dentrag2
2009-09-17, 04:17 PM
"It's all the same... Only the names change...." -Bon Jovi.
An Eternal is one of many creatures that have been blessed by the over-deity (Read; DM) to never, ever die, unlike mere "Immortal" creatures. Although this may seem like a blessing, with enough time to consider it, it is not. Whereas normal immortal creatures cannot die by normal means, when the universe sucks itself into a single point, these immortal beings "cease" whereas the Eternal creatures simply wait for the return of the universe. Most have gone horribly insane from their inability to "stop" but some retain their sanity, and roam around the universe seeking for something to bring emotion back to their hard, chill hearts.
Eternal [Template]
The template Eternal can be used on any humanoid, abberation, ooze, monstrous humanoid, dragon, animal, or vermin with an intelligence of 3+. Use the creatures base stats, unless otherwise noted. Note that the Eternal template cannot be applied to Bio-Mages. (Nod to Zeta Kai. Great class you've got there!)
Size and Type: The creatures Size remains unchanged. It's type changes to Abberation.
Hit dice: The Eternal creature gains no new hit dice, but it's racial hit dice increases to D12.
Speed: The creatures speed does not increase.
Armor class: The creature's AC does not increase.
Attack: Same as base creature.
Full attack: Same as base creature.
Damage: Same as base creature.
Special attacks: Same as base creature.
Special qualities:
Eternal: This creature can never die. If "Killed" the creature falls dead for 1 hour before reviving, regenerating all missing body parts and hit points. The creature cannot be reduced below 0 hit points, but the creature cannot recover before one hour has passed if reduced to 0 hit points. If imprisoned somehow (The creature makes all saves that would permanently immobilize it, such as Imprisonment, whereas a mere 10,000 year stay is not treated as Permanent.) the creature will attempt to dig, slice, swim, or drift towards solid ground or water. Eventually, the creature will free itself. If disintegrated, the creature reforms from one of the specks of dust, over a period of one hour. The creature does not need to eat, drink, sleep, or breathe, although it longs for these things. The creature also cannot be really harmed in any way other than artifacts of at least major level. Although they can be reduced to 0 hitpoints, Major Artifacts, can, upon killing a "Eternal" creature, choose to be utterly destroyed, permanently ejecting the creature from that universe into another.
Weapons of Eternity: If the creature carries weapons, the weapons are of at least minor artifact status.
Quirks: Two Quirks must be chosen (By the DM) for the creature;
Suicidal: The creature has tried every way of killing itself, and is permanently looking for more ways to attempt to kill itself. The creature gains Regeneration 15/Adamantium, and may harm itself for up to half it's remaining hit points to do damage divided up equally among all creatures within 30 feet of itself, but will willingly do things it would "not willingly do" if these involve self-harm.
And I must scream: This creature has gone permenantly insane from a long stint of sensory deficiency, such as being buried for ten-million years. The creature gains immunity to Insanity, Fear, Confusion, and other mind-effecting spells/effects, but takes a -6 penalty on Wisdom and Charisma related checks.
Linguist: This creature has devoted its lifespan to learning every single language. This creature knows every single language, including secret languages, and gains a +10 bonus to Bluff, Diplomacy, Forgery, Intimidate, and Decipher Script.
Negotiator: The creature gains a +20 bonus to every single charisma-related check, due to it's long experience with making friends, bargaining, and conning creatures.
Furious: This creature still hasn't gotten over hating the over-deity for it's "Gift" of Eternity. It gains a +8 bonus to Attack rolls and +4 to damage rolls. The creature takes a -2 AC penalty (Dodge), and barbarian rage 1/day (Mighty Rage) as the ability
At peace with oneself (Cannot be taken with Furious, Suicidal, or And i Must Scream): This creature has reached mental perfection. It knows who it is, where it is, and when it is. It is perfectly calm at all times, and benevolent. It gains a +4 bonus to all Intelligence, Wisdom, and Charisma checks, but can only deal nonlethal damage. It also gains the ability to calm any creature (As though Diplomacy) as a free action (DC 25 charisma check) into a friendly creature.
