The Vorpal Tribble
First Post
Immortal
Some beings are just not meant to die. Blessed by the gods, descendant of an immortal ancestor, or simply a fluke of nature, they are destined for something beyond their mortal kin.
They often go through stages as the centuries pass by, trying many different occupations, finally boring of them over the decades. As such, many immortals become filled with innui and are dominated by boredom, while other, more patient individuals devote themselves to long-term tasks and goals that may take millenia to come to fruition.
Immortals thus tend to have high levels in various classes while immortals that advance by hit dice are normally found at their maximum advancement.
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Sample Immortal Creature
Fangorn
Immortal Treant
Gargantuan Plant
Hit Dice: 41d8+328 (512 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 30 (+7 competence, +17 natural, -4 size), touch 13, flat-footed 30
Base Attack/Grapple: +30/+56
Attack: Slam +40 melee (4d6+14)
Full Attack: 2 slams +40 melee (4d6+14)
Space/Reach: 20 ft./20 ft.
Special Attacks: Animate trees, double damage against objects, trample 3d6+21
Special Qualities: Been there done that, damage reduction 10/slashing, eternal youth, low-light vision, plant traits, regeneration 10, vulnerability to fire
Saves: Fort +30, Ref +13, Will +22
Abilities: Str 39 (+14), Dex 10, Con 27 (+8), Int 16, Wis 24 (+7), Cha 16
Skills: Balance +10, Diplomacy +47, Handle Animal +47, Heal +29, Hide +32*, Intimidate +47, Jump +36, Knowledge (geography) +47, Knowledge (history) +57, Knowledge (nature) +47, Listen +52, Move Silently +44, Sense Motive +52, Search +47, Sense Motive +52, Spot +52, Survival +52 (+54 aboveground)
Feats: Awesome Blow, Combat Focus, Combat Stability, Earth's Embrace, Improved Bull Rush, Improved Natural Attack (slam), Improved Rock Hurling, Improved Sunder, Iron Will, Jack of All Trades(B), Multisnatch, Rock Hurling, Snatch, Track, Power Attack
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 21
Treasure: Standard
Alignment: Neutral good
Advancement: 8–16 HD (Huge); 17–41 HD (Gargantuan)
Fangorn speaks his own language plus Auran, Elven, Common, Orc, Sylvan and Terran.
Combat
Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.
Been There, Done That (Ex): Fangorn gains a +4 bonus to saves against fear, including intimidation.
Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.
Eternal Youth (Ex): Fangorn does not age but remains at his adult physical peak. He takes no ability score penalties for aging and cannot be magically aged.
Regeneration (Ex): Fire and acid deal normal damage to fangorn. If Fangorn loses a limb or body part, the lost portion regrows in 1d6 minutes. He cannot reattach the severed member.
Trample (Ex): Reflex DC 44 half. The save DC is Strength-based.
Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.
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Creating an Immortal Creature
"Immortal" is an inherited template that can be added to any living creature, hereafter referred to as the base creature.
An immortal creature uses all the base creature's statistics and special abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type: Size and type is unchanged.
Armor Class: An immortal creature gains a competence bonus to its armor class equal to its wisdom modifier.
Special Qualities: An immortal creature retains all qualities of the base creature plus the following qualities.
Been There, Done That (Ex): An immortal creature is difficult to impress from an extended lifetime of experiences. An immortal creature gains a +4 bonus to saves against fear, including intimidation.
As well, they may pick 4 extra languages known.
Eternal Youth (Ex): An immortal creature does not age but remains at their adult physical peak. They take no ability score penalties for aging and cannot be magically aged.
Regeneration (Ex): An immortal creature gains regeneration 10. Fire and acid deal normal damage to an immortal. If an immortal loses a limb or body part, the lost portion regrows in 1d6 days. The immortal cannot reattach the severed member.
Abilities: Increase from the base creature as follows: Str +2, Dex +2, Con +2, Int +4, Wis +8, Cha +4.
Skills: An immortal with an intelligence score higher than 3 has skill points equal to (12 + Int modifier) x (HD +3). Do not include Hit Dice from class levels in this calculation - the immortal gains skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. No skills are considered cross-class for an immortal.
An immortal gains a +10 bonus to Balance and Knowledge (history) checks.
Feats: An immortal creature with an intelligence score of 3 or higher gains Jack of All Trades as a bonus feat. Otherwise same as base creature.
Challenge Rating: As base creature +5.
Advancement: An immortal creature that advances by hit dice has the limit of their maximum hit dice increased by 10 + 2 per size category above tiny at maximum advancement.
For example, a creature that can be advanced to 20 Hit Dice and achieves a size of Large can be advanced another 16 hit dice.
