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Cipher Stars
2012-06-14, 01:24 AM
The following class is
Tier: Cipher.
(In other words, to hell with balance as you know it)
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"Did she think I was some sort of lame-assed neo-Druid, mucking about with holly branches and mistletoe?"



{table=head]{colsp=8}Table: The Iron Druid
Level|BAB|Fort|Ref|Will|Special|Invocations | Invocation Rank

1st|+0|+2|+2|+2|Aura Bond, Easy Blending, Cursewrought | 1 | Least

2nd|+1|+3|+3|+3| | 1 | Least

3rd|+2|+3|+3|+3|Trackless Step | 2 | Least

4th|+3|+4|+4|+4|Iron Body- Small | 3 | Least

5th|+3|+4|+4|+4|Aura Bond | 3 | Lesser

6th|+4|+5|+5|+5| | 4 | Lesser

7th|+5|+5|+5|+5|Iron Body- Medium | 5 | Lesser

8th|+6/+1|+6|+6|+6|Thousand Faces I | 5 | Lesser

9th|+6/+1|+6|+6|+6| | 6 | Lesser

10th|+7/+2|+7|+7|+7|Aura Bond | 7 | Greater

11th|+8/+3|+7|+7|+7|Iron Body- Large | 7 | Greater

12th|+9/+4|+8|+8|+8| | 8 | Greater

13th|+9/+4|+8|+8|+8|Thousand Faces II | 9 | Greater

14th|+10/+5|+9|+9|+9| | 10 | Greater

15th|+11/+6/+1|+9|+9|+9|Aura Bond, Iron Body- Greatest| 10 | Greatest

16th|+12/+7/+2|+10|+10|+10| | 11 | Greatest

17th|+12/+7/+2|+10|+10|+10| | 12 | Greatest

18th|+13/+8/+3|+11|+11|+11|Thousand Faces III | 12 | Greatest

19th|+14/+9/+4|+11|+11|+11|Iron Body, Elder | 13 | Greatest

20th|+15/+10/+5|+12|+12|+12|Aura Bond | 14 | Greatest

[/table]


Alignment: Any
Hit Die: 1d8


Class Skills:
Balance, Climb, Concentration, Craft, DecipherScript, Diplomacy, Disable Device, Escape Artist, Forgery, Gather Information, Handle Animal, Jump, Knowledge (Geography, Nature, Religion), Listen, Move Silently, Open Lock, Search, Sense motive, Sleight of Hand, Spot, Survival, Use Magic Device.

Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier


Weapons and Armor Proficiency:
The Iron Druid is proficient with Simple and Martial weapons. With Light and Medium armors, and no shields.


Aura Bond (Ex):
The Iron Druid can bond an element to her aura, which causes an effect depending on the element.
An Iron Druid can bond other elements to her Aura at the given levels.

Basic metals
>Lv 1+
Iron:
You gain a spell resistance equal to your level, Spells cast against you are automatically met as though you cast Dispel Magic when they hit you.

Steel:
You gain damage resistance 1/-. Increases by +1 every two levels, for 10/- at 20th. You can wield metal weapons as if you were a size larger then you are.

Copper:
You become immune to Divination effects targeting you. If you would be seen in the area of a divination effect, you are simply not included in the view.

Aluminum:
You are lighter, with Aluminum active you weight 25% less and increase your speed by half again. You take -1 less damage per 10ft fallen.

Higher metals
>Lv 10+
Gold:
You become closer to divinity, you can use Raise Dead once per day at no cost by taking five temporary constitution damage. You deal 1/2th your class levels as damage to any creature that is run on or can channel negative energy with no save.
Gold increases one of your saves by +2.

Electrum:
You take on a new sheen, your Electrum bonded aura gives you a +5 perfection bonus to your Charisma score and can cast Charm Monster at-will, but only once per creature per day.
Electrum gives you a +2 deflection bonus to AC that stacks with other deflection bonuses.

