Fako
2010-10-26, 02:03 AM
First class attempt, so I might have missed some things...
Indomitable
No picture as of yet…
You think petty words can sway me? I know my odds as well as I know yours, and you‘re not walking away from this alive…
Dwurt Valgrin, to a now-deceased military general
Commoners are stubborn, unwilling to leave their land in the face of any danger.
Paladins are stubborn, using their holy devotion as an excuse to ignore simpler plans
Inevitables are stubborn, refusing to let a breach of contract slide for any reason
And yet, none of them hold a candle to the Indomitable, a fighter who uses his bull-headed closed-mindedness to keep himself (and his allies) alive, no matter what others try to tell him.
BECOMING AN INDOMITABLE
Indomitables have no formal organization, instead forming of their own accord, for better or worse. As such, the training for Indomitables will vary greatly from one member to another. Dwarves, Humans and Half-Orcs have the highest number of members, simply due to their tendency to bludgeon their way through situations. However, every race can lay claim to at least a handful of Indomitables in their history.
ENTRY REQUIREMENTS
Base Attack Bonus: +6
Feats: Endurance, Iron Will, Indomitable Will
Note
Indomitable Will is a feat from Player’s Handbook II. To put it simply, it requires Endurance and Iron Will, and allows you to roll twice against mind-affecting or fear effects, taking the higher of the two results. Also felt it fit the image I had for the class…
Class Skills
The Indomitable's class skills (and the key ability for each skill) are Balance(Dex), Climb(Str), Concentration(Con), Craft(Int), Intimidate(Cha), Jump(Str), Profession(Wis), Spot(Wis), Survival(Wis), Swim(Str)
Skills Points at Each Level: 2 + Int
Hit Dice: d10
Indomitable
{table=head]Level|BAB|Fort|Ref|Will|Special|Man. Known|Man. Readied
1st|
+1|
+2|
+0|
+2|Done Talking, Deny Influence|3|3
2nd|
+2|
+2|
+0|
+2|Mettle, Deny Obstacle|3|3
3rd|
+3|
+3|
+1|
+3|Closed Mind, Deny Weakness|4|3
4th|
+4|
+3|
+1|
+3|Improved Mettle, Deny Strike|4|3
5th|
+5|
+4|
+1|
+4|Done Listening, Deny Fate|5|4[/table]
Weapon Proficiencies: An Indomitable gains no extra weapon or armor proficiencies.
Maneuvers: The Indomitable’s sheer force of will allows for slight bends in reality, letting them pull off moves that normally require years of training. You gain access to a small number of maneuvers from the Diamond Mind, Iron Heart, or Stone Dragon disciplines. You must meet all prerequisites of the maneuver to learn it.
The unique source of your maneuvers provides slightly different rules for determining your highest level known. All other class levels (including martial initiator levels) are halved and added to your Indomitable level to determine your Initiator Level in regards to maneuvers gained from the Indomitable class. Also, your maneuvers known and readied from any other class are kept separate from those gained by virtue of the Indomitable class, and recovering another class’ maneuvers does not recover those from the Indomitable class.
Maneuvers Readied: Once you know a maneuver, you must ready it before you can use it. You ready your maneuvers by talking to yourself for 5 minutes, reinforcing how correct your opinion is. The maneuvers remain readied until you decide to change them. You don’t need to sleep or rest to ready your maneuvers, and any time you want to spend 5 minutes, you can change them.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you have used them since you last readied them. When you use a maneuver, you expend it for the duration of the encounter, so each maneuver can only be used once per encounter (unless you choose to recover them).
You can recover a maneuver by spending a move action to bolster your willpower. Doing this does not provoke attacks of opportunity, but it prevents you from initiating maneuvers until the start of your next turn. However, you can use multiple move actions to recover maneuvers during the same round, as long as you have actions to spend.
Done Talking (Ex): People talk too much. They talk and talk in the hopes of wearing away their opponent, allowing them to get what they want. As such, you have learned how to shorten any conversation, forcing them to either get to the point or get out of your way.
From now on, you may never use Diplomacy, for any reason. Furthermore, you can trade ranks in Diplomacy for ranks in Intimidate, up to your normal maximum ranks allowed. If you still have ranks in Diplomacy, you can continue to trade them in on each level-up.
