Neverwhen d20 (D&D 3.5)
Neverwhen is an omni-genre d20 Campaign system that uses Wizards of the Coast’s open license. It allows players and gamemasters to take items and/or characters from any d20 setting and use them in their own campaign. In addition we have provided a storyline that allows the inclusion of your campaign.
6 New Races
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Hylathans |
Hylathans are winged reptiles that are believed to be related to dragons. |
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Living Constructs |
Living constructs are sentient organic machines that come in three different models: Warrior, Worker, and Scientist. |
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Mutant Humans |
Mutant humans have had their genetic structure altered either by accident or intentionally, to give them special abilities. |
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Orks |
Orks are green-skinned humanoids that have a talent for getting into trouble. |
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Techno-Dwarves |
Techno-dwarves are thin (by dwarven standards) dwarves that are more interested in science and technology than mining. |
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Xenoforms |
These are bipedal animals. |
7 New
Classes
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Medic |
Psionic healers and physicians. |
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Scholar |
A scientist and adventurer with the ability to teach others. |
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Scout |
A woodsman that specializes in stealth. |
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Soldier |
Professional warriors skilled not just in offense, but also in the building of defenses. |
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Techno-Mage |
Magicians that combine magic and technology. |
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Trans Dimensional Magi |
Magicians that specialize in trans-dimensional magic, a new form of magic introduced in Neverwhen. |
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Tribal Warriors |
Primitive warriors that can specialize in Two Weapon Fighting, Archery or being a berserker. |
- New Type of Familiar: Techno Familiar. Techno Familiars are technological devices that are magically enhanced to act as a familiar to a character.
- 10 New Advanced/Prestige Classes: Including Arcane Gunman, Bodyguard, Navigator and Manzala Ranger (Recruit).
- New Wounds system: That imparts a sense of mortality to characters without removing the epic feel of the system.
- A system for balancing differences between d20 settings.
- Mutations: More than 70 mutants for the Mutant Human race.
- A point based system for balancing mutations.
- Edges and Hindrances: A system for customizing characters.
- New Skills: 14 new skills such as Pilot, Astrogation and Repair.
- New Feats: Over 90 new feats.
- Extended Masterwork: Rules for extending masterwork quality to +5 bonus.
- Availability: A system for determining how difficult it is to location an item.
- Stacking Armor: rules that allow characters to wear multiple layers of armor.
- New equipment: Large amounts of new weapons and equipment. Including rules on Smart Missiles, Powered Armor and a new type of armor that protects against spells.
- Cybernetics: Rules for cybernetically enhancing characters.
- Extended Combat Rules: These extended combat rules cover force fields, fire arms, burst fire, autofire, grenades, explosives, morale for NPC/Monsters, non-lethal damage and much more.
- Vehicle Combat: Rules for handling vehicle combat and modifying vehicles.
- New Magic System: A new magic system is introduced “Trans Dimensional Magic” This system allows mages to cast spells by expending Hit Points and Wounds.
- New Spells: Loads of new spells for the Techno-Mage and Trans Dimensional Magi classes.
- New Magic Items: 50+ new magic items and abilities for magic items. Such as the Magazine of Holding and the Rotary Magazine.
- A detailed history of Manzala and the Neverwhen Universe.
- New Guilds and Organizations: 11 new guilds/organizations that are based in the city of Manzala.
- Maintenance: Rules for simulating wear and maintenance on vehicles and powered armor.
- Zero Gravity: Rules for combat and survival in zero gravity environments.
- New Creatures: 29 new creatures including Trans Dimensional Couatl, Hydradjinn and Wendigo.
- Background Skills: Rules for assigning characters background skills based on their home realm/world.
- Rules on including the base d20 classes in your trans-dimensional campaign.
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A Memorial page for Seattle
artist Bear Brown
- Storyline: Includes rules and storyline for travelling between d20 campaign settings
