Immortal Highlander (3.5e Class)

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immortal (highlander variant)[edit]

immortals are warriors that train on all types of terrain. Not only do they require strength to wield their sword, but the speed to make sure the enemy has no chance to evade. They are one of the most feared fighters due to their ability to stay level headed even while in a rage and because of their quick adaptability to the flow of combat. Their battle prowess is something to be reckoned with and Highlanders make great allies and horrific opponents. Those who successfully survive fighting one are very lucky; Highlanders make sure that their enemies are dead.

Making an immortal[edit]

immortals fight on the front lines with the other main attackers, are very swift, and are very hard to kill because of their high health. With this in mind, they mostly require Str, Dex, and Con. They are also fearsome in battle due to being the most relentless, yet calm warriors; so Cha is also very important to demoralize his opponents. Wis and Int aren't that important to a Highlander, but intelligent and wise Highlanders are not unknown.

Races: Humans tend to be the most known immortals, but Half-Orcs work with the position very well. Dwarven immortals are not uncommon, but dwarves are not inclined to take the profession. Halflings take up immortal for the adventurous life, but are not very applicable due to their short stature. Gnomes and Elves don't travel the path of the immortal much at all, but there are a rare few that will choose the path to get away from their old everyday life for some new perspective on the world.

Alignment: Any.

Starting Gold: Starting Gold: 6d4x10 (Average Starting Gold: 150 gp).

Starting Age: "Moderate".

Table: The immortal

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special|
Fort Ref Will
1st +1 +2 +0 +0 Bonus Feat, Kiai Strike 1/day
2nd +2 +3 +1 +0 Bonus Feat, immortal Rage 1/day
3rd +3 +3 +2 +1 Uncanny Dodge (Dex to AC)
4th +4 +4 +2 +1 Bonus Feat
5th +5 +4 +3 +2 Kiai Strike 2/day, Weapon Specialization Feat Accessible, Staredown
6th +6/1 +5 +3 +2 Bonus Feat, immortal Rage 2/day
7th +7/2 +5 +4 +3 Uncanny Dodge (Can't be flanked)
8th +8/3 +6 +4 +3 Bonus Feat
9th +9/4 +6 +5 +4 Armored Mobility
10th +10/5 +7 +5 +4 Bonus Feat, Kiai Strike 3/day, Mass Staredown
11th +11/6/1 +7 +6 +5 immortal Rage 3/day, Uncanny Dodge (+1 to saves against traps)
12th +12/7/2 +8 +6 +5 Bonus Feat, DR 1/-
13th +13/8/3 +8 +7 +6 Uncanny Dodge (+2 against traps)
14th +14/9/4 +9 +7 +6 Bonus Feat, DR 2/-, Improved Staredown
15th +15/10/5 +9 +8 +7 immortal Rage 4/day, Kiai Strike 4/day
16th +16/11/6/1 +10 +8 +7 Bonus Feat, DR 3/-, Uncanny Dodge (+3 against traps)
17th +17/12/7/2 +10 +9 +8 Improved Armored Mobility
18th +18/13/8/3 +11 +9 +8 Bonus Feat, Greater immortal Rage, DR 4/-
19th +19/14/9/4 +11 +10 +9 Uncanny Dodge (+4 against traps)
20th +20/15/10/5 +12 +10 +9 Bonus Feat, No longer winded after immortal Rage, Frightful Appearance, DR 5/-, Kiai Strike 5/day, immortal Rage 5/day

Class Skills (5 + Int modifier per level, & times;4 at 1st level)
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (Nobility & Royalty) (Int), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), Wilderness Lore (Wis).

Class Features[edit]

All of the following are class features of the immortal.

Fast Healing (Ex): Highlanders gain fast healing 1. Because of their immortality, their fast healing will cause them to revive, eventually.

Holy Ground Restriction (Ex): The nature of their powers is unknown even to the highlanders, but one thing is certain; they are forbidden from fighting on holy ground. In any location which is consecrated to the powers of good, they are unable to make hostile action. Treat all possible opponents as being under a sanctuary spell with a DC of 20 + 1/2 your own HD. If the compulsion is resisted, it is still a poor idea to fight. Those that break this rule take 5 points of damage per HD each round until they leave the holy ground. Re-entering the holy ground is safe, but the backlash will occur again if they provoke another fight.

Weapon and Armor Proficiency:immortals receive all weapon, armor, and shield proficiencies as with age comes experience. They automatically have proficiency in wielding the Bastard sword and do not need the Exotic Weapon Proficiency feat in order to wield this weapon one-handed and without penally.

