The Immunist (3.5e Prestige Class)

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The Immunist
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Status: Playable
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Hidan, A level 6 Cleric, level 4 Fighter, level 10 Immunist

The Immunist[edit]

--AboveJester (talk) 01:10, 21 February 2013 (MDT)

*Sighs* Aah, I'm finally free.
—Darik, Human Immunist, Words spoken by him, when released from a sphere of annihilation.

An Immunist is a complex class to level into. Certain requirements must be met at some levels before you can level in the class again (More details below). An Immunist becomes nigh unkillable near the end of this class.

Becoming an Immunist[edit]

Any character that meets the requirements can enter this class, but usually only spellcaster's have the arcane ability to fully level in the class. The most important ability to the Immunist is Intelligence, but very few of his powers actually use abilities.

Entry Requirements
Alignment: Non-lawful.
Base Attack Bonus: +8.
Race: Any non outsider or undead.
Feats: Toughness, Cast Iron Stomach, Diehard, Fierce, Brew Potion.
Spells: Must be able to cast at least one spell of third level. Divine or Arcane.
Special: Must have been raised from the dead by either Resurrection or True Resurrection. Or a similar spell that brought him back to life.

Table: The Immunist

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Level Up Requirements
Fort Ref Will
1st +0 +1 +0 +1 Mind Shield
2nd +0 +2 +1 +2 Resistance Potion (See below)
3rd +1 +2 +1 +2 Reduction
4th +1 +3 +1 +3 Greater Resistance Potion (See below)
5th +1 +3 +2 +3 Freedom
6th +2 +4 +2 +4 Immortality Ritual (See Below)
7th +2 +4 +2 +4 Greater Reduction
8th +3 +5 +3 +5 Perfect Freedom Potion (See below)
9th +3 +5 +3 +5 Perfect Reduction
10th +4 +6 +3 +6 Perfect Life Ritual (See below)

Class Skills (4 + Int modifier per level)
Autohypnosis, Craft (Genesis), Craft, Knowledge (All skills taken individually).


Class Features[edit]

Level Up Requirements: Certain levels of The Immunist need requirements to attain. If you gain a level, you must do certain things at some levels (Drink a Potion, Complete Ritual, Etc) to level up in this class. If you do not have the items needed then you cant level in this class (See Ex-Immunist).

Mind Shield: The first thing an Immunist does is get into the mindset of being immune to everything. This gives him a number of an advantages right off the bat. The Immunist gains immunity to Mind Affects and Magic Sleep. This also affects his body, and he gains immunity to Death Effects, Critical Hits, and Massive Damage. However, he can still be affected by coup de grace's and vorpal affects.

Resistance: At 2nd level, an Immunist gains a number of resistances. He gains Power Resistance and Spell Resistance equal to his level plus his Int modifier. He also gains Element Resistance (Fire, Cold, Acid, Elec) and Energy Resistance (Positive and Negative) equal to half his level plus his Int mod. He may control all of his resistances, while concious, in order to recieve magical healing or etc.

Potion: In order to level to second level, a Immunist must prepare a potion once he gains enough experience to reach the next level. The potion costs 1,000 gp to make, and requires a full arcane lab. It takes 2 days to brew the potion, where he will then gain the level.

Reduction: At 3rd level, an Immunist gains physical resistances. You gain Damage Reduction 5 + Your Int modifier/-.

Greater Resistance: An Immunist's resistances increase at 4th level. His Power and Spell Resistance increase to his level + his actual Int Score, and his Element and Energy Resistance increase to his level + his Int Mod. He may still control the resistances.

Potion: Another potion is required at 4th level, it follows the same rules except costs 2,000 gp to create.

Freedom: At 5th level an Immunist becomes harder to hold down. He is immune to being grappled or held down, an can wriggle through tight spaces as if he was a size smaller. He can no longer be affected by spells and powers that constrict him. Likewise, he is immune to spells such as "Trap the Soul" and "Magic Jar".

Immortality: At 6th level, an Immunist no longer ages. He does still die when his time is up, but he only reaches that time if he is affected by "ageing" affects, such as a Time Dragon's Cone of Ageing. So if a 6th level Immunist is 89, and he would've died normally at 92, then he dies if he's "forced" to age 3 or more years, but not if he actually lives 3 or more years. Also at 6th level an Immunist no longer needs to eat, sleep, or breath.

