TheGeckoKing
2011-02-23, 02:34 PM
Go Go Go, the King just won't stop! Inspired by the picture, I present;
The Iron Shade
http://i636.photobucket.com/albums/uu89/Gecko-King/CrazyNinjaRobot.png
The most ruthless assassins, it is said, are the ones with hearts of iron. Thus, who would make the best assassins but Warforged, who have literal hearts of iron? And so with alchemical tricks to make their iconic plating of shadows, and the finest training from grandmasters, a Warforged can be made into something that is more than just a machine of death - They can become an Iron Shade.
Becoming an Iron Shade
One cannot train in the ways of the Iron Shade unless they can upgrade their plating into the Shadesteel Plating, which requires a strong foundation of Mithral to create, and good skills in the art of the ninja to earn. Only then can they can they learn the art that allow them to disappear into the night and become true Crazy Ninja Robots.
Requirements
Skills: Hide 10 Ranks.
Maneuvers: Must be able to initiate 5th level maneuvers of the Shadow Hand discipline.
Feats: Mithral Plate.
Special: The prospective Iron Shade must have killed at least 5 people without being revealed as the killer of said people.
Hit Dice: d8
{table=head]Level|BAB|Fort|Ref|Will|Special
1st| +0 | +0 | +2 | +2 | Shadesteel Plating |
2nd| +1 | +0 | +3 | +3 | Mental Scarring |
3rd| +2 | +1 | +3 | +3 | Death Attack |
4th| +3 | +1 | +4 | +4 | Billowing Smog of Shades |
5th| +3 | +1 | +4 | +4 | Iron Shackles of Shades |[/table]
Class Skills
The Iron Shade's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 4 + int
Maneuvers
{table=head]Level|Known|Readied|Stances
1st|
1|
1|
0
2nd|
1|
0|
0
3rd|
0|
1|
1
4th|
1|
0|
0
5th|
1|
1|
0[/table]
Maneuvers: At every level, except 3rd, the Iron Soul gains a new maneuver from the Shadow Hand, Setting Sun, Tiger Claw, or Diamond Mind disciplines, and one other discipline of the Iron Soul's choice, chosen at 1st level. They must meet a maneuver's prerequisite to learn it. They add their full Iron Soul levels to your initiator level to determine their total initiator level and their highest-level maneuvers known.
At 1st, 3rd, and 5th levels, the Iron Soul gains additional maneuvers readied (and granted, if applicable) per day.
Stances Known: At 3rd level, the Iron Soul learns a new martial stance from the Shadow Hand, Setting Sun, Tiger Claw, or Diamond Mind disciplines, and the same discipline chosen for maneuvers known. They must meet the stances prerequisites to learn it.
Shadesteel Plating: At 1st level, the Iron Shade gains the plating that proves they are an Iron Shade. It is made of tempered shadows woven into a mithral base, bound together by alchemical wonders, and has small ports dotted around that can pump out billowing smoke to obscure it's attacks.
The Iron Shade loses all penalties it might have to certain skills (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble) because of it's Mithral Plating, and if the Iron Shade has the Mithral Fluidity feat(s), they may immediately swap them out for different feats they qualify for.
Also, the Iron Shade feeds off the Blade Magic it uses for it's fighting, to obscure it's form. Whenever an Iron Shade initiates a Shadow Hand maneuver, for a number of rounds equal to their Wis modifier they gain a miss chance equal to the Maneuver's level times 5. If another maneuver would be initiated before the miss chance's duration is up, the miss chances stack, but cannot go any higher than the Iron Shade's Initiator Level times 5 (Max 100%). The miss chance is considered a (Su) effect.
Mental Scarring(Su): At 2nd level, the Iron Shade can burn it's grim visage into the memories of it's targets. When the Iron Shade would successfully damage a sentient (3+ Int) creature, the Iron Shade may opt to mentally scar the poor being with pre-programmed taunts and vicious remarks. The next time the target goes to sleep, they must make a Will Save (DC equal to the Iron Shade's HD/2 + Wis Mod) or suffer the effects of a Nightmare (http://www.dandwiki.com/wiki/SRD:Nightmare_(Spell)). This ability cannot (for clear reasons) affect beings that do not sleep.
