C & F [Character Races, starting options, classes]

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Judging__Eagle
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C & F [Character Races, starting options, classes]

Post by Judging__Eagle »

Immortals

"We'll that Arch-Fiend eventually. Even if we have to kill a million enemies each to get to him."


After a life well or ill-spent, mortals ascend or descend to the lower or upper planes. There they are judged and receive their just rewards for their actions in the name of their chosen ideals.

Some continue to work for their ideals after they are dead and work as mortal agents for the causes that they believed in.

Others are given the chance to become more than their original self and are allowed to begin the climb that has a soul rise to become more than it's former mortal self.

Immortals (both Fiendish and Celestial) are created when the souls of two creatures are combined to make a new creature. Stripping away their former mortal bodies and remaking themselves into a form that is will given shape.

Normally this is done by combining a normally intelligent mortal soul and a normally insightful soul. Usually this means that a humanoid of some kind and an animal of some kind have their souls melded together. The animal providing keen perception of existence and the humanoid providing problem-solving abilities.



So here's the deal: Immortals are made of the souls/wathan/spirit/essense/bullshit of two different creatures, one is an animal of some kind (Bear? Sure. Unicorn... okay. Dragon... yeah, but you only look like one. Chaos Beast... Sure, look at dragon) and a Humanoid of some kind (This isn't exclusive to Humanoid-type creatures however. Almost any intelligent creature that could conceivably be an Immortal. So you could be a horse-centaur Immortal they just look.. more horse-like, so maybe a horses muzzle as well...; but it means that you can have an Ogre-Tiger Fiend or an Illithid-Giraffe Celestial).

Note: You just look like the combination that you select, if you want to be this, you'll have to get the feats or class abilities that fit in with it.

Also, I note humanoids as any creature that conceivably is smart enough to use tools. A


  • Medium Size
  • 30' movement.
  • Outsider Type (Augmented Creature[1] and Augmented Humanoid[2] Subtype)
  • Darkvision
  • Low-light vision
  • Proficient with its natural weapons
  • Proficient with all simple and martial weapons
  • Proficient with light armours and sheilds
  • One bonus feat from the [Immortal, Humanoid] list
  • One bonus feat from the [Immortal, Non-Humanoid] list
  • One bonus feat from the [Immortal, Natural Features] list that they have the appropriate pre-requisites for
  • Only Classes: Immortal Champion and Immortal Theurgist [3]
  • Automatic Languages: Common, Celestial
  • Bonus Languages: Fiendish, Aquan, Auran, Formian, Ignan, Slaad, Sylvan, Terran.


[1]:Refers to the original non-humanoid creature, change as appropriate
[2]:Refers to the Appropriate humanoid creature, change as appropriate.
[3]:Immortals may only select the Immortal Champion and Immortal Theurgist classes as they gain levels. There are no exceptions to this, the two classes may be multiclassed freely.

In addition all Immortals have the following abilities:


Immortal Importance(Ex): Immortals are filled with the conviction that they are living embodiments of will. As such they tend to not hurry to achieve their goals. The most powerful Immortals seem to move at a snail's crawl, yet their progress is impossible to halt.

For every hit dice that an Immortal (Celestial or Fiend) has they may subtract 10 feet from their movement.

Every 10 feet so reduced adds +1 to all dice rolls made by that Immortal until the Immortals next round. This includes (but is not exclusive to) Attack rolls, Damage rolls, Saving Throws and Skill Checks.

In additions they gain DR 1/- per 10 feet sacrificed; this DR is added to any and all existing DR the character has.

If 100 feet of movement are sacrificed, then the bonus increases from +1 to +2 per 10 feet sacrificed.

If 200 feet of movement are sacrificed, then the bonus increases from +1 to +3 per 10 feet sacrificed..

No Immortal may subtract so much movement that they cannot move at least 10 feet that round. They do not have to move, but must be able to move a minimum of 10 feet.



Immortal Champion

"Onward! Let no Fiend or Fiend-friend mortal stand before our forces this day!"

