Immobilia (3.5e Class)

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Immobilia
Rating: Not rated
(Rate this class)
Status: <-how close to completion->
Editing: Constructive edits welcome

Contents

[edit] Immobilia

the Immobilia is a close combat specialist who relies on dodging or taking opponents hits until an opportunity appears in which the immobilia can finish the opponent with a well placed strike. Immobilia use a combination of street fighting techniques to dodge and counter their enemies attacks.

[edit] Making a Immobilia

The Immobilia excels at one-on-one combat and at holding opponent in spot for more powerful team-mate to finish the enemy. Where the Immobilia faces issues is when fighting against large groups although they do have some skills that allow them to create one-on-one combat situations.

Abilities: The Immobilia strength, constitution and or dexterity are the key attributes for this class because its skills use fortitude and reflex saves to deal crippling blows.

Races: mostly humans and elves play Immobilia but any humanoid race could become one.

Alignment: any.

Starting Gold: starting gold; 1d5×10 gp.

Starting Age: As fighter.

Table: The Immobilia

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st + + + + Uncanny Dodge, Side Step, Unarmed Strike
2nd + + + + Catch, Deadly Strike(1d6), Evasion
3rd + + + + Intuition, Tough, Side Step(+2)
4th + + + + Deadly Strike(2d6), Catch(+2)
5th + + + + Disarm, Wall, Side Step(+2)
6th + + + + Deadly Strike(4d6), Catch(+3)
7th + + + + Side Step (+3)
8th + + + + Deadly Strike (5d6), Catch(+4)
9th + + + + Side Step (+4)
10th + + + + Deadly Strike (6d6), Catch(+5)
11th + + + + Side Step (+5)
12th + + + + Deadly Strike (7d6), Catch(+6)
13th + + + + Side Step (+6)
14th + + + + Deadly Strike (8d6), Catch(+7)
15th + + + + Side Step (+7)
16th + + + + Deadly Strike (9d6), Catch(+8)
17th + + + + Side Step (+8)
18th + + + + Deadly Strike (10d6), Catch(+9)
19th + + + + Side Step (+9)
20th + + + + Catch(+10), Sanctuary, Blur, Side Step (+10)

Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->.

[edit] Class Features

<-fluff about class features->. All of the following are class features of the <-class name->.

Weapon and Armour Proficiency: The Immobilia is proficient with all simple and martial weapons and with light medium and heavy armours but lose the bonus from intuition when wearing heavy armour. the Immobilia is not proficient with any kinds of shields .

Unarmed Strike: At 1st level, a Immobilia gains Improved Unarmed Strike as a bonus feat. An Immobilia’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Immobilia may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for an Immobilia striking unarmed. An Immobilia may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Evasion: On a successful Reflex save you will take no damage instead of half.

Side Step: On a successful Reflex you may move to the side of your opponent and perform attacks equal to the level of side step you have. it starts at one attack and increases by one every other level. This attack catches the opponent of guard and thus they are treated as flat footed.

Catch: On a successful Fortitude save after being struck by a close combat weapon the Immobilia may grapple the opponent no save allowed and perform attacks equal to the rank in Catch. It starts at one attack and increases by one every other level. This attack catches the opponent of guard and thus they are treated as flat footed.


[edit] Epic <-class name->

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

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

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

[edit] <-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.

Skill Ranks Ability Armor
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.->.

[edit] Campaign Information

[edit] Playing a <-class name->

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

[edit] <-pluralized class name-> in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

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

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

[edit] <-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> 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->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

[edit] <-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

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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