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Middle-earth

There was a time when the world was slowly plunging into darkness and chaos. A time with witchcraft and sorcery. A time where nearly none stood against evil.
 
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 House rules concerning Immunities

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PosteTema: House rules concerning Immunities   House rules concerning Immunities Icon_minitimeSøn Feb 25, 2018 8:27 pm

Immunities:


The term immunity is defined as being the primal core feature of something or someone. Elementals each represent a type of energy which they are born from, and thus, are immune to its harmful effects, and in addition some might be healed when exposed to the energies.

- Mortals, and anything not born from a deity, are incapable of becoming immune to any kind of primal energy. Immunity to certain effects can usually only be granted by a class or mythic feature.
- Human-made magic items are not able to hold effects that grant an immunity. Only the oldest of elven crafts are rumored to be able to hold the power to grant immunity from effects stemming from elemental, sonic or effects like mind-affecting, paralysis, sleep etc.
- There is said that human made artifacts which grant immunities do exist, but such relics are rare and hard to find, and such knowledge is mostly hidden or lost in some Archmage´s forgotten vault.

- Templates that grant immunity to an element instead grants a powerful energy shield which regenerates. Drawing mana from the area around the character as well within themselves to restore its power. It´s strength depends on the character´s source of where the defensive trait comes from.

- Only True Dragons, Primal Dragons, Elementals, Demons, Angels and the like, are unchanged.
- Half-Dragons, Half-fiends etc. is granted strong defenses as if under a constant Protection from energy spell with a Caster Level determined by the creature´s HD (max 10 as per the spell). It slowly regenerates 10 energy resistance per hour, or 20 per hour when resting.

Game mechanics:


Creatures immune to fear or mind-effecting effects gain a +5 bonus to saves against spells, effects or abilities, that demands such saving throws. Also shortenes any duration by a step lower minimum 1 round.

- Elves receive a +5 bonus on will saving throws vs. sleep and paralysis, loosing their immunity to it, but gains the ability to "Smell the Supernatural" in return as if trained in spellcraft.

- Paladins that fail a will saving throw vs. fear may make a new roll on the beginning of their next turn. and is affected by fear conditions as one step lower than other characters. Example: If the party becomes shaken, the Paladin remain unaffected by it. If frightened they are not forced to flee. Panick instead deal sanity damage to the Paladin. Paladins cannot loose their divinelike powers. Only turn to corruption and madness. A cumulative stack of bad deeds which sooner or later might topple.

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