-Reggtar Straighthorns, Auroch-Dwarf Celesitial Champion

"Move you worthless maggots! I'll have your guts as jewellery if you don't bring me the eyes of that Arch-angel!"

-Yoqquas Swordteeth, Smilodon-Elf Fiendish Champion

"Halt! None may enter the gates of my Lord Brand, save those that bear the proper mark."
-Centhos Blackfur, Rat-Human Unaligned Champion

Class Description

The souls of all are judged eventually. Sometimes those souls are worthy to move on to live out their just rewards in Infernal or Celestial guidance

Hit Die:D10
Class Skills: The "...."'s class skills (and the key ability for each skill) are

Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (...) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skills/Level: 6 + Intelligence Bonus
BAB: Good (1/1) Saves: Fort: Good; Reflex: Good; Will: Good


Level, Benefit
1Initiate Champion Ability
2Attribute Boost
3Initiate Champion Ability
4Attribute Boost
5Initiate Champion Ability
6Attribute Boost
7Initiate Champion Ability
8 Attribute Boost
9 Veteran Champion Ability
10 Attribute Boost
11 Veteran Champion Ability
12 Attribute Boost
13 Veteran Champion Ability
14 Attribute Boost
15 Heroic Champion Ability
16 Attribute Boost
17 Heroic Champion Ability
18 Attribute Boost
19 Heroic Champion Ability
20 Attribute Boost



Initiate Champion Ability:
-+4 Dodge bonus to AC
-+4 Sacred Bonus to Natural Armour
-+30' (Insight Bonus) to speed
-DR (lvl+2)/Magic
-All of your Melee Attacks deal +1 damage/Character Level
-You have wings (they may only be used to hover on a plane or descend only)
-You may cast Detect Evil at will; you deal +1d3 damage every 2 lvls vs evil targets with any damage rolls that you make
-You have a breathe weapon; choose and energy type from the following: (Acid, Cold, Fire, Electricity, Sonic). You may cast an effect just like Burning Hands once every 1d4 rounds, except that it deals damage of the energy type you selected
-You may cast Dimension Door once every 5 rounds, You can never carry more than your maximum load when doing so and cannot bring other people unless you can carry them and you are still not over your maximum load.
-When striking an enemy, you may choose to not deal any damage, instead you perform a trip check. Your check is equal to the damage rolled.

Attribute Boost: At 1st level and every odd numbered level afterwards, the Immortal Champions physical attributes improve, as if it had gained several character levels. Every time the Immortal Champion gains an attribute boost, one of his physical attributes irrevocably increase by 1.

Veteran Champion Ability:
-2 abilities from the Initiate Champion list
-+4 deflection bonus to AC
-+30' (Competence Bonus) to speed
-Wings (Fly at ground speed, avg maneuverability); if you already had wings your maneuverability improves by one step and you gain +20' more speed when flying.
-DR (lvl+5)/ Iron or Silver (?)
-SR (lvl+5) (?)
-All of your attacks with weapons deal +2 damage/Character Level
-When you strike a creature with Spell Resistance you may choose to not deal damage and instead lower their Spell Resistance by 1 for every 5 points of damage that you would have dealt
-You have a breathe weapon; choose and energy type from the following: (Acid, Cold, Fire, Electricity, Sonic). You may cast an effect just like Lighting Bolt once every 1d4 rounds, except that it deals damage of the energy type you selected; If you already had the breath weapon ability you may use a 30 foot cone instead of the 120 foot line and you may use your previously selected energy type with this ability
-You are able to create a Plane Shift effect by performing a gesture that you define upon gaining this ability (Slash the air with a weapon, Say a specific word, make a complex limb and or hand gestures).



Heroic Champion Abilities:
-Wings (Fly at ground speed, good maneuverability); if you already had wings your maneuverability improves by one step and you gain +20' more speed when flying. You may cast Gate, but you may not use the Calling effect.
-


Feats


Humanoid Feats

Intelligent [Immortal, Humanoid]
You have retained a spark of humanoid curiosity in your surroundings and you thus learn things easier.

