Immunity Overhaul (3.5e Variant Rule)
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Immunities are way too common for how strong they are. So this makes them less absolute.
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. Undead are still immune to negative energy and harmed by positive energy.
Critical Hit Immunities
Critical hit immunities, like fortification, provide resistance to damage dealt by critical hits and sneak attacks 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. Partial fortification no longer exists in this system; you either have 100% fortification or zero.
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.