Death Attack(Ex): At 3rd level, the Iron Shade can use it's mechanical mind to precisely kill it's targets with ease. If an Iron Shade studies his victim for 3 rounds and then makes an attack while in a Shadow Hand stance, and successfully deals damage, the attack can kill the target on the spot. While studying the victim, the Iron Shade can undertake other actions so long as his attention stays focused on the target and the target does not detect the Iron Shade or recognize the Iron Shade as an enemy. If the victim of such an attack fails a Fortitude save (DC = Iron Shade's HD/2 + Wis Mod) against the kill effect, they die. If they succeed on the Fortitude save, they take 2 points of Con damage instead. Once the Iron Shade has completed the 3 rounds of study, they must make the death attack within the next 3 rounds or be forced to restudy for 3 rounds.
Billowing Smog of Shades: At 4th level, the Iron Shade can pump out a ghastly amount of acrid smoke to disorientate it's foes. As a swift action The Iron Shade may lose all the benefits of their current stance to gain the benefits of this stance. While in this stance, the Iron Shade is surrounded by a smog of smoke as per an Incendiary Cloud (http://www.d20srd.org/srd/spells/incendiaryCloud.htm) (Caster Level equal to Initiator Level) centered on the Iron Shade, with a few minor changes. The Iron Shade is immune to all damage from the cloud and the damage is acid damage instead, from the acrid poisons pumped out with the smog.
This is treated as a (Su) effect.
Iron Shackles of Shades: At 5th level, the Iron Shade learns a vital trick - It's normally better to take your target out of the fight instead of killing them outright, in case you want them alive. Want them dead? Kill them while their down, of course.
This is treated just as a normal martial maneuver: The Iron Shade must ready it and expend it normally. It is an 7th level strike, and does not belong to any discipline. As a standard action, the Iron Shade make an attack roll against an opponent with a +2 bonus to this attack, if the strike hits the opponent takes 10d6 points of damage and must make a Reflex save (DC = Iron Shade's HD/2 + Wis Mod ) or instantly be knocked prone and helpless for 3 rounds, as the poor victim is assailed with animated shadows and horrid wisps.
This is treated as a (Su) effect.
---
Note: This is the first homebrew I've done that involves ToB. Brace for awfulness, folks.
The Iron Shade
http://i636.photobucket.com/albums/uu89/Gecko-King/CrazyNinjaRobot.png
The most ruthless assassins, it is said, are the ones with hearts of iron. Thus, who would make the best assassins but Warforged, who have literal hearts of iron? And so with alchemical tricks to make their iconic plating of shadows, and the finest training from grandmasters, a Warforged can be made into something that is more than just a machine of death - They can become an Iron Shade.
Becoming an Iron Shade
One cannot train in the ways of the Iron Shade unless they can upgrade their plating into the Shadesteel Plating, which requires a strong foundation of Mithral to create, and good skills in the art of the ninja to earn. Only then can they can they learn the art that allow them to disappear into the night and become true Crazy Ninja Robots.
Requirements
Skills: Hide 10 Ranks.
Maneuvers: Must be able to initiate 5th level maneuvers of the Shadow Hand discipline.
Feats: Mithral Plate.
Special: The prospective Iron Shade must have killed at least 5 people without being revealed as the killer of said people.
Hit Dice: d8
{table=head]Level|BAB|Fort|Ref|Will|Special
1st| +0 | +0 | +2 | +2 | Shadesteel Plating |
2nd| +1 | +0 | +3 | +3 | Mental Scarring |
3rd| +2 | +1 | +3 | +3 | Death Attack |
4th| +3 | +1 | +4 | +4 | Billowing Smog of Shades |
5th| +3 | +1 | +4 | +4 | Iron Shackles of Shades |[/table]
Class Skills
The Iron Shade's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 4 + int
Maneuvers
{table=head]Level|Known|Readied|Stances
1st|
1|
1|
0
2nd|
1|
0|
0
3rd|
0|
1|
1
4th|
1|
0|
0
5th|
1|
1|
0[/table]
Maneuvers: At every level, except 3rd, the Iron Soul gains a new maneuver from the Shadow Hand, Setting Sun, Tiger Claw, or Diamond Mind disciplines, and one other discipline of the Iron Soul's choice, chosen at 1st level. They must meet a maneuver's prerequisite to learn it. They add their full Iron Soul levels to your initiator level to determine their total initiator level and their highest-level maneuvers known.
