animorte
2022-07-18, 10:23 PM
Ok, so this was a class I made years ago while still playing 3.5e. I haven't looked at it in a long time, but recent postings reminded me and inspired me to share. I was planning to post all three classes I crafted but I didn't realize how much work this would be putting together the table, as it is my first attempt. Transferring all of the information was a bit more than I expected as well. I may not have as much time to modify the class as I haven't looked at it in years and currently play 5e.
Anyway, have a look and let me know what you think! Feel free to try it out and respond with feedback.
Unstoppable
Alignment: any neutral
Table: Unstoppable
Hit Die: d10
Level
Base Attack Bonus
Saving Throws
Special
AC Bonus
Fort
Ref
Will
1st
+1
+2
+0
+2
AC Bonus, Fast Healing
Wis (+0)
2nd
+2
+3
+0
+3
Combat Stance
Wis (+0)
3rd
+3
+3
+1
+3
Wis (+0)
4th
+4
+4
+1
+4
Awareness
Wis (+0)
5th
+5
+4
+1
+4
Fast Healing (2)
Wis (+1)
6th
+6/+1
+5
+2
+5
Improved Combat Stance
Wis (+1)
7th
+7/+2
+5
+2
+5
Stand Still
Wis (+1)
8th
+8/+3
+6
+2
+6
Improved Awareness
Wis (+1)
9th
+9/+4
+6
+3
+6
Wis (+1)
10th
+10/+5
+7
+3
+7
Die Hard, Fast Healing (3)
Wis (+2)
11th
+11/+6/+1
+7
+3
+7
Wis(+2)
12th
+12/+7/+2
+8
+4
+8
Unstoppable
Wis (+2)
13th
+13/+8/+3
+8
+4
+8
Wis (+2)
14th
+14/+9/+4
+9
+4
+9
Wis (+2)
15th
+15/+10/+5
+9/
+5
+9
Fast Healing (4)
Wis (+3)
16th
+16/+11/+6/+1
+10
+5
+10
Wis (+3)
17th
+17/+12/+7/+2
+10
+5
+10
Wis (+3)
18th
+18/+13/+8/+3
+11
+6
+11
Unstoppable (2)
Wis (+3)
19th
+19/+14/+9/+4
+11
+6
+11
Wis (+3)
20th
+20/+15/+10/+5
+12
+6
+12
Fast Healing (5)
Wis (+4)
Class Skills: (4 + Int modifier per level, x4 at 1st level)
Climb (Str), Craft (Int), Disable Device (Dex), Intimidate (Cha), Jump (Str), Open Lock (Dex), Search (Wis), Spot (Wis), Survival (Wis), Tumble (Dex)
Class Features
Weapon and Armor Proficiency: You are proficient with all simple and martial weapons. You are not proficient with any type of armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, you lose your AC bonus, as well as your Combat Stance, Awareness, and Unstoppable abilities.
Fast Healing: At 1st level you gain the bonus feat Fast Healing. You have a supernatural ability to regain hit points at an exceptionally fast rate. Except where noted here, fast healing is just like natural healing. At the beginning of each of your turns, you heal 1 hit point. In addition, this healing increases by another 1 at 5th level and every 5 class levels therafter (3 at 10th, 4 at 15th, and 5 at 20th level). If you have taken both nonlethal and lethal damage, you heal the nonlethal damage first. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow you to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing does not increase the number of hit points regained when you polymorph. This ability has no affect when you are unconscious.
Combat Stance: At 2nd level, you must select one of two combat stances to pursue: offense or defense. This choice affects the character’s class features but does not restrict your selection of feats or special abilities in any way. If the you select offense, you gain the Power Attack feat. If you select defense, you gain the Combat Expertise feat. You lose this ability when wearing any type of armor or shield, or when carrying a medium or heavy load.
Awareness: At 4th level you have studied combat well enough to cover your own weaknesses. You must choose either Evasion or Uncanny Dodge. With Evasion, you can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. When helpless you do not gain the benefit of Evasion. If you already have Evasion from a different class, you may choose to automatically gain Improved Evasion. With Uncanny Dodge, you can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you're caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have Uncanny Dodge from a different class, you may choose to automatically gain Improved Uncanny Dodge. You can only have either Improved Evasion or Improved Uncanny Dodge this way. If you already have both Evasion and Uncanny Dodge from a different class, you may still only choose one. You lose this ability when wearing any type of armor or shield, or when carrying a medium or heavy load.
