Highlander Style Immortals for 4e

Post/Author/DateTimePost
#1

darth_singe

Sep 14, 2009 0:18:17

Yup, its another one of those threads.


Anyhew, this is what I've come up with in the past 2 hours. Mind you this is a very rough cut, i haven't even spell checked it yet. When I like it enough, I may port it into d&d and into my Modern/4e hybrid. it is based on the heritage type feats (ala the Dhampyre stuff), though I have done it based on templates in the past.


enjoy


 


Immortal Heritage [Immortal Bloodline]
Prerequisite: Must be human
Benefit: You are immortal, and can be affected by powers, effects, and abilities that target or specifiy immortals. You stop aging, and can never die of old age. You gain Regeneration 1 (Your regeneration increases to 3 at 11th level and to 5 at 21st level). In addition, you gain the Immortal Healing and Absorb Quickening powers. You immediately sense the presence of each other immortal within 10 squares. You gain 1 Quickening point.

Immortal Healing            Feat Power
At-Will
Free Action            Personal
Trigger: You die by any means other than decapitation.
Effect: You keep your place in the Initiative order, as you are not truly dead. In addition, at the end of each of your turns you may roll a d20. If the result is 10 or higher, you may rise on your next turn (as a move action) with 10 hit points.

Absorb Quickening        Feat Power
At-Will
Free Action            Personal
Trigger: You kill another immortal by cutting off his head.
Effect: You gain 1 quickening point. In addition, you may retrain any feat you have for any Quickening or Immortal Bloodline feat your opponent had.

Quickening Points
    Quickening Points are a lot like action points and have some things in common with healing surges. They allow you to do things beyond the normal ken of mortal man. Normally you can spend only one quickening point per encounter (see ‘Facing Another Immortal’ below). Like healing surges, your total number of quickening points are returned to you at the end of an extended rest. You may spend a quickening point to gain one of the following benefits:

    -Gain 1 action point.
    -Gain a +5 bonus to any single skill check or ability check.
    -Spend a healing surge.
    -Gain proficiency with a single weapon or type of armor until the end of the encounter.
    -Activate a feat or power that requires you to spend a quickening point.
    -Get a +1 bonus to a single attack roll.

    You can gain quickening points in a few different ways. The first way is by using the Absorb Quickening power after killing another immortal in combat. Also, each time you gain a level, you gain a quickening point.

Facing Another Immortal
    The cardinal rule among the immortals is that there can be only one. They must fight for an enigmatic prioze, which has been rumored to be the ability to use all the powers of all the immortals to have ever lived. Such power indeed. When facing another immortal in combat, there are a few special rules that apply (these are not the honorary rules of the game. See ‘Rules of The Game’ below).
    First, an immortal combatant may spend any number of quickening points during an encounter (but no more than one per round) when facing another immortal.
    Second, if an immortal scores a critical hit on another immortal, there is a chance the immortal who suffered the critical hit is decapitated. The immortal who scored the critical hit rolls another d20. If the result is another natural 20, the immortal that suffered the critical hit must make a saving throw or be decapitated.
    Lastly, any time one immortal perfroems a Coup De Grace on another immortal, the immortal that suffered the Coup De Grace is decapitated.

Quickening Feats

Immortal Fury [Immortal Bloodline]
Prerequisite: Immortal, Human
Benefit: While bloodied, you gain a +1 bonus to attack rolls against immortal enemies.

Immortal Resilience [Immortal Bloodline]
Requirement: Immortal, Human
Benefit: You can use your Second Wind as a move action instead of as a standard action.

Headhunter [Immortal Bloodline]
Requirement: Immortal, Human
Benefit: You get a +1 bonus to attack rolls against bloodied immortal foes.

Improved Immortal Regeneration [Immortal Bloodline]
Requirement: Immortal, Human
Benefit: Increase your regeneration by 2.

Quickening Surge [Immortal Bloodline]
Requirement: Immortal, Human
Benefit: You can substitute any 1st or 2nd level encounter power for the Quickening Surge power.

    Quickening Surge        Feat Power
    Encounter        Personal
    Minor Action
    Requirement: You must spend a quickening point to activate this power.
    Effect: Spend a healing surge. In addition, you regain an additional 1d6 hit points. Increase the     additional amount if hit points regained to 2d6 at 11th level, and to 3d6 at 21st level.

Immortal Battle Sense [Immortal Bloodline]
Requirement: Immortal, Human
Benefit: You get a +2 bonus to Initiative. In addition, you get a +1 bonus to all defenses during the first round of combat.
Quickening Point: You can spend a quickening point to gain a +1 bonus to all defenses until the end of the encounter.

Immortal Presence [Immortal Bloodline]
Requirement: Immortal, Human
Benefit: Other immortals can sense your presence from 15 squares away. In addition, when facing another immortal in combat, the enemy immortal suffers a -1 penalty to attack rolls against you until he makes a successful attack against you.
Quickening Point: You can spend a quickening point to increase the attack penalty to -2.

Lifedrinker [Immortal Bloodline]
Requirement: Immortal, Human
Benefit: When using the Absorb Quickening power, you gain an additional quickening point.

Quickening Celerity [Immortal Bloodline]
Requirement: Immortal, Human
Benefit: You can substitute any 3rd level or higher encounter power for Quickening Celerity.
   
