Register Here!


Introduction
General Info
Vastonian Trivia
Role Playing
House Rules
Race/Class Limits
Realm Features

The Evolution
Immortality
Gods of Vastonia
Government
World Map
Regional Index
NPC Index
Cultured Races
Monsters
Powerful Fiends
Dragons
The Dumite
Legends/Lore
Artifacts/Relics
Misc. Magic
Magic Weapons
Arsenal
Organizations
Sea Vessels
Stories/Tales
Recent Timeline
Magic Pentagrams
Character Races

Amazons
Avarians

Bugbears
Crystalline Elves
Drow
Dwelves
Groundlings
Half-Giants
Half-Nymphs
Half-Ogres
Minorcs
Minotaurs
Tarmarians
Wolf-Shaman
Character Classes

Assassins
Avengers
Buccaneer
Dragonslayers
Elven Archers
Giant Killers
Gladiators
Knights
Lycan Hunter
Ninja
Shaman Warrior
Sword Master
Troll Slayers

Undead Slayers
Witch

 

Immortal Powers & Special Abilities!

 

Tisk, tisk Mortal man...all of us beings of eternity are not evil. Some of us seek to serve you in more ways then you would ever dream possible.

Dynaria 3050 BA

All Immortals in Vastonia have additional powers which separate them more as individuals. Each Immortal receives four (4) power choices. NPC Immortals have their powers selected by the DM, while PC Immortals have their powers chosen by their players. All selections are final once gameplay begins. Immortals may choose from any of the following abilities:



Immortal Power #of slots
Call Other 1
Control Undead 1
Detection Suite 1
Dragon Breath 1
Enhanced Reflexes 1
Extra Attacks 1
Fighter Options 1
Groan (cry of the banshee) 1
Height Decrease 1
Height Increase 1
Howl 1
Improve Attribute 1
Improved Saving Throws 1
Increased Damage 1
Increased Movement Rate 1
Leech 1
Arcane Special Abilities 3
Poison Bite/Sting 1
Snap 1
Summon Weapons 1
Thief Abilities 1
Turn Undead 1
Weapon Mastery 1

Descriptions

Call Other

This power allows an Immortal to make a mental call for help. If an Immortal of the same home plane hears that Immortal's cry for help they can respond if they so choose. If they do wish to help, a momentary gate will open to the home plane, allowing the Immortal responding to the cry for help can step through. However this will cost the responding Immortal 50 TP. Note: Only 1 Immortal can respond. Use the following percentages for the chance of success;

Initiate 15%, Temporal 30%, Celestial 45%, Empyreal 60%, Eternal 75%, Hierarch 90%

Control Undead

With this ability the Immortal can speak will all intelligent undead and control them as if they were 33HD clerics.

Detection Suite

An Immortal that takes this ability receives all of the dwarven and elven detection ability. ie. detect slopes, detect traps, shifting walls, secret doors etc.

Dragon Breath

Immortals with this power can choose any one type of dragon breath (black dragon etc.). The breath can be used once/day and inflicts an amount of damage equal to the Immortals current hitpoints. They also must expend 50 TP/ usage.

Enhanced Reflexes

Immortals with this ability add +2 to their surprise checks and individual initiative rolls.

Extra Attacks

Any Immortal with this ability receives 1 additional attack/round. This ability can only be taken twice.

Fighter Options

An Immortal who takes this power gains the following fighter abilities; ambidexterity, weapon specialization, berserkers rage. Note: I also changed these rules for Vastonia.

Groan

Immortals with this power can wail a mournful scream or groan, equal to that of a banshee. Although this groan is much more potent. Any mortals failing a saving throw Vs rod,staff or wand instantly perish, while Immortals that fail a save Vs Mental Attacks, loss 1 quarter of the total hitpoints. Any who pass there saving throws suffer no ill effects.

Height Decrease

Immortals with this ability can reduce their overall height anywhere from 3 inches to 3 feet. This does NOT effect their appearance or attributes in any way.

Height Increase

Immortals with this power can increase there height to a range anywhere from 7 feet to 22 feet high and can mimic the rock throwing ability of giants equal to that size.

Howl

This ability allows an Immortal to unleash a wicked howl which terrifies any being who fails a saving throw Vs Mental Attacks/ Rod,Staff,Wand forcing them to flee for 3d6 rounds.

Improve Attribute

Only PC Immortals can use this ability. This power permanently increases one of the Immortal characters main ability scores by 1 for each slot devoted to to that specific attribute. ie. 2 slots devoted to an Immortal PC who's STR was 18 would now have a score equal to 20 STR.

Improved Saving Throws

If an Immortal has this ability they receive a +4 bonus to one specific saving throw that they must choose. Eg a +4 bonus to Mental Attack saving throws.

Increased Damage

An Immortal that takes this ability increases the amount of damage delivered from each attack by one die. This can be taken up to 4 per individual. Eg. An Immortal that devotes 1 slot to this category, then swings a punch that normally causes 2d6 damage, now rolls and extra d6 and adds that to the total.

Increased Movement Rate

Immortals with this power can walk or swim 300'/round (base rate 30), or can double their normal rate (Immortals choice).

Leech

Immortals with this power, can drain life energy in the same manner as wights, spectre etc. If the Immortal makes a successful leech attack on a Mortal, they lose 3 levels of experience and the Immortal using the power gains 3d4 hitpoints (saving throw VS deathray is applicable). If a successful leech attack strikes another Immortal, they lose 10 PP and the Immortal using the leech attack gains 10 PP (saving throw VS Power Attacks is applicable).

Arcane Special Abilities

This power allows an Immortal the ability to cast any known mortal spell, at a power level equaling twice their own personal hit-die. Eg a 15 HD Immortal can cast a 30 HD fireball.

Poison Bite/Sting

An Immortal with this power must choose either to have a poisonous bite or sting of some sort, which injects a victim with poison upon a successful melee attack. Any mortal failing a save VS poison at a -4 suffers instant death, while Mortals who pass the save still suffer 6d6 damage and cannot coherently function in any way for 1 full day. Immortals who fail suffer a 6d6 hitpoint loss, and also can NOT function properly for 1 full day. Success indicates no ill side effects.

Snap

The Immortal with this ability can momentarily stretch a part of his/her body - arms, legs, hair, tongue etc. - and grab at one target, not further than 20' away. A successful strike allows the Immortal to drag their victim to them within the same melee round and receive 1 additional attack. If the victim was surprised the amount of damage is twice normal.

Summon Weapon

This ability allows the Immortal to instantly summon 1 (predetermined) weapon from his or her home plane upon command. Note: that weapon must be in a secure place of the Immortals knowledge and not in the possession of any other being.

Thief Special Abilities

An Immortal using this power has all of the following abilities:

Open locks, find/remove traps, climb walls, move silently, hide in shadows, pick pockets and hear noise, all of which function as a 36th thief.

Turn Undead

This Immortal can turn undead as a 36th level cleric

Weapon Mastery

Immortals with this power can use one specific weapon with an ability equal to a Mortal who double specializes with a weapon of choice. They receive a +3 to hit and a +3 to damage with the weapon they have chosen to be masters of.

Special Note: Most of these abilities are official AD&D rules, however almost all of them have some minor modifications and a few of them have been removed or replaced to suit my campaign. Enjoy!

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