Improved Combat Stance: At 6th level, your aptitude in the chosen combat stance (offense or defense) improves. If you selected offense at 2nd level, gain one of the following feats: Cleave, Improved Bull Rush, Improved Overrun, or Improved Sunder. If you selected defense at 2nd level, instead gain one of the following feats: Improved Disarm, Improved Feint, or Improved Trip. You lose this ability when wearing any type of armor or shield, or when carrying a medium or heavy load.
Stand Still: At 7th level you gain the bonus feat Stand Still. When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round. Since you use Stand Still in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one). Normal attacks of opportunity cannot halt your foes in their tracks.
Improved Awareness: At 8th level you excel at covering all of your weaknesses. If you chose Evasion at 4th level, you now gain Improved Evasion. You still take no damage on a successful Reflex saving throw against attacks, but henceforth you take only half damage on a failed save. When helpless you do not gain the benefit of Improved Evasion. If you chose Uncanny Dodge at 8th level, you now gain Improved Uncanny Dodge. You can no longer be flanked. This defense denies the ability to sneak attack by flanking, unless the attacker has at least four more levels than you do. The levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank. If you already have Improved Evasion and Improved Uncanny Dodge, gain a bonus feat instead. You lose this ability when wearing any type of armor or shield, or when carrying a medium or heavy load.
Diehard: At 10th level you gain the bonus feat Die Hard. When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die. A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying.
Unstoppable: You have learned, from much experience and study, many magical tricks of combat. At 12th level, as a free action once per day (and one additional time every 6th level after), you can completely ignore all unfriendly magical affects for 1d4+1 rounds. For the duration, this allows you to automatically succeed on saves against all spells and spell-like abilities, and those that require no save immediately fizzle out as if counterspelled. Spells that have already taken affect can't be dispelled in this way and continue on as they normally would unless another save is required, at which point you automatically succeed. You lose this ability when wearing any type of armor or shield, or when carrying a medium or heavy load.
Table: Epic Unstoppable
Hit Die: d10
Epic Level
Special
AC Bonus
21st
Wis (+4)
22nd
Wis (+4)
23rd
Wis (+4)
24th
Unstoppable (3)
Wis (+4)
25th
Fast Healing (6)
Wis (+5)
26th
Wis (+5)
27th
Wis (+5)
28th
Wis (+5)
29th
Wis (+5)
30th
Fast Healing (7), Unstoppable (4)
Wis (+6)
Epic Abilities: AC Bonus, Fast Healing, and Unstoppable all continue to increase at the same rate.
Thank you! :smallsmile:
I used this D20 Class Construction Engine (http://rumkin.com/reference/dnd/media/classconstruction.pdf) as a guide for balance.
Anyway, have a look and let me know what you think! Feel free to try it out and respond with feedback.
Unstoppable
Alignment: any neutral
Table: Unstoppable
Hit Die: d10
Level
Base Attack Bonus
Saving Throws
Special
AC Bonus
Fort
Ref
Will
1st
+1
+2
+0
+2
AC Bonus, Fast Healing
Wis (+0)
2nd
+2
+3
+0
+3
Combat Stance
Wis (+0)
3rd
+3
+3
+1
+3
Wis (+0)
4th
+4
+4
+1
+4
Awareness
Wis (+0)
5th
+5
+4
+1
+4
Fast Healing (2)
Wis (+1)
6th
+6/+1
+5
+2
+5
Improved Combat Stance
Wis (+1)
7th
+7/+2
+5
+2
+5
Stand Still
Wis (+1)
8th
+8/+3
+6
+2
+6
Improved Awareness
Wis (+1)
9th
+9/+4
+6
+3
+6
Wis (+1)
10th
+10/+5
+7
+3
+7
Die Hard, Fast Healing (3)
Wis (+2)
11th
+11/+6/+1
+7
+3
+7
Wis(+2)
12th
+12/+7/+2
+8
+4
+8
Unstoppable
Wis (+2)
13th
+13/+8/+3
+8
+4
+8
Wis (+2)
14th
+14/+9/+4
+9
+4
+9
Wis (+2)
15th
+15/+10/+5
+9/
+5
+9
Fast Healing (4)
Wis (+3)
16th
+16/+11/+6/+1
+10
+5
+10
Wis (+3)
17th
+17/+12/+7/+2
+10
+5
+10
Wis (+3)
18th
+18/+13/+8/+3
+11
+6
+11
Unstoppable (2)
Wis (+3)
19th
+19/+14/+9/+4
+11
+6
+11
Wis (+3)
20th
+20/+15/+10/+5
+12
+6
+12
Fast Healing (5)
Wis (+4)
Class Skills: (4 + Int modifier per level, x4 at 1st level)
Climb (Str), Craft (Int), Disable Device (Dex), Intimidate (Cha), Jump (Str), Open Lock (Dex), Search (Wis), Spot (Wis), Survival (Wis), Tumble (Dex)
Class Features
Weapon and Armor Proficiency: You are proficient with all simple and martial weapons. You are not proficient with any type of armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, you lose your AC bonus, as well as your Combat Stance, Awareness, and Unstoppable abilities.