    Quickening Celerity        Feat Power
    Encounter
    Move Action            Personal
    Requirement: You must spend a quickening point in order to use this power.
    Effect: Increase your speed by +2 for the remainder of the encounter. In addition, you get a +2     power bonus to opportunity attacks.

Martial Celerity [Immortal Bloodline]
Requirement: Immortal, Human, Quickening Celerity
Benefit: While your Quickening Celerity power is active, you can use a melee at-will attack power when making an attack of opportunity instead of a melee basic attack.

Shared Quickening [Immortal Bloodline]
Requirement: Immortal, Human
Benefit: When an immortal within 10 squares of you is decapitated, and you did not kill that immortal, you can still gain 1 quickening point.

Immortal Durability [Immortal Bloodline]
Requirement: Immortal, Human
Benefit: The first time you are bloodied during an encounter, you regain a healing surge.
Quickening Point: If you spend a Quickening Point, you can instead regain two healing surges.

Immortral Perseverance [Immortal Bloodline]
Requirement: Immortal, Human
Benefit: You get a +1 feat bonus to all saving throws.
Quickening Point: You can spend a quickening point to gain a +2 feat bonus to all saving throws until the end of the encounter.

Immortal Knowledge [Immortal Bloodline]
Requirement: Immortal, Human
Benefit: When spending a quickening point to gain a +5 bonus to a skill, you can make checks with that skill as if you were trained with that skill until the end of your next turn.

Immortal Linguist [Immortal Bloodline]
Requirement: Immortal, Human
Benefit: You can trade any 2nd level or higher utility power for Immortal Linguist.

    Immortal Linguist        Feat Power
    At-Will
    Minor Action            Persaonal
    Requirement: You must spend a quickening point to activate this power.
    Effect: Select a language. Until the end of the encounter, you can speak, read, and write that     language fluently.

Quickening Stealth [Immortal Bloodline]
Requirement: Immortal, Human
Benefit: Other immortals cannot sense your presence unless you are within 5 squares of them. You cannot sense other immortals unless you are within 5 squares of them.
Quickening Point: You can spend a quickening point to completely hide your presence from all other immortals until the end of your next turn (They can still detect you with natural senses, such as sight and smell).

Power of The Immortals [Immortal Bloodline]
Requirement: Immortal, Human
Benefit: When using the Absorb Quickening power, you can retrain any power you know for any power the defeated immortal knew of equal or lesser level.

Head Shot [Immortal Bllodline]
Requirementr: Immortal, Human
Benefit: You can swap out any 5th level or higher daily power for Head Shot.

    Head Shot        Feat Power
    Daily
    Minor Action        Melee weapon
    Trigger: You score a critical hit that bloodied an immortal enemy.
    Effect: Make a secondary attack against the target.
    Secondary Attack: Strength vs. AC
    Hit: 4[W] + Strength modifier damage.
    Miss: Half-Damage
    Quickening Point: You can spend a quickening point to have this attack score a critical hit on a     natural roll of 19-20.
    Special: If your opponent is reduced to 0 hit points by this attack, he is decapitated.

#2

pluisjen

Sep 14, 2009 2:44:43

I'm assuming that every player is a Human Immortal in your game and you'll edit the challenges based on their new power?


Because this is way overpowering compared to everyone else in the party who doesn't have this feat-line.


I mean; regeneration, immortality... nothing other races have compares to that.

#3

generalhenry

Sep 14, 2009 2:56:55

in 4E these kinds of powers are reserved for epic destinies 


 


 

#4

slobo777a

Sep 14, 2009 3:13:05


in 4E these kinds of powers are reserved for epic destinies 




Actually that makes some kind of sense. The Highlander plot is basically about a character approaching his (unspecified) final destiny. A shame they made II (I think I'm not alone in liking Highlander I, and detesting Highlander II).


 


 

#5

ogrehooper

Sep 14, 2009 22:40:17



in 4E these kinds of powers are reserved for epic destinies 




Actually that makes some kind of sense. The Highlander plot is basically about a character approaching his (unspecified) final destiny. A shame they made II (I think I'm not alone in liking Highlander I, and detesting Highlander II).




Considering that in the officially recognized Panzer-Davis timeline, Highlander II  and III are both considered to have been drug-induced dreams of Connor's while he was in the sanctuary (as seen in Highlander: Endgame), yes, you are not alone.


Also, we have  brought up Highlander II more than it ever deserves to be brought up outside of the ninth level of Baator.

#6

Tony_Vargas

Sep 14, 2009 22:54:21

This sort of thing strikes me as an epic destiny.  Maybe with the preq: Human and being killed for the first time upon or after reaching epic level.  Coming back from the dead spontaneously seems OK at epic.  Before that, it's a bit much.

#7

The_Silversword

Sep 15, 2009 13:43:46

Actually I can see doin 4e Highlander with little to no changes to the rules. I mean think about, your character could be riddled with arrows, disemboweled, or what have you but after a 6 hour rest they're completely healed. That is totally Highlander right there.

#8

generalhenry

Sep 15, 2009 18:26:06


Actually I can see doin 4e Highlander with little to no changes to the rules. I mean think about, your character could be riddled with arrows, disemboweled, or what have you but after a 6 hour rest they're completely healed. That is totally Highlander right there.




::nod::


remove death saves and you're there


 

#9

The_Silversword

Sep 15, 2009 20:27:15

Right! just dont lose your head


dont lose your head, dont lose your head


aaarrrggghhhh now ive got that song stuck in my head!