Immovable (3.5e Class)
(Note: Any suggested changes or additional information I can add would be appreciated, I deleted the stubs because I feel I have fixed the issues by not only added more to the class but reworking the whole thing to incorporate a lot more flavor and character into the descriptions of everything.)
The Immovable is someone who does not buckle under any pressure, whether it be man, beast, or god. A being who can't be put down, one who through their durability is unstoppable, one who truly is Immovable.
The Immovable[edit]
The Immovable is a class that is all about playing the waiting game, using their superior defensive abilities to outlast their opponents, with no real way to dish out damage on their own an Immovable simply outlasts the competition while whittling them down, or until they give up. "Why chase someone down when you can simply wait for them to come to you" is the core principal of an Immovable.
Making The Immovable[edit]
Immovables are stubborn in physicality and more often the not their beliefs and mentality. Immovables are those that remain stationary and allow their opponents to exhaust themselves or give up, whittling them down and using their superior survivability to outlive danger instead of avoiding it. "Why chase someone down when you can wait for them to come to you."
Abilities - Con is the most important stat for an Immovable as stationary targets are often the ones most likely to take damage, and many of their abilities are based on it, although Dex and Wis can be good for some more situational survivability via Reflex or Will saves. Str is good if you intend to be dealing damage, and Int/Cha are useless to an Immovable unless you desire more skills or better interaction with others.
Races - Any race is capable of becoming an Immovable, it is not a physical state but a mental one, those who possess a strong heart and soul are able to become Immovable. Older or physically stout beings are more predisposed to following this path.
Alignment - Any, although as the stubborn individuals they are many often have a personal code that they follow.
Starting Gold - (6d4x10) Gold: Average 150Gp
Starting Age - Any
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +2 | Armor Of The Immovable, Rooted Soul, Toughness | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2nd | +1 | +3 | +0 | +3 | Stationary Target | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3rd | +2 | +3 | +1 | +3 | Tougher Still | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4th | +2 | +4 | +1 | +4 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5th | +3 | +4 | +1 | +4 | Hearty Reflex | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
6th | +3 | +5 | +2 | +5 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
7th | +4 | +5 | +2 | +5 | Unmoving | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
8th | +4 | +6 | +2 | +6 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
9th | +5 | +6 | +3 | +6 | Heartier Reflex | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
10th | +5 | +7 | +3 | +7 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
11th | +6/+1 | +7 | +3 | +7 | Improved Immovability | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
12th | +6/+1 | +8 | +4 | +8 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
13th | +7/+2 | +8 | +4 | +8 | Even Tougher Still | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
14th | +7/+2 | +9 | +4 | +9 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
15th | +8/+3 | +9 | +5 | +9 | Moving Immovable | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
16th | +8/+3 | +10 | +5 | +10 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
17th | +9/+4 | +10 | +5 | +10 | Not Even in Death | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
18th | +9/+4 | +11 | +6 | +11 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
19th | +10/+5 | +11 | +6 | +11 | Try again | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
20th | +10/+5 | +12 | +6 | +12 | Infinite Immovability | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Class Skills (8 per level, ×4 at 1st level) Immovables come from all walks of life and varied backgrounds, an unwavering will is all that is truly needed. Pick any* 8 skills, all considered class skills. Skills that cannot be chosen are skills that require movement, such as Move Silently, Tumble, Jump, etc. Class Features[edit]All of the following are class features of The Immovable. Weapon and Armor Proficiency - Immovables are proficient with Heavy armor, and simple weapons. Armor of the Immovable - Immovables are durability incarnate, either resisting or ignoring much of the damage they receive. Immovables have a uniquely strong ability, true damage reduction, this functions similarly to normal damage reduction however applies to all damage sources, from elemental damage to force damage, because for many Immovable it is not actively resisting the damage, but simply not allowing the damage they take to impede them. Gain DR and Elemental resist equal to half their Immovable level (Minimum of 1).(Psychic damage or anything described as directly effecting ones mind or soul is not reduced) Immovables being the stubborn and patient individuals they are simply become harder to dispose of over time. Every 3 rounds without moving this bonus increases by 1. (For the sake of this ability moving means any action leading to the Immovable leaving their space, teleportation being the only exception to this rule. Any effect that moves the ground they are standing on does not remove this effect, as the Immovable is not the one moving in that situation.) Rooted Soul - Immovables choose to remain stationary, and they won't allow others to change their mind, Immovables gain a resistance to anything trying to move them (such as trips, bullrush, grapples) equal to their Immovable level, and it increases by 1 every round they remain stationary. Toughness - Gain Toughness as a bonus feat. Stationary Target - Although an Immovable will often seem like an easy target, those who actually make an attempt on an Immovable will realize although their attacks might connect, they never seem to actually harm the Immovable. Immovables gain an Armor bonus to their AC equal to their Immovable level to a cap of double their constitution modifier. (Meaning