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Immortals
Creation!
This
section details how to create an individual Immortal character, including
Immortal Player Characters. All Immortals belong to one character class,
this being the Immortal character class. There is no prime requisite score,
no experience bonuses, no armor or weapon restrictions, no maximum level
and an Immortals hit-die is always 1d10.
Alignment
and Sphere
Player
characters should already have a predetermined alignment which they had
as Mortals, as for NPC's the DM should choose the alignment which is most
appropriate towards the characters roll in the campaign. Eg a treacherous
avenger, who slays every living being, would suit the Sphere of Entropy,
while a powerful magic-user would most likely walk the paths of eternity
as a servant of Energy.
Ability
Scores
To create an Immortal character start by rolling his or her attribute scores:
Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma and Comeliness.
Mortals
who become Immortal
These
characters use the same scores as they had as Mortals before attaining the level
of Immortality. They can be raised as described in the powers
of Immortals.
PC
Immortals (Initiates)
PC's
created for the use in an all new Immortal campaign roll 4d6 for the determination
of each attribute. Each number can be assigned by the player as need be.
Immortal warriors tend to need STR and CON, so they might choose to play
their two best scores here etc. Note: scores above 18 are possible; the
restriction against such scores are generally applied to Mortals, not Immortals.
No scores can be less than 4, but all can exceed 18; this is one of the
advantages Immortals hold over Mortals.
New
Immortals can NOT exchange ability points in the way Mortals do. However
they do NOT need to, for they have the ability to increase them through
the expenditure of Power Points (PP).
NPC
Immortals (High-Level)
To
create an NPC Immortal at higher levels simple consult the following chart
for the appropriate number of d6 to roll for their ability scores.
-Initiate
4d6
-Temporal
6d6
-Celestial
8d6
-Empyreal
10d6
-Eternal
12d6
-Hierarch
14d6
Initiates
and Temporal can have scores up to 25, Celestials up to 50, Empyreals to
75, and Eternals and Hierarchs as high as 100. Any rolls which exceed these
values must be reduced to these maximums.
Ability
Score Adjustments Table
| Ability
Score |
Bonus/Penalty |
Max
Retainers |
Morale |
Aura |
| 4-5 |
-2 |
2 |
5 |
(+2) |
| 6-8 |
-1 |
3 |
6 |
(+1) |
| 9-12 |
nil |
4 |
7 |
0 |
| 13-15 |
+1 |
5 |
8 |
-1 |
| 16-17 |
+2 |
6 |
9 |
-2 |
| 18-19 |
+3 |
7 |
10 |
-3 |
| 20-21 |
+4 |
8 |
11 |
-4 |
| 22-23 |
+5 |
9 |
12 |
-5 |
| 24-27 |
+6 |
10 |
(+1) |
-6 |
| 28-32 |
+7 |
11 |
(+2) |
-7 |
| 33-38 |
+8 |
12 |
(+3) |
-8 |
| 39-45 |
+9 |
13 |
(+4) |
-9 |
| 46-53 |
+10 |
14 |
(+5) |
-10 |
| 54-62 |
+11 |
15 |
(+6) |
-11 |
| 63-70 |
+12 |
16 |
(+7) |
-12 |
| 71-77 |
+13 |
17 |
(+8) |
-13 |
| 78-83 |
+14 |
18 |
(+9) |
-14 |
| 84-88 |
+15 |
19 |
(+10) |
-15 |
| 89-93 |
+16 |
20 |
(+11) |
-16 |
| 94-96 |
+17 |
21 |
(+12) |
-17 |
| 97-98 |
+18 |
22 |
(+13) |
-18 |
| 99 |
+19 |
23 |
(+14) |
-19 |
| 100 |
+20 |
24 |
(+15) |
-20 |
|
|
|
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The
following paragraph details the effects of adjustments according to ability
score.
Strength:
Attack rolls for melee weapons and unarmed combat; damage rolls for melee
and thrown weapons; opening doors.
Intelligence:
Number of creatures an Immortal can effect with his/her Aura, no longer
effects the number of languages (Immortals can speak all languages).
Wisdom:
Number of creatures affected by Aura. No longer effects saving throws. (Immortals
are immune to all Mortal magic and have their own unique saving throws).
Dexterity:
Attack rolls for thrown and missile weapons; Armor Class.
Constitution:
Adjustment equals the number of rounds an Immortal can resist the effects
of Immortal poison. (Immortals are immune to Mortal poison). No longer effects
hitpoints.