Deny Influence (Ex): Your stubborn nature makes you less prone to succumbing to the influence of others, giving you a +4 morale bonus on saves against mind-affecting or fear effects.
Mettle (Ex): As the Knight class feature. If you already have Mettle through merits of another class, you gain Improved Mettle instead.
Deny Obstacle (Ex): Things that get in your way usually don’t stay there for long, whether they are real or not. As a full-round action, you can make a single attack against an object, ignoring hardness. You are also allowed a Will Save whenever you walk within 5’ of an illusion, as if you had interacted with it.
Closed Mind (Ex): Your will actively fights off outside influence, giving you another chance in dire situations. This ability functions as the Slippery Mind Rogue class feature.
Deny Weakness (Ex): Your stubbornness has spread to influence your body, allowing you to ignore some of the damage your body takes. You gain DR equal to 3 + 1/3 your character level, overcome by epic attacks. Also, the point at which you die is improved to your Con Score or -10, whichever is lower.
Improved Mettle (Ex): As the Knight class feature.
Deny Strike (Su): You can shrug off any attack, at least temporarily. Once per encounter, you can delay almost any hostile spell or attack for one round. The effect must leave your body intact for this ability to work, but there are no other restrictions (barring Rule 0).
Done Listening (Su): Nothing can break through your iron curtain of will now. Any mind-affecting or fear effect that allows Spell Resistance automatically fails against you.
Deny Fate (Su): You can use your will to push yourself beyond mere mortal boundaries. Once per day, you can ignore most things that will kill you. For one minute, you cannot die due to HP damage or death effects, and any petrification effects are delayed. All damages and penalties still affect you once the minute is over, and you can still die by other effects (such as disintegration, or being severed limb from limb).
---------------
Current Changes
-Upped BAB to full at suggestions, as well as increasing Fort.
-Swapped Bluff for Intimidate in Done Talking ability... don't know why I missed that in the first place...
-Added maneuver progression modified from Warblade
And that's it. A five level prestige class, built to reflect those characters too stubborn to quit. I tried to keep the power level close to ToB prestige classes, but I wasn't sure if the abilities were too strong for full BAB. Please critique it, and tell me if anything is too strong/weak, doesn't fit, or breaks the class in half...
Thanks for taking a look :smallbiggrin:
Indomitable
No picture as of yet…
You think petty words can sway me? I know my odds as well as I know yours, and you‘re not walking away from this alive…
Dwurt Valgrin, to a now-deceased military general
Commoners are stubborn, unwilling to leave their land in the face of any danger.
Paladins are stubborn, using their holy devotion as an excuse to ignore simpler plans
Inevitables are stubborn, refusing to let a breach of contract slide for any reason
And yet, none of them hold a candle to the Indomitable, a fighter who uses his bull-headed closed-mindedness to keep himself (and his allies) alive, no matter what others try to tell him.
BECOMING AN INDOMITABLE
Indomitables have no formal organization, instead forming of their own accord, for better or worse. As such, the training for Indomitables will vary greatly from one member to another. Dwarves, Humans and Half-Orcs have the highest number of members, simply due to their tendency to bludgeon their way through situations. However, every race can lay claim to at least a handful of Indomitables in their history.
ENTRY REQUIREMENTS
Base Attack Bonus: +6
Feats: Endurance, Iron Will, Indomitable Will
Note
Indomitable Will is a feat from Player’s Handbook II. To put it simply, it requires Endurance and Iron Will, and allows you to roll twice against mind-affecting or fear effects, taking the higher of the two results. Also felt it fit the image I had for the class…
Class Skills
The Indomitable's class skills (and the key ability for each skill) are Balance(Dex), Climb(Str), Concentration(Con), Craft(Int), Intimidate(Cha), Jump(Str), Profession(Wis), Spot(Wis), Survival(Wis), Swim(Str)
Skills Points at Each Level: 2 + Int
Hit Dice: d10
Indomitable
{table=head]Level|BAB|Fort|Ref|Will|Special|Man. Known|Man. Readied
1st|
+1|
+2|
+0|
+2|Done Talking, Deny Influence|3|3
2nd|
+2|
+2|
+0|
+2|Mettle, Deny Obstacle|3|3
3rd|
+3|
+3|
+1|
+3|Closed Mind, Deny Weakness|4|3
4th|
+4|
+3|
+1|
+3|Improved Mettle, Deny Strike|4|3
5th|
+5|
+4|
+1|
+4|Done Listening, Deny Fate|5|4[/table]
Weapon Proficiencies: An Indomitable gains no extra weapon or armor proficiencies.