Forever Fighter: This creature can never find a place where it does not have to fight to remain there. This creature has had an eternity of practice with every weapon and fighting style, and has trained for all time. The creature gains +8 to attack rolls, +4 to strength, dexterity, and constitution. The creature takes a -4 penalty to charisma. These bonuses and detriments are untyped.
Eternally Resilient: This requires that the creature have Damage reduction of some kind. The creatures Damage Reduction become X/Artifact, where X is the creatures Hit Dice, from an eternity of pain.
Messiah: This creature believes itself to be the savior of every living and non-living creature ever. Although it may be deluded, it's faith cannot be denied. Any spells the creature casts have +6 caster level, and +2d6 to damage spells, when acting in the interests of it's flock, at least in it's head. However, the creature must have taken the feat "Leadership".
Neverending mage: This creature has had, like the Forever Fighter, had to use it's magical spells to harm, when it believes they should have been used for good/un-evil. It may quicken one spell (Without taking up a four-levels-higher slot) twice a day, and has two additional spell slots of every level. Like the Forever fighter, it takes a -4 penalty on charisma based checks.
Eternal Trickster: This creature has spent all of time learning new ways to get into places it should not be. The creature gains +10 on Open Lock, Disable Device, Hide, Move Silently, Spot, Search, and Forgery, and +3d6 for Sneak attack, if the creature has it. If not, it gains 3d6 sneak attack damage. The creature loses 1 hit point for every hit die it has, weakened by being repeatedly attacked by artifacts.
Eternal Rivalry: Two Eternals have a permanent rivalry (Both must take this quirk) that causes them to fight for all of time, forever, in every universe. The character gains a +8 to attack rolls, damage rolls, and AC against them and anything aligned with them.
More to come.
Quirks end.
Preserved: The creature's physical statistics cannot increase or decrease, by anything other than the over-deities authority.
So, what do you think? Good? Bad? I'm not finished yet, but open to more suggestions.
Edited for readability.
An Eternal is one of many creatures that have been blessed by the over-deity (Read; DM) to never, ever die, unlike mere "Immortal" creatures. Although this may seem like a blessing, with enough time to consider it, it is not. Whereas normal immortal creatures cannot die by normal means, when the universe sucks itself into a single point, these immortal beings "cease" whereas the Eternal creatures simply wait for the return of the universe. Most have gone horribly insane from their inability to "stop" but some retain their sanity, and roam around the universe seeking for something to bring emotion back to their hard, chill hearts.
Eternal [Template]
The template Eternal can be used on any humanoid, abberation, ooze, monstrous humanoid, dragon, animal, or vermin with an intelligence of 3+. Use the creatures base stats, unless otherwise noted. Note that the Eternal template cannot be applied to Bio-Mages. (Nod to Zeta Kai. Great class you've got there!)
Size and Type: The creatures Size remains unchanged. It's type changes to Abberation.
Hit dice: The Eternal creature gains no new hit dice, but it's racial hit dice increases to D12.
Speed: The creatures speed does not increase.
Armor class: The creature's AC does not increase.
Attack: Same as base creature.
Full attack: Same as base creature.
Damage: Same as base creature.
Special attacks: Same as base creature.
Special qualities:
Eternal: This creature can never die. If "Killed" the creature falls dead for 1 hour before reviving, regenerating all missing body parts and hit points. The creature cannot be reduced below 0 hit points, but the creature cannot recover before one hour has passed if reduced to 0 hit points. If imprisoned somehow (The creature makes all saves that would permanently immobilize it, such as Imprisonment, whereas a mere 10,000 year stay is not treated as Permanent.) the creature will attempt to dig, slice, swim, or drift towards solid ground or water. Eventually, the creature will free itself. If disintegrated, the creature reforms from one of the specks of dust, over a period of one hour. The creature does not need to eat, drink, sleep, or breathe, although it longs for these things. The creature also cannot be really harmed in any way other than artifacts of at least major level. Although they can be reduced to 0 hitpoints, Major Artifacts, can, upon killing a "Eternal" creature, choose to be utterly destroyed, permanently ejecting the creature from that universe into another.