a level 20 Immovable would need need a Con of 30 to receive the maximum AC bonus.) Tougher Still - Gain additional Hitpoints equal to Con Mod * Immovable level. This is not affected by temporary changes to Con, or effects that make you count as a higher level. Hearty Reflex - Allows the Immovable to make a Fortitude save in place of a Reflex Save for checks to avoid damage such as a Fireball AOE, this also means the Immovable is not forced to move when 'avoiding' this damage and may remain stationary. Unmoving - While one would assume forcing a person to move might be an easy task those who attempt to make an Immovable will find their capacity to do so poorly lacking. Whenever the Immovable must make a check to resist being moved out of their space, they may roll twice and take the better result. This may be used a number of times per Long Rest equal to the Immovables Con Mod. Heartier Reflex - When using Hearty Reflex to make a Fort save in place of a Reflex save for the sake of avoiding damage from E.g. Breath attacks, you take no damage on a successful save but still full on a failed one. Improved Immovability - An Immovable who has made it this far has learned to fully incorporate their body and soul in their efforts. The Immovable now adds their Con Mod as a bonus to their 'Rooted Soul' ability, "Armor of the Immovable" ability, and their 'Stationary Target' ability, this does not count towards the cap on 'Stationary Target'. The standing still bonus from 'Armor of the Immovable' now triggers every 2 rounds standing still instead of 3. Even Tougher Still - The bonus Hitpoints from 'Tougher Still' are now calculated as if your Con Mod was doubled. (Con Mod*2)*Immovable Level Moving Immovable The Immovable may make a Movement action that makes them leave their space without losing their Bonuses a number of time per Day equal to their Con Mod. This ability cannot be used again if it was used the previous round. Not Even in Death - The first time an Immovable would be brought to 0 Hitpoints or lower instead go only down to 1 Hitpoint. This can be done a number of times per day equal to an Immovables Con Mod. This ability recharges on Long Rest. Try Again - An Immovable is such a sturdy and durable being that many times their opponents will think they did damage only to have barely fazed the Immovable. An amount of times per day equal to their Con mod an Immovable may take half damage from an attack, this halving effect takes place before the damage hits TDR. Infinite Immovability - Some Immovables reach a level of dedication that they seem to transcend reality. The Immovable now adds their full Immovable level to Armor of the Immovable. Armor of the Immovable now also increases the Immovables Constitution by 1 whenever they gain an increase to TDR from staying still. This temporary con stays until the Immovable rests. The Con mod does not increase again after the Armor of the Immovable ends until the new bonus to the con surpasses the old one. (Example, an Immovable gains +5 con in a battle and later in the day get into another fight, the Con would not increase until it reached a +6 bonus in which it would replace the old bonus.) Playing an Immovable[edit]Immovables are a relatively simple class in terms of gameplay, you just get hit and shrug it off. But there is a very large pressure to role-play your character well with this class, see Immovables biggest weakness' are when their enemies don't attack them, and when they don't have allies to help them actual deal damage. These issues can (depending on your DM) be fixed by well executed Roleplaying, you want the enemies to keep attacking you, slander and insult them to make them angry at you. Play well with your friends and make sure those in your group enjoy your character. Stats wise an Immovable might seem simple, but to truly get the most out of the class you must really 'be' your character, and make them come to life, otherwise you might get bored of just standing still all the time. When you make an Immovable I suggest giving them a personal code of conduct, a list of things that drives them and things they'll avoid. For example, Archibald the first Immovable I made, he was Chaotic Good, he was driven heavily to make sure everyone was treated equally, he believed that anyone had the power to stand up for themselves and make a difference. He ALWAYS tried his best to save those unwillingly under another's control, whether that be mind control, slavery, and being blackmailed, but he was also the type of person to immediately disregard the lives of those who attempted to control others in such a way, meaning he often ended up killing the slavers or mind controllers. He believed in freedom, but if someone tried to revoke that freedom they got no second chances. He followed this personal code so strictly that he often risked his own life to save others. You don't have to be this extreme with yours but I feel things like this really help bring an Immovable to life, it gives them a reason to be Immovable, it gives them something they'll stand for regardless of how hard they're pushed back. Immovables in the World[edit]Immovables are often overlooked in society, despite their durable physique many are seemingly normal people. Most Immovable who take their skills into combat are driven to do so by something that goes against what they stand for, an example would be an Immovable who is highly against slavery having someone they know kidnapped, or maybe even just witnessing the act of slavery first hand. Immovables are people who have their own code of conduct and they abide strongly by that, a Lawful Good Immovable might use their might to help stop criminals because they believe the Law is the highest form of justice and must be abided by, a Chaotic Evil Immovable might side with a demon lord in an attempt to take over the world because that no life in this world is worth keeping around, or a neutral Immovable might simply be so focus on their own survival that they just go with whatever gives them enough money to feed themselves. Long and short of it is that Immovables are capable of having many goals and motivations, what makes them an Immovable is how well they stick to that path. |
8 + Int modifier skill points per level. |
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