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View Full Version : The Immovable Object [PrCl] [PEACH]



...Eh?
2007-10-07, 05:39 PM
While the idea comes from the name of Cybren's new PrCl, the Unstoppable Force, it doesn't really have anything to do with it.

The Immovable Object

Immovable Objects are the offensive linebackers of the battlefield- immovable guards who lure their foes into charging at them and then throw them back, usually into dangerous situations. Immovable objects are highly valued as guards- invaders attempting to get past a pair of Immovable Objects and into a throne room usually end up impaled on a trident or spear, two of the signature weapons of the class. Immovable Objects are found among many races, especially dwarves, who enjoy the firmness and simplicity of the class.

Crunchwise, an Immovable Object stands to gain much by becoming large, even if it's only from a potion, as many of the class's abilities encourage having greater reach and taking up more space, and to someone who depends on his opponents charging him,. While not nessecary, a character who plans on becoming and Immovable Object may wish to have at least 13 Charisma, as the Goad feat will greatly increase your ability to stop your opponents and move them back.

Hit Die: d12

The Immovable Object
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Roots of the Mountain, Improved Stand Still

2nd|
+2|
+3|
+0|
+3|Intercept Charge, Mighty Wall 1/day

3rd|
+3|
+3|
+1|
+3|Improved Roots of the Mountain, Gain Your Footing

4th|
+4|
+4|
+1|
+4|Improved Intercept Charge, Strike Anywhere

5th|
+5|
+4|
+1|
+4|Truly Immovable, Mighty Wall 2/day[/table]

Prerequisits:
BAB: +7
Feats: Weapon Focus (Any reach weapon OR any weapon that can be set against a charge), Stand Still, Combat Reflexes

Class Skills: Listen (Wis), Sense Motive (Wis), and Spot (Wis), Tumble (Dex)
Skill Points: 2+Int modifier

Class Features:

Roots of the Mountain: An Immovable Object will not allow himself to be knocked away or trampled. He can block the overrun or bullrush attempt of any enemy who does so, even if they have the Improved Overrun or Bullrush feats. In addition, he can take ten on any opposed check to avoid being moved by any physical effect. Finally, if an Immovable Object is rendered unconcious while blocking entry to a portal, he remains upright, and hostile units cannot move through the square he occupies. The Immovable Object still collapses when he dies, however.

When the Immovable Object reaches third level, he learns how to completely stop charging foes in their tracks, and how to use his opponent's momentum against him. He gains immunity to bullrush and overrun attempts. However, any attacker who attempts a bullrush still rolls a strength check as normal to see how much momentum he builds up to knock the Immovable Object away, and the Immovable Object is considered to have gotten a 10 on this check, even if they have too high a modifier for this to be possible. The Immovable Object then makes an attack roll; if he beats his opponent's AC, he throws all his weight against his foe at the perfect time, sending the target back five feet for every square he covered in his charge, plus however far he would have knocked the Immovable Object back if he succeded on his bullrish attempt. If the opponent attempted an overrun, do not have him roll a trength check, but still amke the attack roll to move ihm back. If the Immovable Object fails the attack roll, he still is not moved, but he provokes an attack of opportunity from his target. If the Immovable Object is equipped with a sheild and succeds on his attack roll, he can deal damage as if he had made a sheild slam attack.

Improved Stand Still: Any opponent targeted by your Stand Still feat must make a Reflex save of 15+your damage roll, instead of 10+your damage roll.

Intercept Charge: At second level, an Immovable Object begins to devolp better tactics to combat charging enemies. The Immovable Object can now set any weapon to deal double damage against a charge, and any weapon that could normallly be set to do so can be set to deal triple damage. At fourth level, the Immovable Object can throw his weight into an attack set against a charge the same way he would for Improved Roots of the Mountain, but he must give up any damage he would deal to do so.

Mighty Wall: At second level, an Immovable Object can take up a stance of strict vigilance to completely block all ways past him once per day. While using the Mighty Wall ability, all hostile units that the Immovable Object is aware of must make a DC 20 Tumble check to move through any space the Immovable Object threatens, and the Immovable Object gains a +5 bonus on Spot and Listen checks. The Immovable Object can stay in this stance a number of rounds equal to his Wisdom modifier. At fifth level, the Immovable Object can use this ability twice per day.

Gain Your Footing: The longer an Immovable Object stays in one space, the harder it gets to move him from that place. Each consecutive turn an Immovable Object stays in one place, he gains a +1 inisght bonus to AC. This bonus cannot exceed the Immovable Object's class levels.

Strike Anywhere: At fourth level, an Immovable Object becomes a master of reach, learning how to adjust his attacks to fit the situation. He gains Lunging Strike and Short Haft as bonus feats, even if he does not fit the prerequisits.

Truly Immovable: At fifth level, the Immovable Object becomes truly immovable by anything. He becomes immune to any spells that would move him against his will, including charm and compulsion effects.

smart thog
2007-10-17, 03:04 PM
This is a good class, but I would add more levels and maybe have the Immovable object gain DR/Incorperal (is overcome by incorperal attacks) and Fast healing.