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Indomitable

Page history last edited by Pendleton 14 years, 2 months ago

Indomitable

 

     In the dangerous world of Ea, victory is often measured by sheer endurance – the survivor wins. The indomitable trains and reinforces his perseverance, learning to withstand almost any attack.

     Fighters are the most likely to focus on this training, bolstering their already considerable armor skills. Barbarians may also follow this path, though it trades some of their more powerful rage abilities for durability and the ability to shrug off spells. Rangers are a distant third, deciding to increase their ability to survive when they finally track down their quarry.

 

Role: The indomitable focuses on durability and survival, while still being an effective and useful member of the team.

 

Alignment: Indomitables may be of any alignment, from loyal bodyguards to unstoppable savage raiders.

 

Hit Dice: d12

 

Requirements

 

Base Attack Bonus: +6

 

Feats: Diehard, Endurance

 

Class Skills

 

The indomitable's class skills are Climb, Craft, Intimidate, Knowledge (dungeoneering), Perception, Profession, Survival, Swim

 

Skill Ranks at Each Level: 2 + Int modifier

                      Saves                                                   

Level   BAB       Fort  Refl  Will   Special

1       +1         +1    +0    +1    DR 1/—, Blessing of Stone

2       +2         +1    +1    +1    +1 natural armor, Still Standing, Bonus Feat

3       +3         +2    +1    +2    Renewed Vigor 1d8, Bonus Feat

4       +4         +2    +1    +2    DR 2/—, Mettle

5       +5         +3    +2    +3    Laugh in the Face of Death, Bonus Feat

6       +6         +3    +2    +3    Renewed Vigor 2d8, Bonus Feat

7       +7         +4    +2    +4    DR 3/—

8       +8         +4    +3    +4    Bonus Feat

9       +9         +5    +3    +5    Renewed Vigor 3d8

10      +10        +5    +3    +5    DR 4/—, Indomitable Spirit

 

Weapon and Armor Proficiency: An indomitable is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

 

Damage Reduction (Ex)

     The indomitable’s ability to shrug off physical damage is almost beyond belief. The indomitable gains DR 1/— at first level. This DR stacks with any similar DR from other classes (particularly Barbarian).

     DR increases another point at 4th, 7th, and 10th level.

 

Blessing of Stone (Su)

     The indomitable’s spirit of endurance enhances defensive magic cast upon him. Add indomitable levels to caster level to determine the effects of any defensive spell cast on the indomitable, including duration. This does not increase caster level for the purpose of dispel magic or similar, only the effects of the spell.

     For example, if a 9th level cleric casts resist energy on a character with 2 indomitable levels, the effective caster level is 11; the spell provides 30 energy resistance instead of 20, and lasts 110 minutes.

 

Natural Armor (Ex)

     The indomitable is so toughened by combat that his skin resembles that of a wild animal, coarse and leathery, capable of turning a blade.

     At second level the indomitable gains +1 natural armor, or improves natural armor by 1 if he already has it. Furthermore, assuming the indomitable has at least 13 Con, he may take Improved Natural Armor feat to increase natural armor further

 

Still Standing (Ex)

     Starting at 2nd level the indomitable does not risk losing hit points for strenuous activities when below 0 hit points.

 

Bonus feats

At certain levels, the indomitable gains specialized training to defend himself against attack:

     defensive strike, dodge, great fortitude, greater resilience, hold the line, improved great fortitude, improved iron will, improved natural armor, iron will, mobility, shield specialization

 

Renewed Vigor (Ex)

     At 3rd level, the indomitable heals 1d8 points of damage + his Constitution modifier. This is a standard action, usable once per day.

     This amount increases to 2d8 at 6th level, and 3d8 at 9th.

 

Mettle (Ex)

     Through repeated exposure to magical and other unusual effects, the indomitable has hardened his spirit. If an indomitable makes a successful Will or Fortitude saving throw that would normally reduce a harmful effect, he suffers no effect from the spell at all. Only those spells with a saving throw entry of ‘Will partial,’ ‘Fortitude half,’ or similar can be negated through this ability.

     The indomitable must be fully conscious to use this ability.

 

Laugh in the Face of Death (Ex)

     Starting at 5th level the indomitable may resolve himself to ignore pain and fight freely when below 0 hit points. This is a free action, at which point the indomitable is no longer staggered, and may take normal actions (at least until –Constitution hit points).

     This effect lasts for a number of rounds equal to Indomitable levels after which the indomitable collapses unconscious. Unconsciousness lasts until the indomitable is above 0 hit points.

     An indomitable can use this ability as often as he likes.

 

Indomitable Spirit (Ex)

     The indomitable may reroll a Fortitude save or Will save, once per day each, taking the higher of the two rolls.

     If he has Improved Great Fortitude or Improved Iron Will, these feats are subsumed into Indomitable spirit, and he gains an extra use per day – that is, twice a day may reroll and take best of the two rolls.

     The indomitable must choose to use this ability before finding out the results of the roll.

 

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