Charisma:
Reactions from NPC's. Retainer column represents "Max retainers/followers".
Morale column indicates "morale of retainers" and the Aura column
indicates "the adjustments to saving throws of Aura Attack victims".
Additional
Effects of Strength
18-19
This character can draw and fire heavy crossbows with one hand, firing once/round.
20-21
doubles characters normal encumbrance
21-23
triples characters normal encumbrance
24-27
character has 4x normal encumbrance
28-32
character has 5x normal encumbrance
33-38
character has 6x normal encumbrance
39-45
character has 7x normal encumbrance
46-53
character has 8x normal encumbrance
54-62
character has 9x normal encumbrance
63-70
character has 10x normal encumbrance
71-77
character has 11x normal encumbrance
78-83
character has 12x normal encumbrance
84-88
character has 13x normal encumbrance
89-95
character has 14x normal encumbrance
96-98
character has 15x normal encumbrance
99-00
character has 15x normal encumbrance and can use any siege equipment at
twice normal rate, loading and firing.
Note:
I changed this chart slightly from original AD&D rules...I deemed the
use of siege equipment below Immortal standards "The Tools of Peasants".
Vastonia's Immortals can also lift more than that of normal AD&D.
Immortal
Experience Levels
Power
Points
An
Immortal advances in experience very differently than that of a normal Mortal
(see "A Quickening"
for details). Note: All Immortals use the table below for initial PP value.
Hit
Die
This
number indicates how powerful the Immortals spells are. Spells which are
cast by an Immortal are twice as powerful as normal, thus a (1st level)
15 HD Immortal that casts a fireball spell will cause 30d6 worth of damage.
The HD also determines the Immortals attack rolls.
Hitpoints
Hitpoints
are to Immortals are what they are to Mortals, with one important exception.
When an Immortal loses all of his or her hitpoints on their own Home Plane
they die, but if they lose all of their hitpoints on any other plane they
are banished to their Home Plane for a number of days equal to their total
hitpoints. All Immortals start with the values given on the Immortal XP
table below.
Anti-Magic
Immortals
are completely immune to the magic in which Mortals use, the percentage
given on the Immortal XP table, shows the percentage chance of any spell
cast by an Immortal against the character failing as well.
Armor
Class
Mortal
and Immortal Armor Class (AC) are very similar, with the exception that
Immortals start with far superior AC than Mortals. Both are effected by
a characters dexterity. Immortals use armor different than Mortals in that
they only count an armors magical bonuses or penalties it provides. Eg an
Immortal with an AC of 0, that puts on normal platemail, would still have
an AC of 0, whereas the same Immortal who donned a suit of leather +2 would
be AC -2.
Number
of Attacks
Immortals
have more than one attack per round. A high level fighter with multiple attacks
that attains Immortality may find that they actually lose attacks per round.
However this will not be to much of a disadvantage. They can always choose the
"Extra Attacks Per Round" power described here.
Even the do not choose this power they will be way more powerful than any Mortal
being.
Punch
Damage
Every
Immortal can punch a target, inflicting the amount of damage shown, plus
any bonuses from their strength. An Immortals punch always counts as a +5
weapon, when determining what targets can be effected by them. Note: "punch"
is a general term; the same damage also counts towards, kicks, bites, elbows-jabs,
horns etc.
