Semi-Immortal (3.5e Class)
From D&D Wiki
A Semi-Immortal is a class based around tanking physical damage for your team. This immortal is a character that at some point has gained the ability to survive grievous wounds and never age from that point onwards. The way this player was given this ability is completely up to the player (but of course DM's discression)
Making a Semi-Immortal
Abilities: The class's primary abilities are incredibly flexible but Str & Con are always good to have
Races: Any race.
Alignment: Any alignment (But if you don't want to tick your DM off, pick good or neutral.)
Starting Gold: 1D10 * 10g
Starting Item(s): The Semi-Immortal may start with a single item/weapon of choice (The rest of the starting equipment is done as normal, again DM's digression)
Starting Age: Any
|1st||+1||+2||+2||+0||Immortality, Deaths door|
|2nd||+2||+3||+3||+0||"Not so easy"|
|4th||+4||+4||+4||+0||Immortal promise (1)|
|8th||+8/+3||+6||+6||+1||Immortal promise (2)|
|13th||+13/+8/+3||+8||+8||+2||Immortal promise (3)|
|17th||+17/+12/+7/+2||+10||+10||+3||Immortal promise (4)|
Class Skills 8 + Int modifier per level, ×4 at 1st level) Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis)
Bonus feat: When the Semi-Immortal reaches his 3rd level, she gains a single combat-oriented feat. He gains an additional feat every third level thereafter (6th, 9th, 12th, 15th, 18th, and so fourth). These feats are gained as a fighter, and must be taken from the feats noted as fighter bonus feats. The Semi-Immortal must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Immortality: The Semi-Immortal is immortal, this gains her multiple boons such as: Fast heal 1 at lvl 1, fast heal 3 at lvl 5, fast heal 5 at 15 and fast heal 10 lvl 20. In order to kill a semi immortal you have to put its health below double there constitution. A semi immortal may awake from being knocked out in 1 d20 rounds and does not lose hp except via battle when unconscious. A semi immortal can regrow severed limbs and can reattach also. A severed limb takes 1d4 weeks to regrow, a small appendage such as a finger is healed after 1d4 days And lastly a semi-immortal cannot die of old age.
Death's door The Semi-Immortal can heal an ally or himself for 1d10hp. This may only be done (level + Con mod) times a day. This increases by 1D10 every 5 levels.
"Not so easy" when the Semi-Immortal is killed/knocked out a constitution test is to be made (DM's digression on the DC), if they pass they make it to their feet and are awake, they also gain 1d4HP (this increases by 1HD every 4 levels)
Immortal Promise This allows the Semi-Immortal to become far more resilient. Plus 2 to constitution. It starts at lvl 4 and goes up at levels 8, 13, 17 by 2.
True Immortality When a semi immortal reaches lvl 20 it has a 50% chance to double there fast heal. Most roll a d100 and anything above 50 gives you the bonus.
Playing a Semi-Immortal
Religion: Any deity (none if wanted)