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<blockquote data-quote="elric lornhood" data-source="post: 124688" data-attributes="member: 3910"><p>Loyal High Immortal of Larathol</p><p> Experienced troops of the dark prophet of evil, the Immortals are the elite of Larathol’s dark forces, and his personal guard. Aged elves of unthinkable experience, converted or tricked (artificially or otherwise) to serve the forces Larathol represents, they are virtually unmatchable by any other military in the land by virtue of their age and experience. Larathol spent literally centuries recruiting and training the Immortals. No other kingdom or empire can boast of a force of so many with such experience. They more than anything else make Larathol seemingly unstoppable on the battlefield.</p><p>Being elves, Immortals take quickly to magic, and are often at least part wizard, bard, or sorcerer. Some are clerics as well. Most are fighters or rangers, though there are many barbarians and clerics. Few if any of the other classes represent the immortals.</p><p>Hit Die: d10</p><p></p><p>Requirements</p><p>Alignment: Any non-good and non-chaotic</p><p>Base Attack Bonus: +7</p><p>Race: Any elf</p><p>Age: Must be at least middle age.</p><p>Feats: Weapon Focus (any melee weapon).</p><p>Spellcraft: 7 ranks</p><p>Knowledge (History): 5 ranks</p><p>Knowledge (The Planes): 8 ranks</p><p>Special: Ritual Oath.</p><p>Spellcasting: At least 2nd level divine or arcane spells. Must have access to at least 4 offensive touch or ranged touch spells, or any combination thereof.</p><p></p><p>Class Skills</p><p>The Immortal’s class skills (and the key ability for each are) are </p><p></p><p>Skill Points at each level: 4 + intelligence modifier.</p><p></p><p>Level Special</p><p>1) Ageless, Defender of Larathol +1</p><p>2) Dark Aura</p><p>3) Imbue Weapon 1/day</p><p>4) Defender of Larathol +2</p><p>5) Dark Vision</p><p>6) Imbue Weapon 2/day</p><p>7) Defender of Larathol +3</p><p>8) Dark Touch</p><p>9) Imbue Weapon 3/day</p><p>10) Defender of Larathol +4</p><p></p><p>Attack Bonus: as fighter</p><p>Prime Saves: fortitude and will</p><p>Class Features</p><p>All of the following are class features of the Immortals.</p><p>Weapon and Armor Proficiency: Immortals receive no weapon or armor proficiency above what they already possess for their previous class or classes.</p><p>Spells: Immortals get +1 to existing class level at first, fourth, seventh, and tenth levels.</p><p>Ageless: Upon passing the ritual oath, Immortals are granted immunity to physical aging effects by Larathol and the dark lord he represents. All physical penalties for aging suffered already are nullified, and no more accumulate. The immortal also has his maximum age increase by 1d4 + wisdom modifier x 10%.</p><p>Defender of Larathol: As well as being his elite field troops, the Immortals also act as Larathol’s personal guard. Any immortal within 60 feet of the dark prophet gains a morale bonus to attacks and saving throws as noted on the chart above. This is an extraordinary ability.</p><p>Imbue Weapon: At third level, immortals can imbue their weapon with any touch or ranged touch spell, the effect of which is discharged upon a successful attack that deals damage, and only upon the struck opponent. Imbuing the weapon is a free action that may be done only once per round, a number of times per day as stated above. Using this ability must be declared before making the attack roll. This is a supernatural ability. </p><p>Dark Aura: At 2nd level, an immortal can generate a fear aura as the fear spell a number of times per day equal to her charisma modifier, with a caster level equal to her immortal level. This is a spell-like ability.</p><p>Dark Vision: Once per day, an immortal of 5th level or higher can mentally call upon the dark prophet for a vision. Doing so is a standard action. The next roll she makes gains a bonus equal to her immortal class level. The roll must be made within 10 rounds of the vision. Concentration checks apply as they would for casting a spell. This is a supernatural ability.</p><p>Dark Touch: When an immortal reaches 8th level, half the damage from spells cast by her is treated as divine damage, so is not subject to any energy or elemental protections the opponent may have otherwise.</p><p> Note: If an immortal ever leaves, betrays, or is banished from the ranks of the immortals, she immediately loses all special abilities accept imbue weapon, and can never again raise a level in the immortal class.</p><p> Multiclass note: If an immortal gains a level in another class before all immortal levels have been attained, he can never rise another immortal level unless he atones to Larathol himself.</p></blockquote><p></p>