| Level |
PP |
HD |
Hitpoints |
Anti-Mag |
AC |
# of Atks |
Punch Dmg |
| Initiate |
|
|
|
|
|
|
|
| 1 |
300 |
15 |
75 |
50% |
0 |
2 |
2d6 |
| 2 |
325 |
16 |
80 |
50% |
0 |
2 |
2d6 |
| 3 |
350 |
17 |
85 |
50% |
0 |
2 |
2d6 |
| 4 |
375 |
18 |
90 |
50% |
0 |
2 |
2d6 |
| 5 |
400 |
19 |
95 |
50% |
0 |
2 |
2d6 |
| 6 |
450 |
20 |
100 |
50% |
0 |
2 |
2d6 |
| Temporal |
|
|
|
|
|
|
|
| 7 |
500 |
21 |
110 |
50% |
-1 |
2 |
2d6 |
| 8 |
600 |
22 |
120 |
50% |
-1 |
2 |
2d6 |
| 9 |
700 |
23 |
130 |
50% |
-2 |
2 |
2d6 |
| 10 |
800 |
24 |
140 |
50% |
-2 |
2 |
2d6 |
| 11 |
900 |
25 |
150 |
50% |
-3 |
2 |
2d6 |
| 12 |
1,000 |
26 |
160 |
50% |
-3 |
2 |
2d6 |
| Celestial |
|
|
|
|
|
|
|
| 13 |
1,200 |
27 |
180 |
60% |
-4 |
3 |
3d6 |
| 14 |
1,400 |
28 |
200 |
60% |
-4 |
3 |
3d6 |
| 15 |
1,600 |
29 |
220 |
60% |
-5 |
3 |
3d6 |
| 16 |
1,800 |
30 |
240 |
60% |
-5 |
3 |
3d6 |
| 17 |
2,000 |
31 |
260 |
60% |
-6 |
3 |
3d6 |
| 18 |
2,200 |
32 |
280 |
60% |
-6 |
3 |
3d6 |
| Empyreal |
|
|
|
|
|
|
|
| 19 |
2,500 |
33 |
300 |
70% |
-7 |
3 |
3d6 |
| 20 |
3,000 |
34 |
330 |
60% |
-7 |
3 |
3d6 |
| 21 |
3,500 |
35 |
360 |
60% |
-8 |
3 |
3d6 |
| 22 |
4,000 |
36 |
390 |
60% |
-8 |
3 |
3d6 |
| 23 |
4,500 |
37 |
420 |
60% |
-9 |
3 |
3d6 |
| 24 |
5,000 |
38 |
450 |
60% |
-9 |
3 |
3d6 |
| Eternal |
|
|
|
|
|
|
|
| 25 |
5,500 |
39 |
500 |
80% |
-10 |
4 |
4d6 |
| 26 |
6,000 |
40 |
550 |
80% |
-10 |
4 |
4d6 |
| 27 |
7,000 |
41 |
600 |
80% |
-11 |
4 |
4d6 |
| 28 |
8,000 |
42 |
650 |
80% |
-12 |
4 |
4d6 |
| 29 |
9,000 |
43 |
700 |
80% |
-13 |
4 |
4d6 |
| 30 |
10,000 |
44 |
750 |
80% |
-14 |
4 |
4d6 |
| Hierarch |
|
|
|
|
|
|
|
| 31 |
11,000 |
45 |
800 |
90% |
-15 |
5 |
4d6 |
| 32 |
12,000 |
46 |
900 |
90% |
-16 |
5 |
4d6 |
| 33 |
13,000 |
47 |
1,000 |
90% |
-17 |
5 |
4d6 |
| 34 |
14,000 |
48 |
1,250 |
90% |
-18 |
5 |
4d6 |
| 35 |
15,000 |
49 |
1,500 |
90% |
-19 |
5 |
4d6 |
| 36 |
16,000 |
50 |
2,000 |
90% |
-20 |
5 |
4d6 |
Immortal
Saving Throws
Immortals
do NOT use the same saving throw tables as that of normal Mortals, simply
because they are immune to all forms of Mortal magic. In turn they use the
follow table for attacks VS Immortal magic.
Immortal
Saving Throw Table
| Level |
Spell Atks |
Physical Atks |
Mental Attacks |
Power Atks |
| Initiate |
|
|
|
|
| 1 |
20 |
15 |
18 |
17 |
| 2 |
20 |
15 |
18 |
17 |
| 3 |
20 |
15 |
18 |
17 |
| 4 |
20 |
15 |
18 |
17 |
| 5 |
20 |
15 |
18 |
17 |
| 6 |
20 |
15 |
18 |
17 |
| Temporal |
|
|
|
|
| 7 |
20 |
14 |
17 |
16 |
| 8 |
20 |
14 |
17 |
16 |
| 9 |
19 |
13 |
16 |
15 |
| 10 |
19 |
13 |
16 |
15 |
| 11 |
18 |
12 |
15 |
14 |
| 12 |
18 |
12 |
15 |
14 |
| Celestial |
|
|
|
|
| 13 |
17 |
11 |
14 |
13 |
| 14 |
17 |
11 |
14 |
13 |
| 15 |
16 |
10 |
13 |
12 |
| 16 |
16 |
10 |
13 |
12 |
| 17 |
15 |
9 |
12 |
11 |
| 18 |
15 |
9 |
12 |
11 |
| Empyreal |
|
|
|
|
| 19 |
14 |
8 |
11 |
10 |
| 20 |
14 |
8 |
11 |
10 |
| 21 |
13 |
7 |
10 |
9 |
| 22 |
13 |
7 |
10 |
9 |
| 23 |
12 |
6 |
9 |
8 |
| 24 |
12 |
6 |
9 |
8 |
| Eternal |
|
|
|
|
| 25 |
11 |
5 |
8 |
7 |
| 26 |
10 |
5 |
8 |
7 |
| 27 |
9 |
4 |
7 |
6 |
| 28 |
8 |
4 |
7 |
6 |
| 29 |
7 |
3 |
6 |
5 |
| 30 |
6 |
3 |
6 |
5 |
| Hierarch |
|
|
|
|
| 31 |
5 |
2 |
5 |
4 |
| 32 |
5 |
2 |
5 |
4 |
| 33 |
5 |
2 |
5 |
4 |
| 34 |
5 |
2 |
5 |
4 |
| 35 |
5 |
2 |
5 |
4 |
| 36 |
5 |
2 |
5 |
4 |
Spell
Attacks
Immortals
are completely immune to all spells cast by Mortals, which means they never
have to roll a die. This column applies to Immortal spells or spell-like
power only (such as the breath weapons of Immortal dragons).
