VERSION 2
Ok, to accumulate all of the comments thus far.
First I will say that I think an Immortal “could” still fit in a D&D game. They should be no more overbalanced than Liches, Archmagi, Dracogons, etc. To balance this we need to make a decent Template that works to the “SPIRIT” of the immortal, without overbalancing to some ludicrous concept of the Billion Level Immortal.
So with that said…
On Power:
It is true that what is gained is not clear, however we do know that an immortal gains memories and knowledge from the immortal they have slain. This is shown in both film and TV repeatedly. I also agree that no special “powers” such as levitation, hiding the sword in plain clothes, etc. are granted to the immortal. This is an unnecessary mechanic for a D&D game since an immortal can be of any class and as such have access to abilities a “Highlander D20” would not normally have access to. What the Immortal DOES gain is knowledge and I do believe some strength. There are various points in both Film and TV where Immortals discuss that if one immortal takes another they will grow stronger. Cases in point: Ramirez discusses the strength of the Kurgan being the oldest and most powerful; Methos telling Duncan to kill him to slay Kallas, etc.
I do think that immortals become quicker, stronger etc from the quickening, but I thin it is at a somewhat slow rate depending on the strength of the immortals. For D&D balance this needs to be made even slower.
As for the +1 to attack rolls with a Sword per HD of the slain Immortal… I think that would be far too powerful. 3 or 4 kills and the Immortal would have some ridiculous +30 or more to their attack rolls. We “could” use this concept in the growth chart but it would have to be based on overall power (Quickening Points) rather than gained at such a fast rate.
There are 2 Main ways to limit the power of the immortal.
1) Rarity - DM Control. Just because someone is immortal does not mean they need to meet an immortal every game session. Immortals should be relatively rare. Especially in a D&D world.
2) Decrease the rate at which abilities are gained due to quickening. (See new tables)
On the point of Holy Ground.
This is more for a D&D game where “Holy Ground” is not as set or common as in the Real World. To argue for it, it seems to be a part of the Quickening power the immortal has. In the original film Ramirez teaches Connor how to sense the quickening, how to feel the heartbeat of the stag. It has also been shown throughout various episodes that immortals have an uncanny ability to locate holy ground. This might be from extensive knowledge of an area, but it has happened in areas an immortal is new to. There is also the “Cant you feel it? This is holy ground” comments scattered here and there.
On the point of Alignment:
I feel it is necessary to include the threat of Alignment change. This is a forced occurrence, and is never by “choice”. The Dark Quickening arc details this. Duncan had taken one too many evil heads and the “build up” of evil memories was finally too much for him to master. Granted, the system I originally through out there was too much, so I think a new system is in order. Something more along the line of tallying a side record when accumulating Quickening Points, denoting how many points were taken and of what alignment, especially since in D&D Alignment is a much more specific concept than in the Real World/Highlander concept. We could allow a Will save (DC 10+1 per X number of Quickening points in an opposed alignment). Failure indicates an alignment shift to that alignment.
ECL:
ECL +4 may not be a bad place to start. I don’t think there will be much need for scaling once the power gain is more balanced.
Immortal Template v2
"Remember Highlander, Live, grow stronger. Live another day." - Methos
Immortals seem to appear at random from the humanoid populations and appear no different than other creatures of their type. One in a million perhaps, maybe less are born as Immortals. They age, living a normal life, until they first are killed. Then they miraculously recover, and begin their lives as immortals. Immortals cannot have children. They do not age, and do not get sick. They cannot drown, or die from any conventional injury: they will always recover, no matter how severe the damage. The only way for them to die is to have their head removed from their body.
Down through the ages, a legend has been passed from mouth to mouth - that of the Prize. The legend says that at a time when the number of immortals in the world grows small, the remaining immortals shall feel an urge to travel to a far-away land, where they shall fight until only one remains. The final survivor shall win the Prize. No one knows exactly what this Prize is, but to win it is the goal of every immortal, as it is assumed that the person who wins it would be, in effect, a god.