Weapons of Eternity: If the creature carries weapons, the weapons are of at least minor artifact status.
Quirks: Two Quirks must be chosen (By the DM) for the creature;
Suicidal: The creature has tried every way of killing itself, and is permanently looking for more ways to attempt to kill itself. The creature gains Regeneration 15/Adamantium, and may harm itself for up to half it's remaining hit points to do damage divided up equally among all creatures within 30 feet of itself, but will willingly do things it would "not willingly do" if these involve self-harm.
And I must scream: This creature has gone permenantly insane from a long stint of sensory deficiency, such as being buried for ten-million years. The creature gains immunity to Insanity, Fear, Confusion, and other mind-effecting spells/effects, but takes a -6 penalty on Wisdom and Charisma related checks.
Linguist: This creature has devoted its lifespan to learning every single language. This creature knows every single language, including secret languages, and gains a +10 bonus to Bluff, Diplomacy, Forgery, Intimidate, and Decipher Script.
Negotiator: The creature gains a +20 bonus to every single charisma-related check, due to it's long experience with making friends, bargaining, and conning creatures.
Furious: This creature still hasn't gotten over hating the over-deity for it's "Gift" of Eternity. It gains a +8 bonus to Attack rolls and +4 to damage rolls. The creature takes a -2 AC penalty (Dodge), and barbarian rage 1/day (Mighty Rage) as the ability
At peace with oneself (Cannot be taken with Furious, Suicidal, or And i Must Scream): This creature has reached mental perfection. It knows who it is, where it is, and when it is. It is perfectly calm at all times, and benevolent. It gains a +4 bonus to all Intelligence, Wisdom, and Charisma checks, but can only deal nonlethal damage. It also gains the ability to calm any creature (As though Diplomacy) as a free action (DC 25 charisma check) into a friendly creature.
Forever Fighter: This creature can never find a place where it does not have to fight to remain there. This creature has had an eternity of practice with every weapon and fighting style, and has trained for all time. The creature gains +8 to attack rolls, +4 to strength, dexterity, and constitution. The creature takes a -4 penalty to charisma. These bonuses and detriments are untyped.
Eternally Resilient: This requires that the creature have Damage reduction of some kind. The creatures Damage Reduction become X/Artifact, where X is the creatures Hit Dice, from an eternity of pain.
Messiah: This creature believes itself to be the savior of every living and non-living creature ever. Although it may be deluded, it's faith cannot be denied. Any spells the creature casts have +6 caster level, and +2d6 to damage spells, when acting in the interests of it's flock, at least in it's head. However, the creature must have taken the feat "Leadership".
Neverending mage: This creature has had, like the Forever Fighter, had to use it's magical spells to harm, when it believes they should have been used for good/un-evil. It may quicken one spell (Without taking up a four-levels-higher slot) twice a day, and has two additional spell slots of every level. Like the Forever fighter, it takes a -4 penalty on charisma based checks.
Eternal Trickster: This creature has spent all of time learning new ways to get into places it should not be. The creature gains +10 on Open Lock, Disable Device, Hide, Move Silently, Spot, Search, and Forgery, and +3d6 for Sneak attack, if the creature has it. If not, it gains 3d6 sneak attack damage. The creature loses 1 hit point for every hit die it has, weakened by being repeatedly attacked by artifacts.
Eternal Rivalry: Two Eternals have a permanent rivalry (Both must take this quirk) that causes them to fight for all of time, forever, in every universe. The character gains a +8 to attack rolls, damage rolls, and AC against them and anything aligned with them.
More to come.
Quirks end.
Preserved: The creature's physical statistics cannot increase or decrease, by anything other than the over-deities authority.
So, what do you think? Good? Bad? I'm not finished yet, but open to more suggestions.
Edited for readability.