Benefit:: Your Intelligence score gains a +2 bonus.

Perceptive [Immortal, Humanoid]
You are in tune with your surroundings and notice anything that seems out of the ordinary.

Benefit:: Your Wisdom score gains a +2 bonus.

Charismatic [Immortal, Humanoid]
You are able to tell the difference between yourself and other creatures. This allows you to communicate with them in an easier fashion.

Benefit:: Your Charisma score gains a +2 bonus.


[Immortal, Humanoid]
Prerequisite:
Benefit::



Non-Humanoid Feats

Brawn [Immortal, Non-Humanoid]
Your muscles are full of explosive power.

Benefit:: Your Strength score gains a +2 bonus


Vitality [Immortal, Non-Humanoid]
Your body is able to endure extreme punishment.

Benefit:: Your Constitution score gains a +2 bonus

Agility[Immortal, Non-Humanoid]
You are able to lithely move yourself.

Benefit:: Your Dexterity score gains a +2 bonus.


[Immortal, Non-Humanoid]
Benefit::


Natural Features

Constricting Immortal [Immortal, Natural Features]
Your legs merge into a long tail, and you gain the ability to squeeze the life from your foes.
Benefits: On a successful Grapple check, you can choose to do a 1d4 (per character level) Constricting attack as a normal attack.
Due to you change in form and body type, you can only use nonstandard-sized armor.

Extra Arms [Immortal, Natural Features]
You have more arms than normal.
Benefit: You have two extra humanoid arms. Each arm has your full strength and dexterity.
Special: You may take this feat more than once, its effects stack. You must have a minimum of 6 levels for each iteration of this feat (so a 6th level character may have 2 sets of extra arms).

Huge Size [Immortal, Natural Features]
Your size increases to Huge.
Prerequisites: Character level 10
Benefits: If your size would normally be Large without this feat, it increases to Huge (with all the usual changes).

Large Size [Immortal, Natural Features]
Your size increases to Large.
Prerequisites: Character level 5.
Benefits: If your size would normally be Medium without this feat, it increases to Large (with all the usual changes).


Pincers [Immortal, Natural Features]
Two of your hands are converted into pincers.
Benefit: Each Pincer is a natural weapon, and attacks made with the Pincer are considered to have the Improved Grab ability. These Pincers deal 1d4 damage if you are medium sized, scaling up or down depending on your size.

Poison Sacs [Immortal, Natural Features]
One of your natural weapons is envenomed.
Prerequisite: Must have one level of a Fiend class.
Benefit: When you gain this ability choose any poison in Dungeons and Dragons with a DC equal or less to the DC your poison would have (Half HD + Con mod). You poison does ability damage or special effects equal to the poison chosen.
Once chosen, your poison type does not change, but your poison DC will increase when your HD or Con modifier increase.

Slime Trail [Immortal, Natural Features]
You bodies secretes a slick mucus that dries quickly in contact with air, but you’ve learned to use this to your advantage.
Prerequisites: Character level 2.
Benefits: Your square counts as is the spell grease has been cast in it, and this effect ends when you leave a square and renews itself at the end of your turn. You are immune to this grease effect.
You also gain a +4 bonus any checks to escape a Grapple.


Spines of Fury[Immortal, Natural Features]
Spines cover your body, and you may fire these spine at your enemies.
Prerequisites: Character level 3.
Benefits: You may fire up to two of your body’s protruding spines per round as a standard action. You are proficient in these spines, and they have the same game effects as daggers. You may also remove them and use them as daggers, and they count as your natural weapons for purposes of damage reduction and spell effects. You body has a number of spines equal to twice your character level, and regenerate these amounts after one day of rest.

