Angry Bob
2011-02-11, 12:23 AM
I'm looking for build elements that grant immunities, with the eventual goal of building a character who can shrug off all kinds of exotic effects. Preferably not spell or power-based, except for an acknowledgment that if you prepare nothing but defensive buffs, nothing can touch you anyway.
Races:
Warforged: Probably the best at LA +0.
Elan: If you use a psionic class and take the racial feat from the ComPsi, you eventually become practically immune to anything that does damage or takes a save.
Outsiders, Monstrous Humanoids, Aberrations...Anything that's not a humanoid is immune to certain effects.
Necropolitans are immune to basically everything a warforged is, plus. Though they can be turned.
Elves are immune to sleep, but you may want to look elsewhere.
Saints are immune to acid, cold, electricity, and petrification.
Lumi are outsiders, as well as being immune to death effects, energy drain, negative energy effects, blinding, dazzling, and, perhaps uniquely, vorpal weapons.
Classes:
Paladin 4 gives you immunity to disease. Warforged already gives you this. This is why the Warforged Paladin Sublevels grant immunity to stunning at the same time.
Binder eventually gives you immunity to various mental effects and negative levels, but requires a real level investment. See also vestiges, below.
Soulborn 2 makes you immune to something depending on your alignment. LG: Fear, CG: Paralysis, LE: Exhaustion, CE: Strength reduction of any sort(penalty, damage, drain)
Warforged Juggernaut eventually grants 'real' construct immunities(mind-affecting, energy drain, etc.)
Barbarian, Rogue: Anything with uncanny dodge makes you immune to flanking.
Bone Knight: Eventually, immunity to stunning, nonlethal damage, and precision damage, as well as poison, sleep effects, paralysis, disease, death effects, fatigue, exhaustion, ability damage to your physical ability scores, ability drain, energy drain, and death from massive damage.
Feats:
Otherworldly makes you an outsider, with all attached immunities.
Deformity(Madness) grants immunity to mind-affecting, but Insane Defiance is much more fun(take 1 wisdom damage to ignore a mind-affecting spell/SLA, and bounce it at someone else).
Deformity(Parasite) isn't immunity, but it does let you remove poison/disease at the cost of being restricted to partial actions next turn.
Divine Denial: From Exemplars of Evil, it doesn't technically grant any immunity, but it does let you save against divine spells that you wouldn't normally be able to.
Mask of Gentility: Immune to alignment detection(registers as neutral).
Improved Resiliency: Warforged only, grants immunity to nonlethal damage.
Abyss-Bound Soul: Grants an effect based on which demonlord your soul is bound to, which is sometimes an immunity. Graz'zt: Immune to fear. Pale Night: Immune to confusion and insanity.
Soulmelds:
Enigma Helm(Bound to Crown): Immunity to charms.
Lawful Incarnate Avatar(Bound to Soul): Immunity to daze, paralysis, petrification, stun, and slow.
Necrocarnum Mantle(Shaped): Immunity to disease. Bound to the throat: Immune to poison.
Necrocarnum Vestments(bound to heart): Immune to stunning and death effects.
Pauldrons of Health(Shaped): Immunity to disease, sickening, nauseation. Bound to shoulders: Immune to energy drain.
Shedu Crown(Shaped): Immune to bull rush.
Spellward Shirt(Bound to heart): Immunity to four specific 6th or lower level spells.
Strongheart Vest(bound to heart): Immune to energy drain and death effects.
Vitality Belt(Bound to waist): Immune to con drain and damage.
Vestiges:
Acererak: Grants immunity to cold and electricity.
Buer: Immunity to disease and poison.
Dahlver-Nar: Immunity to wisdom damage, drain, madness, insanity, and confusion.
Haagenti: Immunity to transformation.
Haures: As Mind Blank.
Shax: Immunity to grappling and electricity.
Stances and Maneuvers:
Strength of Stone: Immunity to crits.
