Immunity Overhaul (3.5e Variant Rule)

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Author: Surgo (talk)
Date Created: 4/10/2018
Status: Mostly complete
Editing: Clarity edits only please
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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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AuthorSurgo +
Identifier3.5e Variant Rule +
Rated ByGhostwheel +
RatingRating Pending +
SummaryImmunities are handed out like candy, so this makes them less absolute. +
TitleImmunity Overhaul +