The term Quickening refers to the lifeforce of an immortal. It is the sum of all his knowledge and power, all of his strength and experience. It is a life force so strong that it keeps the immortal from aging and heals his wounds at an advanced-speed. Quickening is what the immortals fight for: when they fight, they fight to literally absorb their opponent's lifeforce into themselves, thus making themselves more powerful.
The Rules "Holy Ground Highlander! Remember what Ramirez taught you!" - Kurgen
The immortals have rules of engagement: these rules are traditions, with a basis in common sense, and all immortals follow them. These rules are each based around Quickening, and the gain and loss thereof.
Holy/Unholy Ground: The Golden Rule for immortals is that they must never fight on Holy Ground. None will violate this rule, for they have too much to lose. Thus, Holy Ground can become a haven or sanctuary for immortals; a place where they retreat when faced with an impossible opponent. While it is not known precisely why this is, it is known that it is physically possible for immortals to fight one another while on Holy Ground, but when immortal have ever beheaded another in such a duel, the result is cataclysmic destruction (similar to a massive lightning storm in the area) and all of the Quickening released is lost to the site of the Holy Ground, absorbed into the earth itself, instead of passing to the victor. Holy Ground consists of churches and graveyard as well as any other area that has been affected by a Hallow or Unhallow spell (usually cemeteries, churches, shrines, monasteries, etc.).
Multiple Opponents: The second rule is that the immortals always fight one on one. This is generally an honor issue, and can and has been broken. However, it has been proven that if two or more Immortals team-up against a single Immortal in combat, the Immortal that actually takes the head receives all the appropriate Quickening from the dead Immortal. This does not always set well with other immortals.
These are the only two real rules. Evil immortals will stop at nothing else to gain Quickening: friends and loved ones are often pulled in as pawns in the battles, as are helpless innocents who have nothing to do with the Game... no one is truly safe, although it is only a particularly evil immortal who would take the head of a new immortal, who hasn't yet learnt how to defend themselves.
Creating an Immortal:
Immortals are born, not created. However, the “Immortal” template is an acquired template that can be added to any humanoid, or monstrous humanoid (referred to hereafter as the base creature). An Immortal uses all of the character's statistics and special abilities except as noted here. The creature’s type changes to Immortal. To acquire the Immortal template, the creature must die to be reborn into immortality. This is refered to as First Death. This death can happen as any death short of dying of old age. The specifics of the creature's first death should be recorded.
Special Attacks: An Immortal retains all of the special qualities of the base creature and also gains the following.
Favored Enemy [Immortal] (Ex): Due to their extensive study of their own nature, their training in the proper techniques for combating other immortals, and the driving force of the prize increasing, Immortals gain a +2 bonus on Bluff, Listen, Sense Motive, Spot and Survival checks when using these skills against creatures of this type. Likewise, they gain a +2 bonus to weapon damage rolls against other immortals.
Special Qualities: An Immortal retains all of the special qualities of the base creature and also gains the following.
Death & Resurrection (Ex): Each time the Immortal "dies" (reduced to -10), they will be Raised (as the spell, including the level loss/Constitution loss) within 6 hours of their "death".
Electricity Resistance (Ex): Immortal have a natural resistance to Electricity, gaining Electricity Resistance 5.
Fast Healing (Ex): Immortals heal miraculously from most of their wounds but they do not regenerate lost body parts, thus they acquire Fast Healing 1, recovering 1hp per round. Note that wounds to the neck will only heal as Natural Healing and will always scar. Also note that damage from starvation, and suffocation ARE healed through this ability.
Sense Holy Ground (Ex): Immortal have a uncanny sense for detecting Holy/Unholy Ground and can do so a standard action, at will, with a range of 120 yards.
Sense Quickening (Ex): Immortals can sense other Immortals. This begins with a range of 30' and is automatic anytime an immortal is within range. A Fortitude Save (DC 10) must be made or become Nauseous for 1d4 rounds when the quickening is sensed. The Immortal cannot locate the source of the quickening in a crowd however, they only sense the presence of an immortal. This does not negate surprise rounds, as either Immortal can still be caught flat-footed against another immortal with the aid of ambush, concealment, invisibility, etc.