At 1st, 3rd, and 5th levels, the Iron Soul gains additional maneuvers readied (and granted, if applicable) per day.
Stances Known: At 3rd level, the Iron Soul learns a new martial stance from the Shadow Hand, Setting Sun, Tiger Claw, or Diamond Mind disciplines, and the same discipline chosen for maneuvers known. They must meet the stances prerequisites to learn it.
Shadesteel Plating: At 1st level, the Iron Shade gains the plating that proves they are an Iron Shade. It is made of tempered shadows woven into a mithral base, bound together by alchemical wonders, and has small ports dotted around that can pump out billowing smoke to obscure it's attacks.
The Iron Shade loses all penalties it might have to certain skills (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble) because of it's Mithral Plating, and if the Iron Shade has the Mithral Fluidity feat(s), they may immediately swap them out for different feats they qualify for.
Also, the Iron Shade feeds off the Blade Magic it uses for it's fighting, to obscure it's form. Whenever an Iron Shade initiates a Shadow Hand maneuver, for a number of rounds equal to their Wis modifier they gain a miss chance equal to the Maneuver's level times 5. If another maneuver would be initiated before the miss chance's duration is up, the miss chances stack, but cannot go any higher than the Iron Shade's Initiator Level times 5 (Max 100%). The miss chance is considered a (Su) effect.
Mental Scarring(Su): At 2nd level, the Iron Shade can burn it's grim visage into the memories of it's targets. When the Iron Shade would successfully damage a sentient (3+ Int) creature, the Iron Shade may opt to mentally scar the poor being with pre-programmed taunts and vicious remarks. The next time the target goes to sleep, they must make a Will Save (DC equal to the Iron Shade's HD/2 + Wis Mod) or suffer the effects of a Nightmare (http://www.dandwiki.com/wiki/SRD:Nightmare_(Spell)). This ability cannot (for clear reasons) affect beings that do not sleep.
Death Attack(Ex): At 3rd level, the Iron Shade can use it's mechanical mind to precisely kill it's targets with ease. If an Iron Shade studies his victim for 3 rounds and then makes an attack while in a Shadow Hand stance, and successfully deals damage, the attack can kill the target on the spot. While studying the victim, the Iron Shade can undertake other actions so long as his attention stays focused on the target and the target does not detect the Iron Shade or recognize the Iron Shade as an enemy. If the victim of such an attack fails a Fortitude save (DC = Iron Shade's HD/2 + Wis Mod) against the kill effect, they die. If they succeed on the Fortitude save, they take 2 points of Con damage instead. Once the Iron Shade has completed the 3 rounds of study, they must make the death attack within the next 3 rounds or be forced to restudy for 3 rounds.
Billowing Smog of Shades: At 4th level, the Iron Shade can pump out a ghastly amount of acrid smoke to disorientate it's foes. As a swift action The Iron Shade may lose all the benefits of their current stance to gain the benefits of this stance. While in this stance, the Iron Shade is surrounded by a smog of smoke as per an Incendiary Cloud (http://www.d20srd.org/srd/spells/incendiaryCloud.htm) (Caster Level equal to Initiator Level) centered on the Iron Shade, with a few minor changes. The Iron Shade is immune to all damage from the cloud and the damage is acid damage instead, from the acrid poisons pumped out with the smog.
This is treated as a (Su) effect.
Iron Shackles of Shades: At 5th level, the Iron Shade learns a vital trick - It's normally better to take your target out of the fight instead of killing them outright, in case you want them alive. Want them dead? Kill them while their down, of course.
This is treated just as a normal martial maneuver: The Iron Shade must ready it and expend it normally. It is an 7th level strike, and does not belong to any discipline. As a standard action, the Iron Shade make an attack roll against an opponent with a +2 bonus to this attack, if the strike hits the opponent takes 10d6 points of damage and must make a Reflex save (DC = Iron Shade's HD/2 + Wis Mod ) or instantly be knocked prone and helpless for 3 rounds, as the poor victim is assailed with animated shadows and horrid wisps.
This is treated as a (Su) effect.
---
Note: This is the first homebrew I've done that involves ToB. Brace for awfulness, folks.