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<blockquote data-quote="BenjaminB" data-source="post: 932806" data-attributes="member: 12361"><p>This template is for an upcoming low-level D&D game I'm running- 1st level, a low-magic setting (but PC's get the normal class magic stuff as extraordinary individuals) with minor asian influences mixed with Fafard and the Grey Mouser style heroic fanatsy. Advancement will be slow, but the stakes of the adventures will be high. A +1 sword is a major find (with no generic magic items- everything has a history and intresting name and FX), and a for a wizard finding a new spell is better than finding a gem of the first water. The social concequences for violence and such will be real- a gritty sort of setting. It takes place in an oddly anachronistic anchient pile of a city (both Lahnkmar and Ahnk and Moorpork) governed by a primitive democratic republic. Politics are <em>murder</em>. </p><p></p><p>Oh, and the PC's are (for some unacountable and highly sinister reason) immortal.</p><p></p><p>Here is the Immortal template I'd like critiqued. Its not quite like Highlander immortality- no prize for killing and no "buzz" for detecting other immortals, and it can be applied to everything from a chipmunk to a dragon. Oh, and if Immortal, a magic user's familiar is also Immortal. So, here it is:</p><p></p><p><strong>Immortal (Template)</strong></p><p>For whatever reason, some creatures defy death, they remain healthy and vigorous years and lifetimes beyond their prime, and no injury may slay them. As heroes and allies, such creatures are relentless, forthright and deathless champions. As villains and enemies, they are the worst kind of evil, returning again and again like a plague without a cure. When a creature becomes immortal, its ageing slows and eventually halts- typically while the creature is still in its prime. Afterwards, all injuries- regardless of how terrible- are recovered from. This isn’t the cursed immortality of the Undead, but rather a heightened state of life, and the energies of the cosmos flow stronger through an Immortal than through mortal creatures. Immortals can only truly die by each other’s hand, and as rare as these blessed (or cursed) beings are, this is an even rarer circumstance. In addition to its normal creature type, Immortals are considered neutral Outsiders, neither inherently aligned with good or evil, infernal or celestial, but somehow made greater by their state of existence. Beyond this creature type, they have no other characteristics in common with Outsiders. Immortals need not be intelligence- even beasts become immortal sometimes, and stories of great and dangerously intelligent wolves abound, wolves who shrug off arrows like biting flies, and who never step in the trap.</p><p></p><p><strong>Hit Dice</strong>: As per base creature.</p><p><strong>Speed</strong>: As per base creature.</p><p><strong>AC<strong>: As per base creature.</strong></strong></p><p><strong><strong><strong>Attacks</strong>: As per base creature.</strong></strong></p><p><strong><strong><strong>Special Attacks:</strong> </strong></strong></p><p><strong><strong><em>Slay Immortals</em>. One immortal can truly kill another. This requires the slayer to reduce his foe to 0 Hit Points, then strike the killing blow. The killing blow must be delivered with a touch- through a melee weapon, unarmed attack, or touch spell. The physical connection to the foe is what makes this slaying possible, and thus ranged attacks cannot be used to slay another immortal (even a Point Blank Shot or Ranged Touch Attack). </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Special Qualities:</strong> </strong></strong></p><p><strong><strong><em>Undying:</em> Immortals can not be killed through any normal means- even a Wish spell can’t take their lives (though it would be easy to arrange for another immortal to do the job with such mighty magic). It is impossible to sever an immortal’s limbs- his body can’t be disjointed or completely destroyed. Even if thrown into a volcano or blasted by dragon fire, a burned and blackened body will remain (even it little but the skeleton is left). Injuries, scars, and maiming received before the exaltation into immortality will remain, however. If reduced to 0 Hit Points, an Immortal looses consciousness normally, however he continues to recover normally and will regain consciousness when his Hit Points total rises above 0. </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><em>Fast Healing</em> : Immortals recover 5 hit points plus or minus their Constitution modifier (minimum 1) every round they are conscious. If unconscious due to injury, they