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View Full Version : Iron Warmonger [3.5, class] (definitely *not* neutral)



ideasmith
2011-11-04, 08:58 PM
IRON WARMONGER
With all those neutral classes showing up, I thought I’d provide some contrast.
Alignment: Any alignment which is not neutral in any respect. Iron Warmongers are expected to take sides.
HD: d4

{table=head]Level|Base Attack|Fort|Ref|Will|Special|0lvl|1st|2nd|3rd|4th| 5th|6th|7th|8th|9th

1st|+0|
+0|
+0|
+2|Supernatural illiteracy, rage 1/day, alignment enemy +2|3|1

2nd|+1|
+0|
+0|
+3|Smite 1/day |4|2

3rd|+1|
+0|
+0|
+3||4|3|1

4th|+2|
+1|
+1|
+4| Rage 2/day, combat alignment (unarmed & spells)|4|3|2

5th|+2|
+1|
+1|
+4|Alignment enemy +4 |4|3|3|1

6th|+3|
+2|
+2|
+5| Smite 2/day |4|4|3|2

7th|+3|
+2|
+2|
+5||4|4|3|3|1

8th|+4|
+2|
+2|
+6| Rage 3/day |4|4|4|3|2

9th|+4|
+3|
+3|
+6||4|4|4|3|3|1

10th|+5|
+3|
+3|
+7|Combat alignment (melee & DR), smite 3/day, alignment enemy +6 |4|4|4|4|3|2

11th|+5|
+3|
+3|
+7|Greater Rage|4|4|4|4|3|3|1

12th|+6/+1|
+4|
+4|
+8| Rage 4/day |4|4|4|4|4|3|2

13th|+6/+1|
+4|
+4|
+8||4|4|4|4|4|3|3|1

14th|+7/+2|
+4|
+4|
+9|Indomitable Will, smite 4/day |4|4|4|4|4|4|3|2

15th|+7/+2|
+5|
+5|
+9| Alignment enemy +8 |4|4|4|4|4|4|3|3|1

16th|+8/+3|
+5|
+5|
+10| Rage 5/day, combat alignment (missile and more DR) |4|4|4|4|4|4|4|3|2

17th|+8/+3|
+5|
+5|
+10|Tireless Rage|4|4|4|4|4|4|4|3|3|1

18th|+9/+4|
+6|
+6|
+11| smite 5/day |4|4|4|4|4|4|4|4|3|2

19th|+9/+4|
+6|
+6|
+11||4|4|4|4|4|4|4|4|4|3

20th|+10/+5|
+6|
+6|
+12| Rage 6/day, mighty rage, alignment enemy +10 |4|4|4|4|4|4|4|4|4|4[/table]

Class Skills (2+Int): Concentration, Craft, Intimidate, and Knowledge (history).

Weapon & Armor Proficiency:Iron warmongers are proficient with all simple weapons. Iron warmongers are proficient with light armor, medium armor, and shields (but not Tower Shields).
Aura (Ex): An iron warmonger who is chaotic, evil, good, or lawful has a particularly powerful aura corresponding to that alignment as a cleric of that alignment.