Fast Healing: At 1st level you gain the bonus feat Fast Healing. You have a supernatural ability to regain hit points at an exceptionally fast rate. Except where noted here, fast healing is just like natural healing. At the beginning of each of your turns, you heal 1 hit point. In addition, this healing increases by another 1 at 5th level and every 5 class levels therafter (3 at 10th, 4 at 15th, and 5 at 20th level). If you have taken both nonlethal and lethal damage, you heal the nonlethal damage first. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow you to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing does not increase the number of hit points regained when you polymorph. This ability has no affect when you are unconscious.
Combat Stance: At 2nd level, you must select one of two combat stances to pursue: offense or defense. This choice affects the character’s class features but does not restrict your selection of feats or special abilities in any way. If the you select offense, you gain the Power Attack feat. If you select defense, you gain the Combat Expertise feat. You lose this ability when wearing any type of armor or shield, or when carrying a medium or heavy load.
Awareness: At 4th level you have studied combat well enough to cover your own weaknesses. You must choose either Evasion or Uncanny Dodge. With Evasion, you can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. When helpless you do not gain the benefit of Evasion. If you already have Evasion from a different class, you may choose to automatically gain Improved Evasion. With Uncanny Dodge, you can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you're caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have Uncanny Dodge from a different class, you may choose to automatically gain Improved Uncanny Dodge. You can only have either Improved Evasion or Improved Uncanny Dodge this way. If you already have both Evasion and Uncanny Dodge from a different class, you may still only choose one. You lose this ability when wearing any type of armor or shield, or when carrying a medium or heavy load.
Improved Combat Stance: At 6th level, your aptitude in the chosen combat stance (offense or defense) improves. If you selected offense at 2nd level, gain one of the following feats: Cleave, Improved Bull Rush, Improved Overrun, or Improved Sunder. If you selected defense at 2nd level, instead gain one of the following feats: Improved Disarm, Improved Feint, or Improved Trip. You lose this ability when wearing any type of armor or shield, or when carrying a medium or heavy load.
Stand Still: At 7th level you gain the bonus feat Stand Still. When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round. Since you use Stand Still in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one). Normal attacks of opportunity cannot halt your foes in their tracks.
Improved Awareness: At 8th level you excel at covering all of your weaknesses. If you chose Evasion at 4th level, you now gain Improved Evasion. You still take no damage on a successful Reflex saving throw against attacks, but henceforth you take only half damage on a failed save. When helpless you do not gain the benefit of Improved Evasion. If you chose Uncanny Dodge at 8th level, you now gain Improved Uncanny Dodge. You can no longer be flanked. This defense denies the ability to sneak attack by flanking, unless the attacker has at least four more levels than you do. The levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank. If you already have Improved Evasion and Improved Uncanny Dodge, gain a bonus feat instead. You lose this ability when wearing any type of armor or shield, or when carrying a medium or heavy load.
Diehard: At 10th level you gain the bonus feat Die Hard. When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die. A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying.
Unstoppable: You have learned, from much experience and study, many magical tricks of combat. At 12th level, as a free action once per day (and one additional time every 6th level after), you can completely ignore all unfriendly magical affects for 1d4+1 rounds. For the duration, this allows you to automatically succeed on saves against all spells and spell-like abilities, and those that require no save immediately fizzle out as if counterspelled. Spells that have already taken affect can't be dispelled in this way and continue on as they normally would unless another save is required, at which point you automatically succeed. You lose this ability when wearing any type of armor or shield, or when carrying a medium or heavy load.
Table: Epic Unstoppable
Hit Die: d10
Epic Level
Special
AC Bonus
21st
Wis (+4)
22nd
Wis (+4)
23rd
Wis (+4)
24th
Unstoppable (3)
Wis (+4)
25th
Fast Healing (6)
Wis (+5)
26th
Wis (+5)
27th
Wis (+5)
28th
Wis (+5)
29th
Wis (+5)
30th
Fast Healing (7), Unstoppable (4)
Wis (+6)
Epic Abilities: AC Bonus, Fast Healing, and Unstoppable all continue to increase at the same rate.
Thank you! :smallsmile:
I used this D20 Class Construction Engine (http://rumkin.com/reference/dnd/media/classconstruction.pdf) as a guide for balance.