These mysterious beings are referred to as Immortals by other denizens of the material plane, however, in actual fact they are outsiders from a different plane of existence. The Immortals send their consciousness and control through a link between planes, controlling a mass of mana and matter on the other side while leaving their soul in their own plane. The plane of the Immortals progresses at a rate of 1 year to 1000 years in the Material plane, causing many to believe them to be ageless.
Racial Traits Race Point Cost
Type Humanoid (immortal) 0
Size Medium 0
Base Speed Normal 0
Ability Score Modifiers Normal Heritage 0
Languages Normal 0
Defense Immunity to Death 4
Defense Immunity to Undeath 2
Feat and Skill Long-Lived (Skill Bonus x2) 2
Feat and Skill Integrated 1
Feat and Skill Sociable 1
Magical Linking 3
Other Immortal 6
Other Spirit-Tapped 3
Other Undying 3
Weakness Magic Ineptitude -5
Weakness Not of this Plane -5
Total 15
Standard Racial Traits
- Ability Score Racial Traits: Immortals gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Size: Immortals are Medium creatures and thus receive no bonuses or penalties due to their size.
- Type: Immortals are Humanoid creatures with the immortal subtype.
- Base Speed: Immortals have a base speed of 30 feet.
- Languages: Immortals begin play speaking Common. Immortals with high Intelligence scores can choose from the following: Celestial, Draconic, Galkan, Goblin, Lalafellan, Mithran, and Orc. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
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Immunity to Death: Immortals are immune to death effects and spells, such as Death.
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Immunity to Undeath: Immortals are immune to any effects that would raise them as an undead creature, such as Animate Dead.
Feat and Skill Racial Traits
- Integrated: Immortals gain a +1 racial bonus on Bluff, Disguise, and Knowledge (local) checks.
- Long-Lived: Immortals remember bits of their long lives. As a result, they can select up to four Knowledge skills as class skills.
- Sociable: When immortals attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
Magical Racial Traits
- Linking: As a full-round action, once per day, immortals can link with a non-immortal spellcaster (must be willing and only one individual at a time) to gain some of their powers. Doing so allows immortals to cast 1 spell (must be a standard action or less) from the non-immortal spellcaster’s spell list (the character level of the immortal must be double of a spell level of the spell to learn and must have the mental stat to cast) as a spell-like ability any time during the day.
Other Racial Traits
- Immortal: Immortals do not gain any benefits or penalties for their age category, and generally stop ageing just before middle age. The creature may still die due to diseases and other natural causes, but age does not harm them. The creature is also immune to any attacks or effects that would age them such as Withering.
- Spirit-Tapped: Immortals are rather resistant to permanent death. When their negative hit point total drops to or below their Constitution score, they gain 1 permanent negative level instead of dying. Whilst in this “dead” state they gain fast healing equal to half their character level until back to 0 hit points or higher. This negative level stacks up to their character level – 1. If the maximum number of negative levels are reached, they instead remain inert until cured of a negative level. Creatures with this trait can still be killed if their body parts are removed, or die from effects such as Vorpal, and if not reattached will keep the immortal in their dead state. Having their Constitution score reduced to 0 will also kill them.
- Undying: An Immortal responds slightly differently from other living creatures when reduced to 0 hit points. When an Immortal is at 0 hit points they are disabled and can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When their health drops to -1 or lower they automatically stabilize, but can still die from further damage.
Weakness Racial Traits
- Magic Ineptitude: Immortals are inept with magic. They are unable to obtain a magic pool nor can they use spell-trigger items, spell-completion items, command word activated item, or use activated items except through their linking (see above). Immortals can use alchemical items and may activate and deactivate their magic weapons and armor without issue as well as gain bonuses from static magical wondrous items and rings like belts of giant strength.
- Not of this Plane: An immortal’s connection to the Material Plane can be severed and altered, causing a weakness to occur where they did not anticipate. If subject to a successful dispel check (DC 10 + their hit die + their Wisdom modifier), without any current active effects, they are knocked unconscious for a number of rounds equal to the CL of the enemy who used the dispel. Likewise, any Immortal caught in an anti-magic field or similar effect is knocked unconscious until their body leaves the vicinity of the effect. Immortals are also affected by any spells that negatively affect outsiders or summoned creatures.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
- Background Character: Immortals who stay away from others are more adept at blending in or hiding away rather than fitting in. Immortals with this racial trait gain a +1 racial bonus on Disguise, Knowledge (dungeoneering) and Stealth checks. This racial trait replaces integrated.
- Blank Slate: Some immortals are bereft of memories of their long lives but can accomplish great improvisations. Immortals with this racial trait can, once per day as a free action, treat any skill as though they had a number of ranks equal to half of their character levels for one skill check (minimum 1 rank). This racial trait replaces long-lived.
- Explorer: Many immortals are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These immortals gain a +2 racial bonus on Acrobatics, Climb, and Swim checks and these skills are always considered class skills. This racial trait replaces long-lived.
- Emissary: Some immortals work to make others believe a single statement rather than improve relations. Once per day, immortals may roll twice on a single Bluff or Diplomacy check and take the better roll. This racial trait replaces sociable.
Variant Immortal Heritages
Although many immortals follow the general model of the standard immortal, many more do not. Those of different lineages may evince dramatically different manifestations of their heritage, both in appearance and in ability. Here is 1 different potential heritage for immortal PCs. If you choose to use a specific bloodline instead of the general rules for creating an immortal, you should work with your GM to ensure that your character’s appearance reflects that bloodline.
- Alternate Immunity: While most immortals gain immunity to undeath, those of the variant heritage listed below gain a different immunity.
Table: Variant Immortal Heritages
Heritage | Ability Modifiers | Alternate Immunity | Description |
---|---|---|---|
Ancients | +2 INT | Immunity to paralysis, phantasms, and poison. The Ancients gain a +2 racial bonus on saves against spells and spell-like abilities. | The Ancients are an enigmatic group of people. Not much is known about these mysterious beings, except for the fact that this race caused the Flood of Light and exiled themselves in shame. But across many years they have left their mark in form of ruins with walls full of glyphs and machinery mechanisms across the world. |
Unlimited | +2 WIS, or +2 CHA | Immunity to Illusion spells and other similar abilities. | The Unlimited are a mysterious group of beings of varying races. Though their nature is largely undisclosed, they usually infiltrate other racial settlements. |
Racial Archetypes
The following racial archetypes are available to immortals:
- Highlander (Blue Mage; Immortal)
- Sworn Protector (Sword Saint; Immortal)
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
- Archer: Add +1/4 to the archer’s damage rolls with bows and crossbows.
- Beastmaster: Add +1 hit point or +1 skill rank to the beastmaster’s animal companion. If the beastmaster ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
- Berserker: Add +1 to the berserker’s base speed. In combat this option has no effect unless the berserker has selected it five times (or another increment of five). This bonus stacks with the berserker’s movement increases.
- Black Belt: Gain a +1 bonus to the black belt’s CMD when resisting two combat maneuvers of the black belt’s choice.
- Blue Mage: Add +1/6 bonus to Knowledge (all) skill checks.
- Chemist: Add +1/4 to the chemist’s damage rolls with thrown weapons.
- Chocobo Knight: Add +1 hit point or +1 skill rank to the chocobo knight’s mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points or skill ranks.
- Dragoon: Add +1/3 to the dragoon’s damage rolls with spears, lances, and polearms.
- Engineer: Add +1 hit point or +1 to one saving throw to the engineer’s automaton. If the engineer ever replaces his automaton, the new automaton gains these bonus hit points or saving throw bonuses.
- Fencer: Add +1/6 of a new lunge technique.
- Gambler: Add +1/5 damage to the gambler’s gil toss ability.
- Gunbreaker: Add +1/6 of a new gunbreaker talent.
- Gunner: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus feat.
- Knight: Add +1/6 to gain a new knight talent.
- Medic: The medic gains +1/6 of a new medical practice.
- Samurai: Add +1/6 to the samurai’s known Bushidos.
- Sword Saint: Add +1 to the sword saint’s CMD when resisting two combat maneuvers of the character’s choice.
- Thief: The thief gains +1/6 of a new thief talent.
- Warrior: Add +1 to the warrior’s CMD when resisting two combat maneuvers of the character’s choice.