| #1darth_singeSep 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.
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