Flame's Blessing: With 19 or more ranks in tumble, you're immune to fire.
One with Shadow: Grants incorporeality for one round and all immunities that implies.
Races:
Warforged: Probably the best at LA +0.
Elan: If you use a psionic class and take the racial feat from the ComPsi, you eventually become practically immune to anything that does damage or takes a save.
Outsiders, Monstrous Humanoids, Aberrations...Anything that's not a humanoid is immune to certain effects.
Necropolitans are immune to basically everything a warforged is, plus. Though they can be turned.
Elves are immune to sleep, but you may want to look elsewhere.
Saints are immune to acid, cold, electricity, and petrification.
Lumi are outsiders, as well as being immune to death effects, energy drain, negative energy effects, blinding, dazzling, and, perhaps uniquely, vorpal weapons.
Classes:
Paladin 4 gives you immunity to disease. Warforged already gives you this. This is why the Warforged Paladin Sublevels grant immunity to stunning at the same time.
Binder eventually gives you immunity to various mental effects and negative levels, but requires a real level investment. See also vestiges, below.
Soulborn 2 makes you immune to something depending on your alignment. LG: Fear, CG: Paralysis, LE: Exhaustion, CE: Strength reduction of any sort(penalty, damage, drain)
Warforged Juggernaut eventually grants 'real' construct immunities(mind-affecting, energy drain, etc.)
Barbarian, Rogue: Anything with uncanny dodge makes you immune to flanking.
Bone Knight: Eventually, immunity to stunning, nonlethal damage, and precision damage, as well as poison, sleep effects, paralysis, disease, death effects, fatigue, exhaustion, ability damage to your physical ability scores, ability drain, energy drain, and death from massive damage.
Feats:
Otherworldly makes you an outsider, with all attached immunities.
Deformity(Madness) grants immunity to mind-affecting, but Insane Defiance is much more fun(take 1 wisdom damage to ignore a mind-affecting spell/SLA, and bounce it at someone else).
Deformity(Parasite) isn't immunity, but it does let you remove poison/disease at the cost of being restricted to partial actions next turn.
Divine Denial: From Exemplars of Evil, it doesn't technically grant any immunity, but it does let you save against divine spells that you wouldn't normally be able to.
Mask of Gentility: Immune to alignment detection(registers as neutral).
Improved Resiliency: Warforged only, grants immunity to nonlethal damage.
Abyss-Bound Soul: Grants an effect based on which demonlord your soul is bound to, which is sometimes an immunity. Graz'zt: Immune to fear. Pale Night: Immune to confusion and insanity.
Soulmelds:
Enigma Helm(Bound to Crown): Immunity to charms.
Lawful Incarnate Avatar(Bound to Soul): Immunity to daze, paralysis, petrification, stun, and slow.
Necrocarnum Mantle(Shaped): Immunity to disease. Bound to the throat: Immune to poison.
Necrocarnum Vestments(bound to heart): Immune to stunning and death effects.
Pauldrons of Health(Shaped): Immunity to disease, sickening, nauseation. Bound to shoulders: Immune to energy drain.
Shedu Crown(Shaped): Immune to bull rush.
Spellward Shirt(Bound to heart): Immunity to four specific 6th or lower level spells.
Strongheart Vest(bound to heart): Immune to energy drain and death effects.
Vitality Belt(Bound to waist): Immune to con drain and damage.
Vestiges:
Acererak: Grants immunity to cold and electricity.
Buer: Immunity to disease and poison.
Dahlver-Nar: Immunity to wisdom damage, drain, madness, insanity, and confusion.
Haagenti: Immunity to transformation.
Haures: As Mind Blank.
Shax: Immunity to grappling and electricity.
Stances and Maneuvers:
Strength of Stone: Immunity to crits.
Flame's Blessing: With 19 or more ranks in tumble, you're immune to fire.
One with Shadow: Grants incorporeality for one round and all immunities that implies.