Bonus Feat: An immortal gets an additional feat due to extensive training. They obtain a new feat at 2nd level and another every two levels afterwards. It works the same as the Fighter's Bonus Feat.

Kiai Strike: Once per day, an immortal at 1st level or higher can release a great shout during combat that invigorates him. When the Highlander shouts (free action), his next attack gains a bonus on the attack and damage rolls equal to his Charisma bonus (minimum +1). As a Highlander gains levels, he can make a kiai strike more often.

Quickening:The death of an immortal is a dramatic event. A surge of energy is released, blasting the surroundings in lightning and causing collateral damage. Non-attended objects in 60 ft of the highlander take 1d6 divine damage per HD of the slain immortal. Creatures are not harmed, and the killer of the immortal (if there is one) is blasted with a surge of power. They gain a +4 divine bonus on all attack rolls, damage rolls, AC, saving throws, skill checks, and ability checks for 24 hours. This benefit overlaps, and does not stack, if multiple immortals are killed. This, however, is not the true benefit. Only immortals can benefit from this completely.

If an immortal kills another imortal, the quickening grants the killer all of the memories of the victim. Mechanically, they gain all of the skills of the victim, filling in skill ranks or keeping their own if higher. If they gain more skill ranks than they should have by their level (such as a level 5 highlander gaining 13 ranks in balance), then the remaining skills are not counted until they reach the appropriate level to host them (in this case, 10th level). Finally, stolen skills become class skills regardless what classes the highlander takes.

For immortals starting above level 2, treat them as having not slain any other immortals before for the purposes of gaining skill ranks. They always have the potential to fill out other skills later on, provided they can find and slay an immortal.

immortal sense:An immortal can detect the presence (but not the direction or location) or another immortal within 120 ft. Typically this results in a duel to the death because all immortals, upon awakening their immortality, become aware of the challenge and the ultimate destiny for there to be only one.

immortal Rage: An immortal's Rage ability works the same as a Barbarian's, but the bonuses and negatives are halved. Instead, an immortal gains a +2 to Strength, +2 to Constitution, +1 morale bonus to Will saves, and -1 to AC.

Uncanny Dodge: Starting at 3rd level, the immortal gains the ability to react to danger before his senses would normally allow him to. At 3rd level and above, he retains his Dexterity bonus to his AC (if any) regardless of being flat-footed or being struck by an invisible opponent. He still loses his Dex bonus if immobilized.

Stare down: At 5th level, an immortal is able to strike fear into his enemies by his mere presence. He gains a +4 bonus on Intimidate checks and can demoralize an opponent.

Weapon Specialization: At 5th level, an immortal can take the Fighter's Weapon Specialization Feat.

Armored Mobility: At 9th level, an immortal has learned how to fight more effectively in the armor they wear. The max Dexterity for an immortal of 9th level is one point higher in all armor, he keeps his base speed in all armor; but can still only run at triple speed in heavy armor.

Mass Stare down: At 10th level, an immortal has sufficient presence that he can strike fear into multiple foes. Using an Intimidate check, the Highlander can demoralize all opponents within 30 feet with a single standard action.

DR (Damage Reduction): At 12th level, an immortal's body has become hardened by his training to where he takes less damage from his enemies. He starts off with taking only one point of damage away, but that one point could be the difference between life and death. Nothing can penetrate a Highlander's Damage Reduction.

Improved Stare down: At 14th level, even the glance from the penetrating eyes of an immortal is enough to give his foes pause. The immortal can demoralize his foes within 30 feet as a move action, not a standard.

Improved Armored Mobility: At 17th level, an immortal's ability to fight while armored improves. The max Dexterity bonus for armor worn by an immortal increases by one point, all armor check penalties are cut in half, and he can run at quadruple speed even in heavy armor.

Greater immortal Rage: At 18th level, an immortal's Rage bonuses are increase to +4 Strength, +4 Constitution, +2 morale to Will, and the AC negative remains at -1.

Frightful Appearence: A 20th level immortal's bravery, honor, and battle prowess have become legendary. When a Highlander draws his sword, opponents within 30 feet must succeed a Will save (DC 20 + immortal's Cha modifier) or be panicked for 4d6 rounds(if 4 or fewer Hit Dice) or shaken for 4d6 rounds (if from 5 to 19 Hit Dice). Enemies with 20 or more Hit Dice are not affected. Any foe that successfully resists the effect can't be affected by the same immortal's frightful presence for 24 hours.

Epic immortal[edit]

Table: The Epic Highlander

Hit Die: d10

Level Special
22nd Bonus Feat
24th Bonus Feat
26th Bonus Feat
28th Bonus Feat
30th Bonus Feat

5 + Int modifier skill points per level.