Spells: An iron warmonger casts divine spells which are drawn primarily from the iron warmogner spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, an iron warmonger must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an iron warmonger’s spell is 10 + the spell level + the iron warmonger’s Charisma modifier.
Like other spellcasters, an iron warmonger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Iron warmonger. In addition, he receives bonus spells per day if he has a high Charisma score.
An iron warmonger’s selection of spells is extremely limited. An iron warmonger begins play knowing two 0-level spells and one 1st-level spell of your choice. At each new iron warmonger level, he gains one or more new spells, as indicated on Table: Iron warmonger Spells Known. (Unlike spells per day, the number of spells an iron warmonger knows is not affected by his Charisma score; the numbers on Table: Iron warmonger Spells Known are fixed
Upon reaching 3rd level, and at every odd-numbered iron warmonger level after that (5th, 7th, and so on), an iron warmonger can choose to learn a new spell in place of one he already knows. In effect, the iron warmonger “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level iron warmonger spell the iron warmonger can cast. An iron warmonger may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
If the iron warmonger regains spellcasting by gaining a new alignment, any spells known which are not allowed to the new alignment must immediately be replaced in the same manner. This does not count against or interfere with normal spell replacement.
Unlike a wizard or a cleric, an iron warmonger need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Spells Known
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th ]|8th ]|9th
1st|2|1
2nd|2|2
3rd|2|2|1
4th|2|2|2
5th|2|2|2|1
6th|2|2|2|2
7th|2|2|2|2|1
8th|2|2|2|2|2
9th|2|2|2|2|2|1
10th|2|2|2|2|2|2
11th|2|2|2|2|2|2|1
12th|2|2|2|2|2|2|2
13th|2|2|2|2|2|2|2|1
14th|2|2|2|2|2|2|2|2
15th|2|2|2|2|2|2|2|2|1
16th|2|2|2|2|2|2|2|2|2
17th|2|2|2|2|2|2|2|2|2|1
18th|2|2|2|2|2|2|2|2|2|2
19th|2|2|2|2|2|2|2|2|2|2
20th|2|2|2|2|2|2|2|2|2|2[/table]
Chaotic, Evil, Good, and Lawful Spells: An iron warmonger can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Supernatural Illiteracy (Su): Iron warmongers are unable to read, regardless of what other classes the iron warmonger may have or how his skill points have been spent.
Rage (Ex): An iron warmonger can fly into a rage a certain number of times per day. In a rage, an iron warmonger temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the iron warmonger’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, an iron warmonger cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. An iron warmonger may prematurely end his rage. At the end of the rage, the iron warmonger loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level iron warmonger, at which point this limitation no longer applies; see below).
An iron warmonger can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but an iron warmonger can do it only during his action, not in response to someone else’s action.
Smite (Su): Once per day, a 2nd level iron warmonger may attempt to smite creatures whose alignment is opposed to his in either respect (or both respects) with one normal melee attack. He adds His Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per iron warmonger level. If the iron warmonger accidentally smites a creature that is not opposed in alignment, the smite has no effect, but the ability is still used up for that day.
At 6th level, and at every four levels thereafter, the iron warmonger may smite one additional time per day, as indicated on Table: The Iron Warmonger, to a maximum of five times per day at 18th level.
Alignment Enemy (Ex): At 1st level, an iron warmonger gains bonuses against creatures of opposed alignment. The iron warmonger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the bonus against these enemies increases by 2.


Combat Alignment (Su): At 4th level, an iron warmonger may imbue himself with alignment power. This is a free action, but only functions if the iron warmonger has attacked a creature of opposed alignment that round. This effect ends if the iron warmonger goes a round without attacking any creature of opposed alignment.
While imbued with combat alignment, the iron warmonger is treated as an outsider (with the appropriate subtypes) rather than as a humanoid (or whatever the creature type was) for the purpose of spells and magical effects, and his unarmed attacks are treated as aligned weapons for the purpose of dealing damage to creatures with damage reduction.
Combat alignment improves with the character’s iron warmonger level. At 10th level, his melee attacks are also treated as aligned weapons for the purpose of dealing damage to creatures with damage reduction and the iron warmonger himself gains damage reduction 5/either opposed alignment, which allows him to ignore the first 5 points of damage from any attack made by a nonaligned weapon or by any natural attack made by a creature that doesn’t have similar damage reduction.. At 16th level, his missile attacks are treated as aligned weapons for the purpose of dealing damage to creatures with damage reduction and the iron warmonger’s damage reduction improves to 10/both opposed alignments, which allows him to ignore the first 10 points of damage from any attack made by a nonaligned weapon or by any natural attack made by a creature that doesn’t have similar damage reduction..

Greater Rage (Ex): At 11th level, an iron warmonger’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
Indomitable Will (Ex): While in a rage, an iron warmonger of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
Tireless Rage (Ex): At 17th level and higher, an iron warmonger no longer becomes fatigued at the end of his rage.
Mighty Rage (Ex): At 20th level, an iron warmonger’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.
Bonus Languages: An iron warmonger’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Ex-Iron warmongers
An iron warmonger whose alignment becomes neutral in any respect loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as an iron warmonger until he again meets the alignment requirement. If he regains spellcasting with a new alignment, he immediately replaces any spells known which aren’t available to that alignment.