Flickerdart
2010-05-19, 01:39 PM
Implacable Man
"It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop! Ever! Until you are dead!"
Hit Die: d12
Requirements:
Feats: Improved Toughness, Endurance, Diehard
Saves: Base Fortitude save +7
Special: Energy Resistance or Immunity, Damage Reduction
The Implacable Man
{table=head]Level|
BAB|Fort|Ref|Will|Special
1|
+1|
+2|
+0|
+2| Damage Reduction, Energy Resistance
2|
+2|
+3|
+0|
+3|Mettle, Physical Immunity
3|
+3|
+3|
+1|
+3|Freedom of Movement, Magic Immunity
4|
+4|
+4|
+1|
+4|Energy Immunity, Mental Immunity
5|
+5|
+4|
+1|
+4|I'll Be Back, Improved Mettle[/table]
Skill Points: 2+INT modifier. The Implacable Man's class skills are Balance, Climb, Concentration, Escape Artist, Intimidate, Jump, Listen, Ride, Spot, Survival and Swim.
Class Features
Weapon and Armor Proficiency: Implacable Men are proficient with all armour and all shields.
Damage Reduction (Ex): The Implacable Man's existing damage reduction becomes /-. It increases by 1 for every class level.
Energy Resistance (Ex): The Implacable Man's existing energy resistance increases by 5. He gains resistance to force 5.
Physical Immunity (Ex): A 2nd level or higher Implacable Man is immune to fatigue and penalties or damage to his physical ability scores.
Mettle (Ex): At 2nd level, whenever an Implacable Man succeeds on a Will or Fortitude saving throw against a spell, psionic power, ability or effect that has a partial effect on a successful save, he instead suffers no effect. At 5th level, on a failed Will or Fortitude save against such an effect, the Implacable Man is treated as having passed the save (and suffers only the effects that occur on a passed save).
Freedom of Movement (Su): A 3rd level or higher Implacable Man is constantly under a Freedom of Movement effect.
Magic Immunity (Ex): A 3rd level or higher Implacable Man is immune to all spells and spell-like abilities that allow Spell Resistance, and all psionic powers and psi-like abilities that allow Power Resistance.
Energy Immunity (Ex): At 4th level, the Implacable Man chooses an energy type other than Force that he has energy resistance to, and becomes immune to that energy type. All his other energy resistances improve by 5.
Mental Immunity (Ex): An Implacable Man of 4th level or higher is immune to mind-affecting effects and penalties or damage to his mental ability scores.
I'll Be Back (Su): Whenever an Implacable Man of 5th level or higher is killed by a method other than damage (such as by failing to stabilize, failing a massive damage save or a save on a Coup de Grace, or a death effect) he may return to life 1d10 days later as though he was the target of a Raise Dead spell.
[hr]
The intent here was to create an "unstoppable" character accessible to melee types. The class is not intended to be very easy to enter - the easiest way I can think of is a Barbarian with either the Resistance to Energy feat or Planetouched as a base race. I suppose the save prerequisite could be violated through taking a 1-HD natural lycanthrope, then judiciously multiclassing. That'd get entry into the class as a Lesser Aasimar LA 2/RHD1/Fighter 1/Monk 1/Paladin 1 or some such and 2 more levels in any for the 6th level feat, 2 levels before the intended point. But then you've wasted all your feats (1, 3 and 6) on the crappy prerequisites just so you could turtle, you're sitting on two points of LA and a cheesy race. Even with buyoff, you get the abilities 4 levels earlier and still have to go take something that lets you have offense.
"It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop! Ever! Until you are dead!"
Hit Die: d12
Requirements:
Feats: Improved Toughness, Endurance, Diehard
Saves: Base Fortitude save +7
Special: Energy Resistance or Immunity, Damage Reduction
The Implacable Man
{table=head]Level|
BAB|Fort|Ref|Will|Special
1|
+1|
+2|
+0|
+2| Damage Reduction, Energy Resistance
2|
+2|
+3|
+0|
+3|Mettle, Physical Immunity
3|
+3|
+3|
+1|
+3|Freedom of Movement, Magic Immunity
4|
+4|
+4|
+1|
+4|Energy Immunity, Mental Immunity
5|
+5|
+4|
+1|
+4|I'll Be Back, Improved Mettle[/table]
Skill Points: 2+INT modifier. The Implacable Man's class skills are Balance, Climb, Concentration, Escape Artist, Intimidate, Jump, Listen, Ride, Spot, Survival and Swim.
Class Features
Weapon and Armor Proficiency: Implacable Men are proficient with all armour and all shields.
Damage Reduction (Ex): The Implacable Man's existing damage reduction becomes /-. It increases by 1 for every class level.
Energy Resistance (Ex): The Implacable Man's existing energy resistance increases by 5. He gains resistance to force 5.
Physical Immunity (Ex): A 2nd level or higher Implacable Man is immune to fatigue and penalties or damage to his physical ability scores.
Mettle (Ex): At 2nd level, whenever an Implacable Man succeeds on a Will or Fortitude saving throw against a spell, psionic power, ability or effect that has a partial effect on a successful save, he instead suffers no effect. At 5th level, on a failed Will or Fortitude save against such an effect, the Implacable Man is treated as having passed the save (and suffers only the effects that occur on a passed save).
Freedom of Movement (Su): A 3rd level or higher Implacable Man is constantly under a Freedom of Movement effect.
Magic Immunity (Ex): A 3rd level or higher Implacable Man is immune to all spells and spell-like abilities that allow Spell Resistance, and all psionic powers and psi-like abilities that allow Power Resistance.
Energy Immunity (Ex): At 4th level, the Implacable Man chooses an energy type other than Force that he has energy resistance to, and becomes immune to that energy type. All his other energy resistances improve by 5.
Mental Immunity (Ex): An Implacable Man of 4th level or higher is immune to mind-affecting effects and penalties or damage to his mental ability scores.
I'll Be Back (Su): Whenever an Implacable Man of 5th level or higher is killed by a method other than damage (such as by failing to stabilize, failing a massive damage save or a save on a Coup de Grace, or a death effect) he may return to life 1d10 days later as though he was the target of a Raise Dead spell.
[hr]
The intent here was to create an "unstoppable" character accessible to melee types. The class is not intended to be very easy to enter - the easiest way I can think of is a Barbarian with either the Resistance to Energy feat or Planetouched as a base race. I suppose the save prerequisite could be violated through taking a 1-HD natural lycanthrope, then judiciously multiclassing. That'd get entry into the class as a Lesser Aasimar LA 2/RHD1/Fighter 1/Monk 1/Paladin 1 or some such and 2 more levels in any for the 6th level feat, 2 levels before the intended point. But then you've wasted all your feats (1, 3 and 6) on the crappy prerequisites just so you could turtle, you're sitting on two points of LA and a cheesy race. Even with buyoff, you get the abilities 4 levels earlier and still have to go take something that lets you have offense.