Bonus Feats: The epic immortal gains a bonus feat (selected from the list of epic fighter bonus feats) every 2 levels after 20th.

Human immortal Starting Package[edit]

Weapons: Bastardsword.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Bluff 4 Cha
Diplomacy 4 Cha
Iaijutsu Focus 4 Cha
Intimidate 4 Cha
Survival 4 Wis

Feat: Weapon Focus (Bastardsword).

Bonus Feats: Power Attack, Cleave.

Gear: Scale Mail and Light Steel Shield.

Gold: 50.

Campaign Information[edit]

Playing an immortal[edit]

Religion: immortals often revere deities of war; due to their combative inclinations. However, an immortal can follow any deity that aligns with their own views. At the same time, immortals can often find that revering a deity is more of a tedious waste of time; focusing more on what they can physically see and feel. Ultimately, immortals are wide and varied and so too are their beliefs.

Other Classes: Fighters and barbarians get along incredibly well because of the immortal's battle prowess. Paladins respect the sense of honor and loyalty that immortals have, as well as the depth of that sense, but often regret feeling so because of the immortal's inclination towards pub brawls. Wizards and sorcerers merely see the immortal as some sort of barbarian/fighter hybrid with the honor and loyalty nonsense of a Paladin. Bards often enjoy being in the company of immortals because of the stories they can tell of the heroes of their clans. Clerics don't have much to say about immortals and often try to keep away from them. Rangers and rogues get along with immortals okay, but rogues see them as useful meat-shields--especially when they learn that they can use their honor and loyalty to their home and clan against them (but this might actually lead to a bloody confrontation that the rogue will certainly not survive!)

Combat: immortals fill the same position as a fighter or barbarian.

Advancement: immortals often focus on their strength, primarily, and their speed and agility, secondarily. immortals often multiclass into fighter for more feats or sometimes into barbarian for additional damage reduction. The likelihood of an immortal taking up a magic class is mostly unheard of because that would take away from gaining their skills as powerful warriors. Either way, an immortal will often take up another class that increases their combat prowess and often leave the magical stuff to others.

immortals in the World[edit]

Oh, c'mon lassie I was fine! There was only twelve of them!
—Ewan MacLeod, Human immortal

Daily Life: immortals can be found doing one of two things: training for combat or hanging out in the pub. However, if they are encountered in a pub, they will often start friendly brawls with like-minded warriors--especially other immortals; even more so if those others are members of his clan. If encountered while in training, they will often offer spectators to train with them; being the friendly sort immortals tend to be. They often feel invigorated sparring with others--forging connections with others in the hopes of making their clan grow larger. immortals are deeply loyal to their homeland and their family and friends.

Notables: <-notable NPCs of this class->.

Organizations: immortal society is separated into clans. One can tell a certain immortal's clan by either their last name, which is usually the name of the clan, or by symbols they wear specific to each clan. When a single village is met with crisis, a clan meeting is called to make a decision, which is usually when the adventurer party shows up. If the region at large are faced with calamity, a meeting of the clans is called, wherein a meeting of all clan leaders discuss their options, another opportune time for help to arrive.

NPC Reactions: immortals are not easily intimidated, and not easily haggled with. They are, however, not cheapskates trying to weasel GP from the PCs. immortal merchants will give a fair honest price and they will not budge. The PCs will pay as much as everyone else. If perchance a pub scuffle were to break out and a member of the party is an immortal, any immortal NPCs in the room will jump to the aid of their kin.

immortal Lore[edit]

Characters with ranks in Knowledge (History) can research immortalss to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (History)
DC Result
5 Skilled immortal warriors.
10 immortalals are more skilled in armored fighting than most anyone.
15 An immortal's clan can be discerned by either their surname or the symbols they wear. immortals that are not biological members of a specific clan, but are loyalists to a particular one will often wear a clan badge to show which clan they are affiliated with.
20 Specific information on immortal clans; as well as history on any of those clans.

immortals in the Game[edit]

While at first the immortal may be slow to trust, they themselves are trustworthy and honor bound to a fault. Once the immortal's trust is gained, they are well meaning and kindhearted, but rambunctious and foul-mouthed; but will become deadly serious when their honor, clan, family, or home village is insulted. The immortal is known to accept challenges and challenge offenders to their honor. A common fault of some immortals is their cockiness when approaching such a duel or challenge. They will fall into a sort of depression if the duel is lost, but it isn't anything a quick pub brawl won't fix!

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.

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