base 10 AC there is instead a d20 roll; add the roll result to TAC and the total number is the save against a single incoming blast, breath weapon, or trap.

 

Fast Healing: -5<p>

~ +1 CP for every common element that stops this quality, dealing damage that can not be healed by this quality<p>

~ each time this quality is gained the owner automatically heals 1 HP a round as long as they have at least 0 HP.<p>

 

Regeneration (L6, requires Fast Healing 3+): -6<p>

~ +1 CP for every common element this quality is weak against, dealing damage as normal (instead of being converted to subdual)

 

Scent: -2 CP

 

Damage Conversion:

~ -1 CP for every 1 point of lethal damage from a single source, regardless of its physical or energy nature, to be converted into subdual damage.

This stacks with any other DCnv.

Subdual damage is not affected by this quality. Process DCnv after Damage Reduction, if any; damage not prevented is then converted.

* at the player and DM's option DCnv is included with base Fortitude saves. Thus a level 1 Fighter converts 2 lethal damage from each attack into subdual damage.

 

 

Damage Reduction:

<p>

~ DR 1/- functions as just like "hardness" does for inanimate objects for -3 a rank, total DR value for any individual type is level

<p>

DR options

<p>

~ Magic Weakness +2 CP: DR is bypassed with a magic weapon or by body attacks from a creature with an identical ability

<p>

~ Material Weakness: +2 CP for common (silver, iron, wood) or +1CP for rare (adamantine): DR is by passed with a weapon of a specific (usually metal) material or attack mode (Bludgeon, Pierce, Slash) or by body attacks from a creature with an identical ability

<p>

~ Alignment Weakness +1 CP: DR is bypassed with a weapon or creature body attack of the specified alignment type or by body attacks from a creature with an identical ability

<p>

~ Double Properties: making a DR require more than one type of Weakness in the same attack is the same as taking two different DR progressions with different weakness types; both must be bypassed to cause injury. For example, an outsider's DR might require that an attacker's weapon have both "good" and "magic" properties and any physical attack that does not meet both these requirements is affected by DR.

 

 

Resistances:<p>

~ -1 CP for every 2.5 points of reduced damage (round down) to a single attack form (S,P,B) or element that deals points of damage

OR<p>

~ -1 CP for +1 bonus to saves versus a common effect (such as poison, spells, sleep, mind-influencing effects, etc.) that requires a save<p>

~ -1 CP for +2 bonus to saves versus a rare effect (such as a specific school of magic, SLAs cast by a specific type of Dragon, resistance to organic poison only, effects that deal Force damage, etc)<p>

~ if the resistance equals or exceeds 25 points for damage (-10) or +10 for saves (-10 or -5) it can become an immunity. Alternatively, for some effects such as drowning/suffocation, aging, or natural sleep there is no save, and although resistance can not be attained a complete immunity can for -10 CP total.<p>

~ for halving effects such as sleep time, like an elf does, treat as a half-immunity at -5. this also conveys a +5 bonus vs that effect as usual.<p>

 

 

Natural Armor:

~ -2 CP for +1 NAC, stacks

* at the player and DM's option d20 armor types such as natural and material (such as worn item) can give "damage conversion" equal to half their value rounded down. Damage conversion changes regular damage into subdual. This allows giant creatures, tough outsiders, and thick-skinned humanoids to shrug off minor damage without preventing it entirely. If this is too powerful for your game, don't use this option.

 

 

CREATURE PARTS

<p>

semi-aquatic -2: double holding breath, +4 swim checks

<p>

amphibious -5: can breath water, base swim speed = half land speed, +8 swim checks

<p>

lizard tail -3: 1/2 body height +4 bal jump, no lower half of armor

combat: 1d4 slap -2

<p>

monkey tail -5: hold light items but not use, +4 climb bal

<p>

cat tail -2: +4 bal

<p>

dog tail: +2 bal -2 bluff -0

<p>

dragon tail (heritage) -2: secondary slap attack 1d6 for medium size

<p>

wings (gliding) -3: requires heritage feat or subtype of a winged race, as by Dragon Wings feat in Races of the Dragon p100, aids jumps +10 racial bonus, glide up to 20' forward every 5' down with base glide speed 30', average maneuver, light load only

<p>

wings (weak) -2: requires gliding wings

~ at L6 base speed 30 light load only and not while fatigued, maximum duration = CON mod rounds without resting, flying twice as long will fatigue, after total 10 minutes in a day flying become fatigued

~ at L12 fly unlimited duration, add dive attack, can "run"

<p>

 

 

 

 

== 6. incomplete section ==

 

 

I like curry. A lot.

Maybe too much.

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