Sting of the Scorpion [Immortal, Natural Features]
You have a viciously barbed tail that carries a lethal poison.
Benefit: You have a stinger as a natural weapon that carries a poison that inflicts initial and secondary damage of 1d6 Con. The save DC is Constitution based. You may only inject a number of doses of poison per day equal to your Con bonus.

Supernatural Virulence [Immortal, Natural Features]
Your poison is as much magical as it is biological.
Prerequisite: Must have a poisonous natural weapon.
Benefit: Choose one of your spell-like abilities of 3rd level or lower. Any time you successfully poison a victim, they are also targeted by this spell-like ability as if this effect was cast (this expends one use of the ability). While poisoned with your venom, the victim cannot be effected by your spell-like ability again.

Claws[Immortal, Natural Features]
Your animal soul was that of a creature with slashing claws, your Immortal form incorporates that feature.

Benefit:: You gain two claw attacks, they deal 1d8 damage each if you are medium sized, scaling up or down depending on your size. If used in addition to an other attack they suffer a -5 to hit.

Horns[Immortal, Natural Features]
Your animal soul was that of a creature with a single or multiple goring horns, your Immortal form incorporates that feature.

Benefit:: You gain a gore attack, it deals 2d6 damage each if you are medium sized, scaling up or down depending on your size. If used in addition to an other attack it suffers a -5 to hit.

Bite[Immortal, Natural Features]
Your animal soul was that of a creature with a powerful jaws or sharp fangs or both your Immortal form incorporates that feature.

Benefit:: You gain a bite attack, it deals 1d6 damage each if you are medium sized, scaling up or down depending on your size. If used in addition to an other attack it suffers a -5 to hit.

Stinger[Immortal, Natural Features]
Your animal soul was that of a creature with a stinger your Immortal form incorporates that feature.

Benefit:: You gain a sting attack, it deals 1d8 damage each if you are medium sized, scaling up or down depending on your size. If used in addition to an other attack it suffers a -5 to hit.

Slam[Immortal, Natural Features]
Your animal soul was that of a creature with a powerful limbs or hard-covered appendages or tentacles or all three. Your Immortal form incorporates that feature.

Benefit:: You gain a slam attack for every limb that is empty, they deals 1d6 damage each if you are medium sized, scaling up or down depending on your size. If used in addition to an other attack it suffers a -5 to hit.



[Immortal, Natural Features]
Benefit::


This will need some cleaning up now. Gotta go eat some lunch and go to class.
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Re: C & F [Character Races, starting options, classes]

Post by JonSetanta »

Hm this is like my halfassed racial feats idea. Prak would probably remember it, posted somewhere in the WOTC forum mess.

All in all stats-from-feats is a good thing yet missing in D&D.
The Epic ones are 1 feat for +1 stat.
Maybe it's balanced if these are Inherent bonuses and don't stack with magical item boosts and Wish? Inherent limit is +5.
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Judging__Eagle
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Re: C & F [Character Races, starting options, classes]

Post by Judging__Eagle »

Rofl, not even.

These are unnamed bonuses. I never state that they of any one type.

Really, I arranged it this way so that people can say:

Player: I want to play.... a Grey Elf Bear!

DM: Okay, grab Intelligent and either Brawn or Vitality. Bang, smart and strong or smart and tough.

Instead of having a dozen different animals and humanoids with different 'racial' stat modifiers that all look alike, I have a list of 3 mental stat boost feats and 3 physical stat boost feats.

So, instead of actually giving people stat mods; they pick a feat to customize 'their' Immortal.
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Re: C & F [Character Races, starting options, classes]

Post by JonSetanta »

This is going in with your angels idea on the other thread?
The Adventurer's Almanac wrote:
Fri Oct 01, 2021 10:25 pm
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Judging__Eagle
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Re: C & F [Character Races, starting options, classes]

Post by Judging__Eagle »

Yeah, I put the ideas there, I'm posting the actual rules stuff here. Slowly.
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Re: C & F [Character Races, starting options, classes]

Post by Judging__Eagle »

updated a bit. I need ideas for abilities mostly. High lvl ones really.
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