Silver:
Your Silver bonded aura gives you and any weapon you wield supernatural properties of Silver. Any creature with a weakness to silver or affinity to Moonlight (As likely described by fluff, at least) is sickened when it makes contact with you if an enemy. You are immune to moon-based sicknesses such as lycanthropy, and once per day you can dominate such a creature as with Dominate Monster. If you succeed in Dominating it, you permanency control the creature similarly to how a Necromancer controls undead.
Silver gives you Darkvision of 60ft, or +30ft if you already have it.

Cadmium:
Your Cadmium bonded aura is highly poisonous to Fey, Plants, and natural Elementals (Fire, Water, Air, Earth). They are automatically sickened when they come into contact with you. If they make contact again, they are Nauseated. If they make contact again, they must succeed a DC 10+your class levels+Cha Mod, or die.
Cadmium makes you immune to Poisons and Disease.

God metals
>Lv 20+
Adamantine:
You take on properties of Adamantine. You gain damage reduction equal to 10+ class levels, stacks with Steel, and are immune to bull rushes, critical hits, and slashing and Piercing weapons weapons.
Adamantine gives you a +5 perfection bonus to constitution.

Astatine:
You take on properties of Astatine. You can shift your body to become Ethereal at will as a free action, and when ethereal can cast dimensions door at-will and Plane Shift 2/day. You become immune to incorporeal attacks and can always hit incorporeal targets without penalty.
Astatine gives a +5 perfection bonus to charisma. If you have Electrum, you instead add +2 to its given bonus.

Mithral:
You take on the properties of Mithral. You are extremely light, weighing 50% less and double all your movement speeds. stacks with Aluminum. You gain damage reduction equal to your class levels, stacks with Steel. You gain spell resistance equal to your 10+class levels. Stacks with Iron if you have it.
Mithral gives a +5 perfection bonus to Dexterity.

Cielstine:
You take on properties of Cielstine. You can channel divine power to cast spells as a cleric 1/2 your level, Channel positive energy as a cleric equal to your level. All healing spells you perform heal four times their amount. Undead or creatures that channel negative energy that come into contact with you take damage as if they'd been hit with Searing Light.
Cielstine gives you a +5 perfection bonus to Wisdom.


Easy Blending:
The Iron Druid receives a +2 bonus to Disguise, Knowledge (Local), and Gather information checks.


Cursewrought:
The Iron Druid is undesired by Nature. An Iron Druid can never take the Druid class, and the Iron Druid has a -2 on all bluff and diplomacy checks against Fey. Fey automatically sense something is off, and are untrusting of them even if they do not know the Iron Druid. If they do know the Iron Druid, there is a fair chance that they are going to be hostile. If not, they at least give a -5 instead of -2 unless they view your actions as a good thing for whatever reason. Its generally up to the DM.
In addition, Nature detests an Iron Druid. An Iron Druid is almost always the first target of Natural Elementals, that is, Non Metalic elementals. As it is so with Plant creatures, Druid NPCs, and hostile Fey.
Any Natural Druid within 1 mile can sense the presence of an Iron Druid, the Iron Druid needs to make a Spellcraft check against the Druid's caster level +10, if the Iron Druid succeeds, she is aware that the Druid knows where she is but not its location.


Trackless Step (Su):
The Iron Druid knows how to avoid leaving trails, of the intellectual sort or the physical kind. With a few minor charms, the Iron Druid leaves no track be it a scent, footstep, or a trail of eyes one might follow with skill in gathering information.


Iron Body (Su)
You can alter your form to become an Elemental of Iron.
You use your own stats wherever they are higher, otherwise you take what is given by the elemental form. You can cast all your Invocations and your Aura is in effect as normal. You lose all extraordinary racial abilities and gain those given by the elemental, but retain your own spell-like or supernatural abilities.
Assuming the Iron Body is a standard action, ending it is a free action.
Small (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-cold-iron/cold-iron-elemental-small). Medium (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-cold-iron/cold-iron-elemental-medium). Large (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-cold-iron/large-cold-iron-elemental). Greater (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-cold-iron/greater-cold-iron-elemental). elder (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-cold-iron/elder-cold-iron-elemental).
When in your Iron Body form, you are immune to magic.