Ritual: Leveling to level 6 of Immunist takes a complex ritual. Costing 9,500 gp, 4 days, and requires a full alchemist laboratory.

Greater Reduction: At 7th level, an Immunist's Damage Reduction increases to DR 10+Int Mod. He also becomes incredibly resistant to physical attacks, and gains "Physical Resistance" 5+Int Mod. This resistance applies to all mundane and magical weapons, but has no affect on spells or magical weapon affects. It also stacks with any damage reduction he has, whether from this class or not.

Perfect Freedom: At 8th level, an Immunist gains his first Perfect Immunity. He can no longer be affected by ANYTHING that holds him down. This includes spells like "Imprisonment" and even the epic spell "Fixed to the Sky". Spells and Relics that do damage based on transporting the Immunist else-where do not hurt the Immunist. For example, the Sphere of Annihilation completely annihilates the victum, by transporting them and their soul to anither dimension. Instead of being affected by a Sphere of Annihilation, an Immunist is sucked inside of it, to a world inbetween wherever it takes you. His image can be seen waiting inside the sphere, banging on it or playing cards, etc, and he can only be freed if the sphere is destroyed via rod of cancellation.

Ritual: This ritual is difficult, taking 1 week to complete, 15,000 gp to do, and requiring 3 fully stocked Alchemist laboratories.

Perfect Reduction: At 9th level, an Immunist gains his second Perfect Immunity. His Physical Resistance increases to 15+Int Mod. At 9th level Immunist's rarely take damage from physical attacks, forcing enemies to try to bypass his Power and Spell Resistance. He also starts resisting more powerful abilities. He gains Force Resistance 10 + his level.

Perfect Life: At 10th level, an Immunist gains Perfect life, and all his abilities increase. He gains Immunity to Fire, Cold, Elec, Acid. At this level a type of "phylactery" is formed for the Immunist, similar to a lich's phylactery. The phylactery is meta-physical, and doesn't exist on the plane the Immunist is on. Instead it exists on a small demi-plane, that constantly coexists with the Immunist. When the Immunist dies, his body is reformed else-where within 4d4 hours, unless he's brought to life by other means, and his soul can not be restrained by any soul trapping spells or abilities. Any spell that animates an Immunist's body automaticlly fails. Also, when an Immunist reaches his least amount of hit points (-10 for this example) and "dies" he instead continues fighting. When he reaches -10 hp or lower, he can continue taking 1 standard action each round. An Immunist "dies" by inflicting nonlethal damage equal to his total hit points plus 10, and then inficting lethal damage equal to his total hit points plus 10. At this point the Immunist finally dies and comes back via phylactery unless a wish spell is cast to keep him dead, but even then he can still return as a ghost or etc. He just looses his ability to return to life, and can't be resurrected, except by wish or miracle. At 10th level, an Immunist gains Regeneration 5+Int Mod. Which he can turn on and off as he wishes.

Ritual: This ritual is very hard to finish. It requires the immunist have the Craft Wondorous Item feat, which will allow him to create a potion through the ritual. The Immunist contacts an outsider of his alignment (Celestial, Devil, or Slaad) and uses a sample of their essence (Usually taken without the outsider's permission) to create a potion. The Ritual costs 20,000 gp, takes 3 fully stocked Arcane labs, someone casting the spell "Summon Monster V", and takes 4 days to complete. The potion costs an additional 6,000 gp to create, takes 3 more days, along with another fully stocked lab.

Ex-Immunist[edit]

There are normally no "Ex-Immunists", but if a Immunist levels in a class without finishing level up requirements, he gains none of the abilities of that level and can only level again if he finishes the requirement and is affected by an "Atonement" spell. He then becomes a normal Immunist again, gaining the abilities of his level.

Campaign Information[edit]

Playing a Immunist[edit]

This section is not complete, and needs to be finished. Edit this Page

Combat: <-Typical role in combat->

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

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

Imunists in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-Some quote from a character of this class->

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

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

Immunist Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

Characters with ranks in <-the appropriate skills-> can research <-insert prestige 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
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

Immunist in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

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

Adaptation: <-Fitting this class in your campaign->

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

EL whatever: <-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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