Timeless Body (Ex): When becoming immortal the base creature gains the ability of no longer physically aging. They suffer no ability penalties from aging and cannot be magically aged. Any penalties they may have already suffered, however, remain in place. Bonuses still accrue as the Immortal ages, but they now gain the +1 bonus to INT, WIS and CHA for every 100 years of life. It must also be noted that Immortals cannot reproduce and will never have children of their own.
Water Breathing (Ex): All immortals can breath underwater.
Quickening: Quickening is the experience of absorbing a slain immortal’s life force. This is experienced as lightning storm from the deceased immortal. Each time an immortal is slain, the victor records the event, acquiring 1/5 of the slain immortal’s Current Quickening points (round down – minimum of 1).
Also note that each time Quickening Points are acquired, it must be recorded what alignment orientation the points came from when they come from an opposed alignment (Good vs. Evil).
(Example: Duncan [LG] slays Kallas [LE] acquiring 10 Quickening points. Kallas is Evil which is an opposition to Duncan, so Duncan records that he has received 10 Evil Quickening points. See “Alignment” below)
Receiving the Quickening: The lightning storm does damage to the receiving immortal, doing a base 1d6 Electricity Damage plus an additional 1d6 per 10 Current Quickening points the dead immortal had. A Fortitude save (DC 10+Constitution modifier of the dead immortal) is allowed for half damage. If the Immortal would be reduced to below 0hp they remain stabilized at 0hp (unconscious) until they heal.
Quickening Fatigue: Absorbing a Quickening does electricity damage based on the power of the slain but it also seriously fatigues the victorious immortal. The immortal remains in the Fatigued state until they have healed to 100% health.
Benefits of the Quickening: All benefits are based on the Current Quickening Points an immortal has.
Death & Resurrection: The time before they are Raised is reduced by ¼ (round up) per 5 Current Quickening points.
Electricity Resistance (Ex): Increases Electricity Resistance by +5 per 15 Current Quickening points.
Fast Healing: Increases next highest Fast Healing (X+1) per 10 Current Quickening points.
Sense Holy Ground: Increases by a 40 yard range for every 10 Current Quickening points.
Sense Quickening: Increases by 10' range for every 5 Current Quickening points.
In addition to increasing their Immortal abilities, Immortals also acquire knowledge and memories from their defeated foes.
Skills: Immortals gain 4 bonus skill points for each 5 Quickening Points acquired from an opponent they slay (round down). These skill points may only be applied to Intelligence, Wisdom or Charisma skills that the previous immortal had ranks in.
Feats: Immortals gain 1 bonus feat from an opponent they slay. This feat is a random feat possessed by the slain immortal. If the opponent already has this feat, they acquire an improved version of the feat if it is available, or they gain nothing.
Saves: Same as the character.
Abilities: Increase from the base creature as follows: +2 Constitution
Immortals gain a +1 bonus to Constitution for each 15 Quickening points acquired as well as a +1 to Strength and Dexterity for every 30 Quickening points acquired.
Skills: Same as the character. Immortals gain bonus skill points based on age as well as quickening. For each 50 years of life the Immortal gains 6+INT bonus skill points to spend on any skills they know.
Feats: Same as the character. Immortals gain bonus feats based on age as well as quickening. For each 50 years of life the Immortal gains 1 bonus general feat.
Climate/Terrain: Same as the character.
Organization: Same as the character.
Challenge Rating/ECL: Same as the character +4.
Alignment: Same as the character. However, there is always the danger of a Light or Dark Quickening among immortals. Repeated Quickenings from an opposed alignment can have a profound effect on an Immortal’s alignment. Each time an immortal takes a Quickening from an immortal of an opposed alignment (in respect to Good and Evil) they must make a Will save (DC 10+1 per 20 Quickening points they have amassed in an opposed alignment). Failure indicates an alignment shift to the opposed alignment. To remove this alignment change, the Immortal must undergo a ritual similar to an Atonement, which will restore their alignment back to its original status.