heal this number of hit points every minute. If he is suffering damage at a faster rate than he heals it, an immortal can be kept in a constant state of torment and agony. </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><em>Rejuvenation:</em> Immortals heal ability damage the same way they heal hit points (5 plus or minus Con bonus, minimum 1) only hourly rather than every round. They recover from energy draining attacks at the same rate. Undead who survive on drained life force can not subsist on the essence of an Immortal, and will find their life energy tasty but not nourishing. </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><em>Immunity to Age:</em> Once their age stabilizes, immortals are immune to the effects of time and entropy. They are immune to any effect which would impose rapid aging (or a reduction in age). </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Saves:</strong> As base creature</strong></strong></p><p><strong><strong><strong>Ability Scores:</strong> As base creature</strong></strong></p><p><strong><strong><strong>Skills:</strong> As base creature</strong></strong></p><p><strong><strong><strong>Feats:</strong> As base Creature</strong></strong></p><p><strong><strong><strong>Climate/Terrain:</strong> Typically as with base creature, though immortals tend to wander over the years. Humanoid immortals often leave their native lands and wander so as to avoid being recognized as immortal- a state which seems to bring mixed fear and jealousy from most mortal populations. Since most immortals have no idea how they came by their state, no matter how badly tortured, they can’t reveal its secrets to a ageing king or power-mad sorcerer.</strong></strong></p><p><strong><strong><strong>Organization:</strong> Typically found alone, or with a mixed group of like minded mortals. Occasionally- for deeds of great and cosmic import- immortals may gather into groups.</strong></strong></p><p><strong><strong><strong>CR:</strong> +5 to base creature’s CR.</strong></strong></p><p><strong><strong><strong>Treasure:</strong> Varies widely wit base creature, temperament, and fortune.</strong></strong></p><p><strong><strong><strong>Alignment:</strong> Begins as with base creature, but given time, saints may become sinners, and villains become heroes. Over the centuries, Immortals typically slide from alignment to another gradually. </strong></strong></p><p><strong><strong><strong>Advancement:</strong> As with base creature, however even ancient Immortals often lack the skill and power one would expect them to accumulate. The effects of boredom, laziness, ennui, hedonism, and procrastination often leave their capabilities within the realm of normal possibility. They advance as their experience and nature dictate. </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>OK, comments? Sugegstions? </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>-Ben</strong></strong></p></blockquote><p></p>
[QUOTE="BenjaminB, post: 932806, member: 12361"] This template is for an upcoming low-level D&D game I'm running- 1st level, a low-magic setting (but PC's get the normal class magic stuff as extraordinary individuals) with minor asian influences mixed with Fafard and the Grey Mouser style heroic fanatsy. Advancement will be slow, but the stakes of the adventures will be high. A +1 sword is a major find (with no generic magic items- everything has a history and intresting name and FX), and a for a wizard finding a new spell is better than finding a gem of the first water. The social concequences for violence and such will be real- a gritty sort of setting. It takes place in an oddly anachronistic anchient pile of a city (both Lahnkmar and Ahnk and Moorpork) governed by a primitive democratic republic. Politics are [I]murder[/I]. Oh, and the PC's are (for some unacountable and highly sinister reason) immortal. Here is the Immortal template I'd like critiqued. Its not quite like Highlander immortality- no prize for killing and no "buzz" for detecting other immortals, and it can be applied to everything from a chipmunk to a dragon. Oh, and if Immortal, a magic user's familiar is also Immortal. So, here it is: [B]Immortal (Template)[/B] For whatever reason, some creatures defy death, they remain healthy and vigorous years and lifetimes beyond their prime, and no injury may slay them. As heroes and allies, such creatures are relentless, forthright and deathless champions. As villains and enemies, they are the worst kind of evil, returning again and again like a plague without a cure. When a creature becomes immortal, its ageing slows and eventually halts- typically while the creature is still in its prime. Afterwards, all