PDA

View Full Version : The Immortal (3.5 E6 race, PEACH)



Gnorman
2013-01-03, 12:04 AM
The Immortal

• +2 Constitution, -2 Dexterity - Their undead heritage gives the immortal almost supernatural toughness, but also leaves them with a creaking stiffness in their bones
• Medium size
• 30' movement.
• Darkvision 60'
• Humanoid type.
• Bloodline: All immortals select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
• Resistance to cold 5
• Life from Unlife: An immortal is attuned to the potent energies of death, at the sacrifice of those of life. It is healed by negative energy and harmed by positive energy as if it were an undead creature.
• The Dead Truce: Mindless undead recognize immortals as one of their own, and will not attack them unless provoked or directly commanded. Other undead are not so persuaded, but immortals still possess a +2 bonus to all Charisma checks when dealing with intelligent undead.
• Shun the Light: No immortal tolerates the sun for long, and they are dazzled in areas of bright sunlight or within the radius of a Daylight spell.
• Deadened Nerves: At 3rd level, an immortal's hide is infused with undead vigor, contracting and becoming thick and leathery. It chooses one of the following types of damage: bludgeoning, piercing, or slashing. It gains damage reduction X/- against that type of damage, where X is equal to half its hit dice (minimum of 1).
• Embrace the Dark: At 6th level, an immortal's transformation into one of the living dead is complete. Its type changes to undead, and it gains the living dead* subtype.
• +2 racial bonus to Concentration and Knowledge (religion) checks.
• Automatic Languages: Common and Undercommon.
• Favored Classes: Black mage and sage (http://www.giantitp.com/forums/showthread.php?t=250820)


Bloodlines

Dybbuk

Occasionally, a departed soul remains on the material plane in such strong spectral form that it is capable of feats normally reserved for creatures of flesh and blood. Feats such as siring children. Whether through possession of capable hosts or other methods best left to the imagination, such couplings are possible. The product of these unions are invariably dybbuks.

• +2 Wisdom - dybbuks are patient and perceptive
• A dybbuk can become incorporeal a number of times per day equal to its Charisma modifier as a standard action. Each time this ability is used, the dybbuk may maintain the incorporeal state for a number of rounds equal to its Constitution modifier. Any equipment worn or items carried by the dybbuk become incorporeal as well.

Ghul

The taboo against cannibalism is present in most cultures, for fear that ghouls may arise from its practice. However, in the farthest reaches of the wilderness (or the deepest reaches of the city sewers), the taboo is often broken. Whether through diseases like ghoul fever or perverse necromantic influence, children born amongst the refuse of these cannibalistic societies occasionally mature into ghuls.

• +2 Strength - the warped muscles of a ghul are filled with power
• A ghul exudes a thick, foul stench that surrounds to it at all times. All hostile creatures that come within a 5' radius of the ghul must make a Fortitude save (DC equal to 10 + 1/2 the ghul's HD + the ghul's Constitution modifier) or be sickened for as long as they remain within the radius, and one round afterwards. A creature that saves against this ability is immune to it for 24 hours.

Koschei

One of the little-known secrets in the world of dark magic is the exact process by which a lich is made. All that is known is that it is unspeakably evil. But ancient tomes and half-mad occultists whisper that becoming a lich requires the sacrifice of young woman pregnant with her first child. The final step involves plunging a knife into the expectant mother's belly, killing both her and her unborn progeny. On rare occasions, the infant will survive the hideous ritual. Perhaps a roving band of adventurers destroys the mage just before his transformation and rescues the child; perhaps some erstwhile minion takes pity on the babe and raises it as its own. When (and if) the child grows to maturity, it will be a koschei.

• +2 Intelligence - koschei are ruthless calculators and schemers
• While a koschei is not a true lich, it does possess some of the lich's legendary resistance to death. Anytime a koschei is reduced to -10 hit points or lower, it may, as an immediate action, make a Charisma check (DC equal to 21 - its hit dice). If successful, the koschei is restored to -9 hit points and automatically stabilizes. This ability may only be used a number of times per day equal to the koschei's Constitution modifier.

Moroi

Perhaps the most common of immortals, the moroi are the product of vampire sires and mortal women. A woman who is bitten by a vampire while pregnant (even if cured or restored) will also most likely produce a moroi.

• +2 Charisma - like their vampire sires, moroi are adept at manipulating the emotions of lesser beings
• A number of times per day equal to their Charisma modifier, a moroi may use a charming gaze on an opponent as a standard action. That opponent must make a Will save (DC equal to 10 + 1/2 the moroi's hit dice + the moroi's Charisma modifier) or act as if affected by a Charm Person spell. The caster level of this ability is equal to the moroi's hit dice.

Pact Eternal (Optional Epic Destiny)
Prerequisites: 6th-level character, twenty "epic" feats
Benefits: At the DM's discretion, an immortal character that has reached epic status may gain this ability. It gains an inherent +2 bonus to two ability scores of its choice, immunity to cold, and a 50% chance to negate critical hits and have them deal normal damage instead. If the immortal is ever killed, it is reformed with a single hit point at the place of its death 3d6 days later. However, regardless of their own alignment, they are permanently destroyed with no chance of reformation if they are killed: with a Holy or Disrupting weapon, by the Holy Smite or Searing Light spell, in a hallowed area, or while being turned by a cleric of at least their own level.

Personality:

Physical Description:

Relations:

Alignment:

Lands:

Language:

Names:

Adventurers:

* Living Dead Subtype:
Creatures with the living dead subtype are closer to life than their other undead counterparts. They differ from undead in the following ways:
- Living dead possess a Constitution score. Subsequently, they are no longer immune to effects that require Fortitude saves and use their Constitution score for Concentration checks.
- Living dead are not immune to mind-affecting effects.
- Living dead are subject to death from massive damage, critical hits, nonlethal damage, ability drain, ability damage, and stunning.
- Living dead are not destroyed at 0 hit points, but become disabled instead. From -1 to -9 hit points, they are considered "dying". At -10 hit points, they are destroyed.
- Living dead possess +4 turn resistance.
- Living dead must eat and have very specialized diets. Depending on the type of creature, they may only be able to subsist on blood or raw flesh (preferably from sentient beings). Other creatures absorb strong emotions such as fear or sorrow for sustenance, or feed on the nightmares of sleeping children.

Living dead retain the following qualities of the undead type:
- 60' Darkvision
- Living dead are immune to poison, sleep effects, paralysis, disease, and death effects.
- Living dead are not subject to energy drain, fatigue, or exhaustion.
- Living dead are healed by negative energy and harmed by positive energy.
- Living dead are not affected by raise dead or reincarnate.
- Living dead do not breathe or sleep.

Gnorman
2013-01-03, 02:16 AM
Crunch is (mostly) done.

Vaynor
2013-01-03, 04:48 AM
I'm not too familiar with E6, but this seems like it needs LA.

LordErebus12
2013-01-03, 06:01 AM
I'm not too familiar with E6, but this seems like it needs LA.

LA +1 at the most, but really its all moot after level 3+, where you can use 3000 Exp for buyback of the LA.

Amechra
2013-01-03, 12:00 PM
This is balanced against his other E6 races, which are all at about the same power level.

I rather like it; would have been nice if it was up when I was building my current campaign, but there's time yet!

Gnorman
2013-01-03, 12:23 PM
Amechra has the right of it - balanced against normal 3.5, yeah, needs some LA (at least +1), but balanced against my E6 stuff, hopefully not. This one may be on the slightly more powerful side; please let me know what you think.

Added resistance to cold and the Epic Destiny.

Working on fluff now.