Immortal Weakling (3.5e Class)

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Immortal Weakling

(Based on the Web Comic Immortal Weakling by Yaruno and Civen) An Immortal Weakling has a strange ability to say the least. If an immortal weakling dies or is injured, they come back at full health. They, unfortunately have no control over this ability. Even the smallest bit of an injury, such as a paper cut or the small amount of muscle damage from working out, can activate their ability. This leads them to normally be extremely physically weak.

Making a Immortal Weakling

An immortal weakling has quite the odd set of skills. They could take damage for the party but they don't have high stats to up AC or return do damage back.

Abilities: While they cannot have extremely high Strength, Constitution, or Dexterity it is important to have these as high as they can for good reason. Otherwise the other abilities could be important to fill other roles.

Races: Only humans can become Immortal Weaklings.

Alignment: Any.

Starting Gold: 2d8 x 10.

Starting Age: Simple.

Table: The Immortal Weakling

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+1 Ineffective Immortality, Ability Drawback
2nd+1+1+0+1 Bonus Feat
3rd+1+1+1+2 Taunting
4th+2+1+1+2 Bonus Feat
5th+2+1+2+3 Greater Ineffective Immortality
6th+2+2+2+4 Bonus Feat
7th+3+2+3+5 Lesser Ability Drawback
8th+4+2+4+6 Bonus Feat
9th+4+3+4+6
10th+5+3+5+7 Immortality, Bonus Feat
11th+5+3+5+8
12th+6+4+6+8 Bonus Feat
13th+7+4+7+9 Never Give Up
14th+7+5+7+9 Slight Ability Drawback, Bonus Feat
15th+8+5+8+10 Greater Immortality
16th+9+6+8+10 Bonus Feat
17th+10+6+9+11
18th+10+6+10+11 Bonus Feat
19th+11+7+10+12 Ability Drawback Workaround
20th+12+8+11+13 Ultimate Immortality, Bonus Feat

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The Immortal Weakling can use any skills that does not require training.

Class Features

All of the following are class features of the Immortal Weakling.

Weapon and Armor Proficiency: Immortal Weaklings are proficient with all simple and proficient weapons and light armor.

Ineffective Immortality (Su): The Immortal Weakling's ability activates at strange times. After they take direct damage of any kind their ability activates. After 2d6 rounds their body is restored to its perfect state that it was in the past. This ability even activates past death or if knocked unconscious.

Ability Drawback (Su): The Immortal Weakling's immortality is finicky and impossible to control. Due to this even becoming more physically fit activates it as working out involves slightly injuring muscles and them healing back stronger. As their immortality brings them back in time, its like it never happened in the first place. If the Immortal Weakling's Strength, Dexterity, or Constitution raises to over a 16 then their immortality returns it to a 16.

Bonus Feats: The Immortal Weakling can take any non psionic feat as one of their bonus feats if they meet the prerequisites. At level 10 and 20 they can take a feat that they do not meet the stat prerequisites for, but you must have all feats needed before this one.

Taunting: The Immortal Weakling can draw the attention of all hostile enemies within the range to hear them that can understand the language they choose. All enemies that are not currently attacking something will attack the user.

Greater Ineffective Immortality (Su): The Immortal Weakling's ability works even better, to either their joy or dismay. Even if they take indirect damage, such as burning or poisoning, their ability activates. After 2d4 rounds their body is restored to its perfect state that it was in the past. The ability still activates if the user dies or falls unconscious.

Lesser Ability Drawback (Su): This feature works the same as the Ability Drawback but the maximum amount of the 3 scores becomes 18.

Immortality (Su): The Immortal Weakling's ability becomes even more and more potent. Their ability now activates if they become put under a status effect or some sort of debuff in addition to any kind of damage. After 1d6 rounds their body is restored to its perfect state that it was in the past. The ability still activates if the user dies or falls unconscious.

Never Give Up: The Immortal Weakling has very strong determination. After they have already been damaged in some way by an enemy and been healed they have advantage to hit that enemy and in any saving throws from that enemy's abilities. This only works for that enemy and the Immortal Weakling must use their immortality against another enemy to use this again.

Slight Ability Drawback (Su): Whether it be through sheer luck or their ability starting to work for them the Immortal Weakling's ability lets their physical stats increase more. This ability works the same as Ability Drawback but the scores can increase to 20.

Greater Immortality (Su): The Immortal Weakling becomes extremely potent at this point. Their ability now activates and allows them to escape from grapples and bindings by also moving their body back 5 feet when any of the conditions or Immortality occurs. After 1d4 rounds their body is restored to its perfect state as it was in the past and moves them 5 feet backwards to move them out of harms way.

Ability Drawback Workaround (Su): The Immortal Weakling has spent enough time to learn their ability and figured out a workaround to train themselves. They figured out to tell when their body will save a point to return to and can train their body a little before then so they can't restore to a weaker state. They no longer have a limit on any ability scores.

Ultimate Immortality (Su): The Immortal Weakling is finally able to use their ability at will, although it still activates on its own too. The Immortal Weakling can use their ability no matter the circumstance or automatically when taking damage, being placed in a status, being restrained or grappled, or affected by some other non-damaging ability. After 1d2 rounds the Immortal Weakling's body is restored to its perfect state as it was in the past and they can move to any point they have been since the last time they used their immortality, even if they've been killed or knocked unconscious.


Ex-Immortal Weaklings

If they somehow lost the ability of their immortality they would simply lose all class features. This is not easy and possibly impossible with most conventional methods.

Epic Immortal Weaklings

Table: The Epic Immortal Weakling

Hit Die: d6

LevelSpecial
21stBonus Feat
22ndBonus Feat
23rdBonus Feat
24thBonus Feat
25thBonus Feat
26thBonus Feat
27thBonus Feat
28thBonus Feat
29thBonus Feat
30thBonus Feat

<-number of skill points-> + Int modifier skill points per level.

Bonus Feats: The Immortal Weakling can take any non psionic feats as bonus feats that they meet the prerequisites for. On even levels they do not have to meet requirements except for prior feats.


<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

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

SkillRanksAbilityArmor
Check
Penalty
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Playing an Immortal Weakling

Religion: Immortal Weaklings could follow whatever deity they please but normally don't as they don't see their powers as divine.

Other Classes: The Immortal Weakling interacts with other classes in personal preference. Other classes should be at least slightly wary of Immortal Weaklings.

Combat: The Immortal Weakling is mostly a damage sponge but can serve other roles with certain preperations.

Advancement: The Immortal Weakling normally does not advance and normally does not multiclass.

Immortal Weaklings in the World

I will be a hero!
—Tai, Human Immortal Weakling

Immortal Weaklings can normally not even find out about their powers, but when they do they either reject them or adventure.

Daily Life: The Immortal Weaklings can really do anything in their daily life depending on what they want to do.

Notables: Tai, trying to be a hero.

Organizations: Immortal Weakling's can join anywhere when they decide to adventure.

NPC Reactions: NPCs will either not believe they can't die, fear them for their immortality, or be fascinated by their power.

Immortal Weakling Lore

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

<-the appropriate skills->
DCResult
5Immortal Weaklings claim they cannot die.
10The Immortal Weakling has some odd power where he can revive after death.
15Immortal Weaklings can also heal from damage and spells, but claim they cannot control it.
20The Immortal Weakling does not heal but moves back through time, they can't control it either.



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gollark: ↑ is cooler.
gollark: I don't think the search option will work from the archive. You probably need the URL of the thread.
gollark: How strange.
gollark: Why the [REDACT]ing, I mean. I don't see any rules about projectors or whatever.
gollark: (not the exact thing)
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