Level Adjustment: +8
Some beings are just not meant to die. Blessed by the gods, descendant of an immortal ancestor, or simply a fluke of nature, they are destined for something beyond their mortal kin.
They often go through stages as the centuries pass by, trying many different occupations, finally boring of them over the decades. As such, many immortals become filled with innui and are dominated by boredom, while other, more patient individuals devote themselves to long-term tasks and goals that may take millenia to come to fruition.
Immortals thus tend to have high levels in various classes while immortals that advance by hit dice are normally found at their maximum advancement.
-=-=-=-=-=-
Sample Immortal Creature
Fangorn
Immortal Treant
Gargantuan Plant
Hit Dice: 41d8+328 (512 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 30 (+7 competence, +17 natural, -4 size), touch 13, flat-footed 30
Base Attack/Grapple: +30/+56
Attack: Slam +40 melee (4d6+14)
Full Attack: 2 slams +40 melee (4d6+14)
Space/Reach: 20 ft./20 ft.
Special Attacks: Animate trees, double damage against objects, trample 3d6+21
Special Qualities: Been there done that, damage reduction 10/slashing, eternal youth, low-light vision, plant traits, regeneration 10, vulnerability to fire
Saves: Fort +30, Ref +13, Will +22
Abilities: Str 39 (+14), Dex 10, Con 27 (+8), Int 16, Wis 24 (+7), Cha 16
Skills: Balance +10, Diplomacy +47, Handle Animal +47, Heal +29, Hide +32*, Intimidate +47, Jump +36, Knowledge (geography) +47, Knowledge (history) +57, Knowledge (nature) +47, Listen +52, Move Silently +44, Sense Motive +52, Search +47, Sense Motive +52, Spot +52, Survival +52 (+54 aboveground)
Feats: Awesome Blow, Combat Focus, Combat Stability, Earth's Embrace, Improved Bull Rush, Improved Natural Attack (slam), Improved Rock Hurling, Improved Sunder, Iron Will, Jack of All Trades(B), Multisnatch, Rock Hurling, Snatch, Track, Power Attack
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 21
Treasure: Standard
Alignment: Neutral good
Advancement: 8–16 HD (Huge); 17–41 HD (Gargantuan)
Fangorn speaks his own language plus Auran, Elven, Common, Orc, Sylvan and Terran.
Combat
Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.
Been There, Done That (Ex): Fangorn gains a +4 bonus to saves against fear, including intimidation.
Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.
Eternal Youth (Ex): Fangorn does not age but remains at his adult physical peak. He takes no ability score penalties for aging and cannot be magically aged.
Regeneration (Ex): Fire and acid deal normal damage to fangorn. If Fangorn loses a limb or body part, the lost portion regrows in 1d6 minutes. He cannot reattach the severed member.
Trample (Ex): Reflex DC 44 half. The save DC is Strength-based.
Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.
-=-=-=-=-
Creating an Immortal Creature
"Immortal" is an inherited template that can be added to any living creature, hereafter referred to as the base creature.
An immortal creature uses all the base creature's statistics and special abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type: Size and type is unchanged.
Armor Class: An immortal creature gains a competence bonus to its armor class equal to its wisdom modifier.
Special Qualities: An immortal creature retains all qualities of the base creature plus the following qualities.
Been There, Done That (Ex): An immortal creature is difficult to impress from an extended lifetime of experiences. An immortal creature gains a +4 bonus to saves against fear, including intimidation.
As well, they may pick 4 extra languages known.
Eternal Youth (Ex): An immortal creature does not age but remains at their adult physical peak. They take no ability score penalties for aging and cannot be magically aged.
Regeneration (Ex): An immortal creature gains regeneration 10. Fire and acid deal normal damage to an immortal. If an immortal loses a limb or body part, the lost portion regrows in 1d6 days. The immortal cannot reattach the severed member.
Abilities: Increase from the base creature as follows: Str +2, Dex +2, Con +2, Int +4, Wis +8, Cha +4.
Skills: An immortal with an intelligence score higher than 3 has skill points equal to (12 + Int modifier) x (HD +3). Do not include Hit Dice from class levels in this calculation - the immortal gains skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. No skills are considered cross-class for an immortal.
An immortal gains a +10 bonus to Balance and Knowledge (history) checks.
Feats: An immortal creature with an intelligence score of 3 or higher gains Jack of All Trades as a bonus feat. Otherwise same as base creature.
Challenge Rating: As base creature +5.
Advancement: An immortal creature that advances by hit dice has the limit of their maximum hit dice increased by 10 + 2 per size category above tiny at maximum advancement.
For example, a creature that can be advanced to 20 Hit Dice and achieves a size of Large can be advanced another 16 hit dice.
Level Adjustment: +8
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