Physical
Attacks
Immortals
take the minimum amount of damage possible from the physical attacks of
Mortals. Also any Immortal physically attacked by another Immortal, who
can successfully make his or her saving throw on this column will suffer
only half damage from the physical attack.
Mental
Attacks
This
column is used against spells or spell-like effects which affect the mind
(such as charm, feeblemind or psionics etc.). If the save is successful
the Immortal resists the effects without any penalty or hindrance.
Power
Attacks
This
column is for Immortal spells and spell-like effects that drain TP or PP.
If the Immortal character can make his/her saving throw on a d20, he/she
suffer only half of the initial effect the power would have normally inflicted.
Special
Abilities and Advantages of Immortals
Aura
Attacks (AWE)
An
Immortal can effect all characters and monsters within a 60' radius, the
number effected is determined by adding the Immortals intelligence bonus
and wisdom bonus together. Thus an Immortals with a 17 INT and a 23 WIS,
could effect up to 7 beings with a single Aura attack.
Combat
Abilities
Every
Immortal can effectively wield and use any weapon without penalty. Each
Immortal has a Thaco score that is dictated by his or her hit-die. Thus
a 1st level (15 HD) Immortal fights as well as a 15 HD monster. See Immortal
Attack table.
Communication
Immortals
know all languages of their own dimension and can also speak telepathically
with any intelligent creature. This does NOT give them the ability to read
minds, for this they would still have to use an ESP spell.
Creation
of Ordinary Magic Items
An
Immortal can make literally any magic item listed in the D&D rules Cyclopedia
or DM guide. To create magic items an Immortal must spend 1 TP or PP for
every 10,000 gp (or fraction thereof ) a magic item costs to make. Use the
AD&D Cyclopedia as a reference for such prices. If TP are to be spent,
then the magic item will last only 1 full day. If PP are expended then the
item will remain in existence (permanent).
Improvement
of Ability Scores
An
Immortal can improve his/her ability scores permanently by expending their
PP. Each +1 improvement to an ability score costs a number of Power Points
(determined by each Immortals level). Use the following chart as reference:
| Immortal
XP |
Power
Cost/Point |
Max
Ability Score |
| Initiate |
10 |
25 |
| Temporal |
10 |
25 |
| Celestial |
20 |
50 |
| Empyreal |
40 |
75 |
| Eternal |
80 |
100 |
| Hierarch |
160 |
100 |
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Immunity
to Mortal Magic and Poisons
All
Immortals are completely immune to Mortal spells and spell-like effects,
they are also immune to Mortal poisons of all type. Only Immortal magic
and poisons will have any effect on Immortals.
Infravision
All
Immortals have infravision just as dwarves or elves do (60').
Movement
In
Vastonia all Immortals have 2 basic movement rates. Walking and swimming,
just the same as normal Mortals. I choose to remove flying and incorporeal
which are common to normal AD&D rules. This was done to stay more in
line with the legends of the highlander movies.
Regeneration
An
injured Immortal regenerates 1d8 hitpoints per day if he or she does nothing
but rest; if the character is active, he/she regenerates half that amount
(1d4 hitpoints per day).
Immortal
Magic
Immortals
can cast spells while wearing any type of armor. They do NOT need to speak
or use gestures to cast spells. They can cast spells while bound by normal
Mortal magic chains and bonds, but not if bound by artifact chains, bonds
or baaka.
Immortal
magic has twice the normal effect on Mortals, and all Mortals save at -2
penalty VS all Immortal spells or spell-like effects.
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