[QUOTE="elric lornhood, post: 124688, member: 3910"] Loyal High Immortal of Larathol Experienced troops of the dark prophet of evil, the Immortals are the elite of Larathol’s dark forces, and his personal guard. Aged elves of unthinkable experience, converted or tricked (artificially or otherwise) to serve the forces Larathol represents, they are virtually unmatchable by any other military in the land by virtue of their age and experience. Larathol spent literally centuries recruiting and training the Immortals. No other kingdom or empire can boast of a force of so many with such experience. They more than anything else make Larathol seemingly unstoppable on the battlefield. Being elves, Immortals take quickly to magic, and are often at least part wizard, bard, or sorcerer. Some are clerics as well. Most are fighters or rangers, though there are many barbarians and clerics. Few if any of the other classes represent the immortals. Hit Die: d10 Requirements Alignment: Any non-good and non-chaotic Base Attack Bonus: +7 Race: Any elf Age: Must be at least middle age. Feats: Weapon Focus (any melee weapon). Spellcraft: 7 ranks Knowledge (History): 5 ranks Knowledge (The Planes): 8 ranks Special: Ritual Oath. Spellcasting: At least 2nd level divine or arcane spells. Must have access to at least 4 offensive touch or ranged touch spells, or any combination thereof. Class Skills The Immortal’s class skills (and the key ability for each are) are Skill Points at each level: 4 + intelligence modifier. Level Special 1) Ageless, Defender of Larathol +1 2) Dark Aura 3) Imbue Weapon 1/day 4) Defender of Larathol +2 5) Dark Vision 6) Imbue Weapon 2/day 7) Defender of Larathol +3 8) Dark Touch 9) Imbue Weapon 3/day 10) Defender of Larathol +4 Attack Bonus: as fighter Prime Saves: fortitude and will Class Features All of the following are class features of the Immortals. Weapon and Armor Proficiency: Immortals receive no weapon or armor proficiency above what they already possess for their previous class or classes. Spells: Immortals get +1 to existing class level at first, fourth, seventh, and tenth levels. Ageless: Upon passing the ritual oath, Immortals are granted immunity to physical aging effects by Larathol and the dark lord he represents. All physical penalties for aging suffered already are nullified, and no more accumulate. The immortal also has his maximum age increase by 1d4 + wisdom modifier x 10%. Defender of Larathol: As well as being his elite field troops, the Immortals also act as Larathol’s personal guard. Any immortal within 60 feet of the dark prophet gains a morale bonus to attacks and saving throws as noted on the chart above. This is an extraordinary ability. Imbue Weapon: At third level, immortals can imbue their weapon with any touch or ranged touch spell, the effect of which is discharged upon a successful attack that deals damage, and only upon the struck opponent. Imbuing the weapon is a free action that may be done only once per round, a number of times per day as stated above. Using this ability must be declared before making the attack roll. This is a supernatural ability. Dark Aura: At 2nd level, an immortal can generate a fear aura as the fear spell a number of times per day equal to her charisma modifier, with a caster level equal to her immortal level. This is a spell-like ability. Dark Vision: Once per day, an immortal of 5th level or higher can mentally call upon the dark prophet for a vision. Doing so is a standard action. The next roll she makes gains a bonus equal to her immortal class level. The roll must be made within 10 rounds of the vision. Concentration checks apply as they would for casting a spell. This is a supernatural ability. Dark Touch: When an immortal reaches 8th level, half the damage from spells cast by her is treated as divine damage, so is not subject to any energy or elemental protections the opponent may have otherwise. Note: If an immortal ever leaves, betrays, or is banished from the ranks of the immortals, she immediately loses all special abilities accept imbue weapon, and can never again raise a level in the immortal class. Multiclass note: If an immortal gains a level in another class before all immortal levels have been attained, he can never rise another immortal level unless he atones to Larathol himself. [/QUOTE]
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