(Example: Duncan (already having 50 Evil Quickening points) slays Kallas acquiring 10 more Evil Quickening points. Thus Duncan must make a Will save at DC 13 to avoid having his alignment change to Evil.)
Treasure: Same as the character.
Advancement: Same as the character.
Other Information of Note
The Watchers
"I am a Watcher, part of a secret society of men and women who observe ad record, but never interfere. We know the truth about Immortals. In the end there can be only one." - Joe Dawson
Description: A lawful good, secret organization, whose main objective is to keep records and histories on all supernatural creatures and events. The Watchers are divided into many different branches that oversee various supernatural events and creatures. There is a separate branch that specializes in recording the lives and events of the Immortals. This branch of the Watchers usually does not interfere with the events in an Immortals life or the Game; but from time to time, they have also been known to enforce the rules of the game. They prefer to remain in the background, observing and recording the events, but they will take action to protect the secrets they hold. The will also interfere with the game if the need arises. Now this "need" is open to interpretation and it could be used good as will as evil. The main headquarters for the Watchers, is based in Amsterdam, the Immortal branch is located in France.
History: The Watchers have some roots that go all the way back to the “Council” of Atlantis. After the fall, some of the survivors from Atlantis were scattered through out the world. A few members of the council were chosen to watch over those who were chosen to be sent forward to become Immortal. These members kept all the records on the “Game” and any other supernatural events. These records were stored at the great library at Alexandria. The library became the Watchers original main headquarters. Unfortunately, the forces of darkness destroyed the library at Alexandria, and all was lost and nothing remanded of the old records and events. So the true nature of the Immortals, (where they came from, and why they are here), was lost and forever forgotten. The Watchers did not appear again until the time of first Crusade near Leipzig, by a small group of knights. The knights found the chard remains of the library at Alexandria and began to reopen the lost knowledge of the past. This reawakening of knowledge brought the attention of the forces of darkness. A deadly war was fought to put an end to the knights and their findings. Many of the knights paid with their lives for the ancient knowledge. The knights that survive swore to avenge themselves and reorganized into a secret organization known as the “Watchers”. Their goal was to rid the world of the forces of darkness and once more record the events of the “Game”. The knights did not understand what part the Immortals played in world. It seemed that Immortals came in all forms of good, evil, and everything in-between. So they decided not to interfere with the “Game”, until it could understood fully. They took a vowed to only watch and record the lives and events of the ones called “Immortals”. The game must be watched over very carefully. If in the end, the minions of darkness win the final battle, humanity will suffer a great blow and darkness with triumph over the world. The Watchers try to keep accurate records on all the Immortals due to an old legend. The legend states that a “pure form of evil” will take on a physical form, once every 1000 years. Only an Immortal, (known as the chosen one), can defeat this supernatural being and return it back into remission. Which Immortal is the “Chosen One” remains unknown until after the “Great Evil” forms. If the forces of darkness were to win and defeat the chosen Immortal, they would gain the use of the fallen Immortal’s body and soul. The fallen Immortal would become an unstoppable force of evil.
Symbol: The symbol of the Immortal branch of the Watchers is a tattoo located on the left forearm and is used only in the Immortal branch. The various other branch orders also have their own unique symbol. The main symbol for the Watchers as a whole is a monocle with a rim of silver suspended from a fine silver chain. The immortal branch uses the attached symbol.
Membership: The original members of the Watchers were only knights and monks, but as time grew on, the need for people from all walks of life was also needed. The Watchers are made up from all cultures and time periods. Watches characters may be from any region, class, or background.
The Sanctuary
This is an area built on holy ground were an Immortal can retire from the game. The Watchers control and protect sanctuary and any Immortal is free to “drop out” of the game. The Immortals are sedated with drugs and restraints and kept under guard. This maybe considered brutal, but is sometimes the only peace an Immortal can have.