Difference between revisions of "Immunity Overhaul (3.5e Variant Rule)"
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|author_name=Surgo | |author_name=Surgo | ||
|date_created=4/10/2018 | |date_created=4/10/2018 | ||
− | |status= | + | |status=Mostly complete |
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{{#set:Summary=Immunities are handed out like candy, so this makes them less absolute.}} | {{#set:Summary=Immunities are handed out like candy, so this makes them less absolute.}} | ||
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Basic energy immunity does not provide immunity, but resistance equal to twice your hit dice. Immunity from having an elemental subtype still works normally (so a [Fire] creation would be immune to fire). [[Energy Absorption (3.5e Creature Ability)|Energy Absorption]] also works as normal. | Basic energy immunity does not provide immunity, but resistance equal to twice your hit dice. Immunity from having an elemental subtype still works normally (so a [Fire] creation would be immune to fire). [[Energy Absorption (3.5e Creature Ability)|Energy Absorption]] also works as normal. | ||
− | === | + | === Critical Hit Immunities === |
− | + | Critical hit immunities, like fortification, provide resistance to damage dealt by critical hits like energy immunities do. They also negate any expanded critical threat range, so someone with a [[SRD:Keen|Keen]] [[SRD:Scimitar|scimitar]] would only threaten a critical on an 18-20, rather than a 15-20. | |
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+ | === Effect Immunities === | ||
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+ | Immunity to mind-affecting effects, transmutation effects, etc., instead provides a +4 bonus to saves against these abilities. | ||
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+ | ==== Death Ward, Mind Blank and True Seeing ==== | ||
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+ | The ''[[SRD:Death Ward|death ward]]'', ''[[SRD:Mind Blank|mind blank]]'' and ''[[SRD:True Seeing|true seeing]]'' spells (and spells that provide immunities like them) work specially. They provide the same +4 bonus to saves, but also conditional immunity. The user of a spell or effect must make an opposed caster level check (DC 11 + caster level of the immunity spell) to pierce the immunity. If the check fails, the target is immune to that effect from that user until the immunity spell expires. | ||
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Revision as of 21:30, 10 April 2018
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Contents
[hide]Immunity Overhaul
Immunities are way too common for how strong they are. So this makes them less absolute.
Energy Immunities
Basic energy immunity does not provide immunity, but resistance equal to twice your hit dice. Immunity from having an elemental subtype still works normally (so a [Fire] creation would be immune to fire). Energy Absorption also works as normal.
Critical Hit Immunities
Critical hit immunities, like fortification, provide resistance to damage dealt by critical hits like energy immunities do. They also negate any expanded critical threat range, so someone with a Keen scimitar would only threaten a critical on an 18-20, rather than a 15-20.
Effect Immunities
Immunity to mind-affecting effects, transmutation effects, etc., instead provides a +4 bonus to saves against these abilities.
Death Ward, Mind Blank and True Seeing
The death ward, mind blank and true seeing spells (and spells that provide immunities like them) work specially. They provide the same +4 bonus to saves, but also conditional immunity. The user of a spell or effect must make an opposed caster level check (DC 11 + caster level of the immunity spell) to pierce the immunity. If the check fails, the target is immune to that effect from that user until the immunity spell expires.
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