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Introduction
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The Evolution
Immortality
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Character Races

Amazons
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Character Classes

Assassins
Avengers
Buccaneer
Dragonslayers
Elven Archers
Giant Killers
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Sword Master
Troll Slayers

Undead Slayers
Witch

 

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

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

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.

 
The World of Vastonia Copyright © 1989-2001
Cole E Austin