Indomitable Rework

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In the furthest reaches of Ea's landscape, victory is often measured by a single trait: survival. Endurance. The indomitable trains and reinforces his or her perseverance, honing themselves to withstand almost any attack and survive nearly any terrain.

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.


Requirements

Alignment: Indomitables may be of any alignment, from loyal bodyguards to unstoppable savage raiders.
Base Attack Bonus: +6
Feats: Diehard, Endurance


Statistics

Hit Dice: d12
Class Skills: The indomitable's class skills are Athletics, Craft, Intimidate, Knowledge (dungeoneering), Perception, Profession, Survival.
Skills: Skill Ranks at Each Level: 2 + Int modifier
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).


The Indomitable
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, Bonus Feat
10 +10 +5 +3 +5 DR 4/—, Indomitable Spirit

Class Abilities

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: Dodge, Great Fortitude, Improved Great Fortitude, Iron Will, Improved Iron Will, Improved Natural Armor, Shield Focus, Shield Specialization, Fast Healer, Heroic Defiance, Heroic Recovery, Combat Reflexes, Bolstered Resilience, Toughness. The PC must meet the pre-requisites of a feat before selecting it. Indomitable levels stack with fighter levels for the purposes of qualifying for 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 knows how to survive the impossible.

Twice per day, the indomitable may choose to reroll either a Fort or Will save, taking the higher of the two rolls.

Second, if he has Improved Great Fortitude, Improved Iron Will, Heroic Defiance, or Heroic Recovery, these feats are subsumed into Indomitable spirit. That is, he may choose to spend his additional uses among these feats, instead – that is, twice a day he 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.

Finally, when the indomitable uses his Renewed Vigor ability, he heals 4d8+Con. Alternatively, he may remove a single fatigued, exhausted, shaken, frightened, sickened, nauseated, or staggered condition (his choice). If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.