injuries- regardless of how terrible- are recovered from. This isn’t the cursed immortality of the Undead, but rather a heightened state of life, and the energies of the cosmos flow stronger through an Immortal than through mortal creatures. Immortals can only truly die by each other’s hand, and as rare as these blessed (or cursed) beings are, this is an even rarer circumstance. In addition to its normal creature type, Immortals are considered neutral Outsiders, neither inherently aligned with good or evil, infernal or celestial, but somehow made greater by their state of existence. Beyond this creature type, they have no other characteristics in common with Outsiders. Immortals need not be intelligence- even beasts become immortal sometimes, and stories of great and dangerously intelligent wolves abound, wolves who shrug off arrows like biting flies, and who never step in the trap. [B]Hit Dice[/B]: As per base creature. [B]Speed[/B]: As per base creature. [B]AC[B]: As per base creature. [B]Attacks[/B]: As per base creature. [B]Special Attacks:[/B] [I]Slay Immortals[/I]. One immortal can truly kill another. This requires the slayer to reduce his foe to 0 Hit Points, then strike the killing blow. The killing blow must be delivered with a touch- through a melee weapon, unarmed attack, or touch spell. The physical connection to the foe is what makes this slaying possible, and thus ranged attacks cannot be used to slay another immortal (even a Point Blank Shot or Ranged Touch Attack). [B]Special Qualities:[/B] [I]Undying:[/I] Immortals can not be killed through any normal means- even a Wish spell can’t take their lives (though it would be easy to arrange for another immortal to do the job with such mighty magic). It is impossible to sever an immortal’s limbs- his body can’t be disjointed or completely destroyed. Even if thrown into a volcano or blasted by dragon fire, a burned and blackened body will remain (even it little but the skeleton is left). Injuries, scars, and maiming received before the exaltation into immortality will remain, however. If reduced to 0 Hit Points, an Immortal looses consciousness normally, however he continues to recover normally and will regain consciousness when his Hit Points total rises above 0. [I]Fast Healing[/I] : Immortals recover 5 hit points plus or minus their Constitution modifier (minimum 1) every round they are conscious. If unconscious due to injury, they heal this number of hit points every minute. If he is suffering damage at a faster rate than he heals it, an immortal can be kept in a constant state of torment and agony. [I]Rejuvenation:[/I] Immortals heal ability damage the same way they heal hit points (5 plus or minus Con bonus, minimum 1) only hourly rather than every round. They recover from energy draining attacks at the same rate. Undead who survive on drained life force can not subsist on the essence of an Immortal, and will find their life energy tasty but not nourishing. [I]Immunity to Age:[/I] Once their age stabilizes, immortals are immune to the effects of time and entropy. They are immune to any effect which would impose rapid aging (or a reduction in age). [B]Saves:[/B] As base creature [B]Ability Scores:[/B] As base creature [B]Skills:[/B] As base creature [B]Feats:[/B] As base Creature [B]Climate/Terrain:[/B] Typically as with base creature, though immortals tend to wander over the years. Humanoid immortals often leave their native lands and wander so as to avoid being recognized as immortal- a state which seems to bring mixed fear and jealousy from most mortal populations. Since most immortals have no idea how they came by their state, no matter how badly tortured, they can’t reveal its secrets to a ageing king or power-mad sorcerer. [B]Organization:[/B] Typically found alone, or with a mixed group of like minded mortals. Occasionally- for deeds of great and cosmic import- immortals may gather into groups. [B]CR:[/B] +5 to base creature’s CR. [B]Treasure:[/B] Varies widely wit base creature, temperament, and fortune. [B]Alignment:[/B] Begins as with base creature, but given time, saints may become sinners, and villains become heroes. Over the centuries, Immortals typically slide from alignment to another gradually. [B]Advancement:[/B] As with base creature, however even ancient Immortals often lack the skill and power one would expect them to accumulate. The effects of boredom, laziness, ennui, hedonism, and procrastination often leave their capabilities within the realm of normal possibility. They advance as their experience and nature dictate. OK, comments? Sugegstions? -Ben[/B][/B] [/QUOTE]
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