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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!
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