Maneuvers: The Indomitable’s sheer force of will allows for slight bends in reality, letting them pull off moves that normally require years of training. You gain access to a small number of maneuvers from the Diamond Mind, Iron Heart, or Stone Dragon disciplines. You must meet all prerequisites of the maneuver to learn it.
The unique source of your maneuvers provides slightly different rules for determining your highest level known. All other class levels (including martial initiator levels) are halved and added to your Indomitable level to determine your Initiator Level in regards to maneuvers gained from the Indomitable class. Also, your maneuvers known and readied from any other class are kept separate from those gained by virtue of the Indomitable class, and recovering another class’ maneuvers does not recover those from the Indomitable class.
Maneuvers Readied: Once you know a maneuver, you must ready it before you can use it. You ready your maneuvers by talking to yourself for 5 minutes, reinforcing how correct your opinion is. The maneuvers remain readied until you decide to change them. You don’t need to sleep or rest to ready your maneuvers, and any time you want to spend 5 minutes, you can change them.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you have used them since you last readied them. When you use a maneuver, you expend it for the duration of the encounter, so each maneuver can only be used once per encounter (unless you choose to recover them).
You can recover a maneuver by spending a move action to bolster your willpower. Doing this does not provoke attacks of opportunity, but it prevents you from initiating maneuvers until the start of your next turn. However, you can use multiple move actions to recover maneuvers during the same round, as long as you have actions to spend.
Done Talking (Ex): People talk too much. They talk and talk in the hopes of wearing away their opponent, allowing them to get what they want. As such, you have learned how to shorten any conversation, forcing them to either get to the point or get out of your way.
From now on, you may never use Diplomacy, for any reason. Furthermore, you can trade ranks in Diplomacy for ranks in Intimidate, up to your normal maximum ranks allowed. If you still have ranks in Diplomacy, you can continue to trade them in on each level-up.
Deny Influence (Ex): Your stubborn nature makes you less prone to succumbing to the influence of others, giving you a +4 morale bonus on saves against mind-affecting or fear effects.
Mettle (Ex): As the Knight class feature. If you already have Mettle through merits of another class, you gain Improved Mettle instead.
Deny Obstacle (Ex): Things that get in your way usually don’t stay there for long, whether they are real or not. As a full-round action, you can make a single attack against an object, ignoring hardness. You are also allowed a Will Save whenever you walk within 5’ of an illusion, as if you had interacted with it.
Closed Mind (Ex): Your will actively fights off outside influence, giving you another chance in dire situations. This ability functions as the Slippery Mind Rogue class feature.
Deny Weakness (Ex): Your stubbornness has spread to influence your body, allowing you to ignore some of the damage your body takes. You gain DR equal to 3 + 1/3 your character level, overcome by epic attacks. Also, the point at which you die is improved to your Con Score or -10, whichever is lower.
Improved Mettle (Ex): As the Knight class feature.
Deny Strike (Su): You can shrug off any attack, at least temporarily. Once per encounter, you can delay almost any hostile spell or attack for one round. The effect must leave your body intact for this ability to work, but there are no other restrictions (barring Rule 0).
Done Listening (Su): Nothing can break through your iron curtain of will now. Any mind-affecting or fear effect that allows Spell Resistance automatically fails against you.
Deny Fate (Su): You can use your will to push yourself beyond mere mortal boundaries. Once per day, you can ignore most things that will kill you. For one minute, you cannot die due to HP damage or death effects, and any petrification effects are delayed. All damages and penalties still affect you once the minute is over, and you can still die by other effects (such as disintegration, or being severed limb from limb).
---------------
Current Changes
-Upped BAB to full at suggestions, as well as increasing Fort.
-Swapped Bluff for Intimidate in Done Talking ability... don't know why I missed that in the first place...
-Added maneuver progression modified from Warblade
And that's it. A five level prestige class, built to reflect those characters too stubborn to quit. I tried to keep the power level close to ToB prestige classes, but I wasn't sure if the abilities were too strong for full BAB. Please critique it, and tell me if anything is too strong/weak, doesn't fit, or breaks the class in half...
Thanks for taking a look :smallbiggrin: