Difference between revisions of "Undead Fortitude (3.5e Feat)"

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|author_name=Destroyer of Whirls
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|author_name=MoomooJoojoo
 
|date_created=August 19 2013
 
|date_created=August 19 2013
 
|status=Complete
 
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|lvl2= By expending necrotic energy you are able to keep your undying soul tied to the battlefield longer. You can choose to use spell slots when you make your Fortitude save for any Fortitude save. Each Spell slot adds a bonus equal to 2 times the spell level to your save, to a max of 2 times your Charisma Modifier.
 
|lvl2= By expending necrotic energy you are able to keep your undying soul tied to the battlefield longer. You can choose to use spell slots when you make your Fortitude save for any Fortitude save. Each Spell slot adds a bonus equal to 2 times the spell level to your save, to a max of 2 times your Charisma Modifier.
  
|lvl3= Undead feed off of the energy of their enemies. Any enemy that dies within your melee range has a sliver of their soul absorbed, giving you 5 temporary hp for every hit dice they had while alive.
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|lvl3= Undead feed off of the energy of their enemies. Any enemy that dies within your melee range has a sliver of their soul absorbed, giving you 2 temporary hp for every hit dice they had while alive.
  
  
|lvl5=You gain an ability like a Crusader's Immortal Fortitude called Undying Fortitude, making it harder for you to be destroyed by effects or attacks that reduce you to 0 or fewer hit points. If you take such damage, you can make a Fortitude save with a DC equal to your negative hit point total. If you fail this save, you are destroyed as normal. If this save is successful, you are still "un-alive" and kicking, with 1 hit point remaining.
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|lvl5=It is harder for you to be destroyed by effects or attacks that reduce you to 0 or fewer hit points. If you take such damage, you can make a Fortitude save with a DC equal to 5 + your negative hit point total. If you fail this save, you are destroyed as normal. If this save is successful, you are still "un-alive" and kicking, with 1 hit point remaining.
  
:This provides no protection against effects that slay you without dealing hit point damage, or other effects that petrify, paralyze, and so forth. It also is negated if the killing blow uses positive energy or holy energy.
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:This provides no protection against effects that slay you without dealing hit point damage, or other effects that petrify, paralyze, and so forth.
  
:You can use this ability a number of times per day equal to 3 + your Charisma Modifier. Using both this and a Crusader's Immortal Fortitude at the same time will trigger this ability first, and only if you fail will you use a Crusader's Immortal Fortitude.  
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:This effect does not trigger if the attack roll is a natural 20, as well as attack that deal holy, radiant, or positive energy damage.
  
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:You can use this ability a number of times per day equal to 3 + your Charisma Modifier
  
|lvl7=Your uncanny ability to shrug off damage improves as you are able to tap into the secrets of Undeath. If your Undead Fortitude is triggered by either a spell or a melee attack, your mastery over undeath instead absorbs some of the magic and damage. If you beat your Fortitude save by 10 or more, you absorb 10% of the damage inflicted rounded up as hit points. If you succeed, you weave the powers of voodoo! Your attacker must make a Will save equal to 15 + 1/2 character level + Charisma Modifier or have the attack or spell reflected back to him, taking 25% of the damage rounded down. This effect does not work if the attack or spell is holy, good, radiant, or uses positive energy. If you succeed by 20 or more, you also regain one use of Undead Fortitude.  
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|lvl7= Your body pulses with undead vigor. There is a 50% chance of you being detected as an undead by spells like Detect Undead even if you don't have the undead type. Add you Charisna Modifier to your Fortitude Saves and Concentration Checks. You calculate your max base HP using your Charisma Modifier instead of your Constitution Modifier.
  
|lvl9=You have no weaknesses. ''Almost'' no weaknesses. You can still use Undying Fortitude to make a Fortitude save even if you are dealt damage by holy, radiant, or positive energy damage,  and if you beat the DC by 10 or more you are able to recover a use of Undead Fortitude. However, you take a -10 to your check if this type of damage triggers your Undead Fortitude, and you are still not able to absorb nor deflect the damage.
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|lvl9=You have no weaknesses. ''Almost'' no weaknesses. You can still make a Fortitude save even if you are dealt damage by holy, radiant, or positive energy damage. However, you take a -5 to your check if this damage triggers your Undead Fortitude. and if you beat the DC for Undead Fortitude by 10 or more you are able to recover a use of Undead Fortitude.  
 
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Latest revision as of 21:00, 4 December 2021


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Author: MoomooJoojoo
Date Created: August 19 2013
Status: Complete
Editing: Clarity edits only please
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Undead Fortitude [Undead, Combat, Elemental, Spellcasting]

Reworking the Immortal Fortitude from Tome of Battle. Your necromancy spells are so potent that they empower your undeath and make you harder to kill. These effects all count as Extraordinary Abilities (Ex).
Prerequisite: You must be an undead, outsider, or elemental to take this feat. You must be able to cast a necromancy spell of the following levels to take advantage of each effect.

Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.

  • 1: Now nothing can stop the undead. Almost nothing can stop the undead. You gain a +4 profane bonus to all Fortitude saving throws.
  • 2: By expending necrotic energy you are able to keep your undying soul tied to the battlefield longer. You can choose to use spell slots when you make your Fortitude save for any Fortitude save. Each Spell slot adds a bonus equal to 2 times the spell level to your save, to a max of 2 times your Charisma Modifier.
  • 3: Undead feed off of the energy of their enemies. Any enemy that dies within your melee range has a sliver of their soul absorbed, giving you 2 temporary hp for every hit dice they had while alive.
  • 5: It is harder for you to be destroyed by effects or attacks that reduce you to 0 or fewer hit points. If you take such damage, you can make a Fortitude save with a DC equal to 5 + your negative hit point total. If you fail this save, you are destroyed as normal. If this save is successful, you are still "un-alive" and kicking, with 1 hit point remaining.
This provides no protection against effects that slay you without dealing hit point damage, or other effects that petrify, paralyze, and so forth.
This effect does not trigger if the attack roll is a natural 20, as well as attack that deal holy, radiant, or positive energy damage.
You can use this ability a number of times per day equal to 3 + your Charisma Modifier
  • 7: Your body pulses with undead vigor. There is a 50% chance of you being detected as an undead by spells like Detect Undead even if you don't have the undead type. Add you Charisna Modifier to your Fortitude Saves and Concentration Checks. You calculate your max base HP using your Charisma Modifier instead of your Constitution Modifier.
  • 9: You have no weaknesses. Almost no weaknesses. You can still make a Fortitude save even if you are dealt damage by holy, radiant, or positive energy damage. However, you take a -5 to your check if this damage triggers your Undead Fortitude. and if you beat the DC for Undead Fortitude by 10 or more you are able to recover a use of Undead Fortitude., ,
Identifier3.5e Feat +
PrerequisiteYou must be an undead, outsider, or elemental to take this feat. You must be able to cast a necromancy spell of the following levels to take advantage of each effect. +
RatingUndiscussed +
SummaryReworking the Immortal Fortitude from Tome of Battle. Your necromancy spells are so potent that they empower your undeath and make you harder to kill. These effects all count as Extraordinary Abilities (Ex). +
TitleUndead Fortitude +
TypeUndead +, Combat +, Elemental + and Spellcasting +