A Thousand Faces I (Su)
At 13th level, an Iron druid gains the ability to change her appearance at will, as if using the disguise self spell. This affects the Iron druid's body but not her possessions. It is not an illusory effect, but a minor physical alteration of the her appearance, within the limits described for the spell.
Your caster level would be equal to your own level, of course.


A Thousand Faces II (Su)
As with A Thousand Faces I, but it functions as Alter Self rather then Disguise Self.


A Thousand Faces III(Su)
As with A Thousand Faces III. But she can use it as Polymorph, but only into Humanoids, small animals, or take the form of an Iron Elemental.




Invocations:
An Iron Druid gains a number of invocations as given on the Table. Whenever she gains an invocation, she can select it from any available Invocation rank.

The invocations are as follows:
1 Originally printed as a Warlock Invocation in Complete Arcane.
2 Originally printed as a Warlock Invocation in Complete Mage.
3 Originally printed as a Warlock Invocation in Dragon Magic.
4 Originally printed as a Dragonfire Adept Invocation in Dragon Magic.
N- New invocation detailed at the bottom.

Least:

All-Seeing Eyes2 - As Comprehend Languages on written material, plus bonus on Search and Spot checks.
Aquatic Adaptation4 - Breathe underwater; gain swim speed.
Arcane Knowledge4 (as Draconic Knowledge) - Gain bonus on Knowledge and Spellcraft checks.
Baleful Utterance1 - Speak a word and shatter objects as the Shatter spell.
Beguiling Influence1, 4 - Gain bonus on Bluff, Diplomacy, and Intimidate checks.
Body AugmentationN - Use Bear's Endurance, Bull's Strength, or Cat's Grace, as the spells.
Darkness1, 4 - Use Darkness as the spell.
Deafening Blast4 (as Deafening Roar) - Cone of sound deafens creatures.
Earthen Grasp1 - Use Earthen Grasp as the spell.
Ebon Eyes1 (as Devil's Sight) - See normally in darkness and magical darkness.
Leaps and Bounds1 - Gain bonus on Balance, Jump, and Tumble checks.
Local TremorN - Use Local Tremor, as the spell.
LorecallN - Use Balancing Lorecall or Listening Lorecall, as the spells.
Make Your Own Luck1 (as Dark One's Own Luck) - Gain a luck bonus on one type of saves.
Miasmic Cloud1 - Create a cloud of mist that grants concealment and fatigues those who enter.
Mind AugmentationN - Use Eagle's Splendor, Fox's Cunning, or Owl's Wisdom, as the spell.
OmenN - Use Omen of Peril, as the spell, but without the need for a Focus.
Scalding Dust4 - Use Gust of Wind as the spell; creatures in area take Fire damage equal to your caster level.
Scorn EarthN - Glide above solid surfaces; become immune to caltrops, Grease, and other ground-based dangers, and fall slowly as Feather Fall.
See the Unseen1, 4 - Gain See Invisibility, as the spell, and darkvision.
Spiderwalk1 - Gain Spider Climb as the spell and you are immune to webs.
TranspositionN - Use Baleful Transposition, as the spell.
Words of Power, LeastN - Use Power Word: Fatigue, Power Word: Pain, or Power Word: Sicken, as the spells.

Iron Druid specialty invocations:

Generate Weapon: You can create any melee weapon out of solid metal. You gain proficiency with it if you do not have it. You choose only three weapons to generate. You can take this invocation again to select three more. The weapon has all the normal properties of a basic weapon, but is solid Iron. Its likely heavier. It has no special additional features such as magical properties, they are not masterwork, and the extra weight isn't significant enough to reduce or increase attack or damage.

Iron Cloud: You generate a cloud of shrapnel that is in constant motion around you. Any creature that comes within 15ft of you takes 1d6 slashing damage for every three class levels of yours. You can spend a swift action to send a volley of the shrapnel at range to a target dealing the same damage as piercing at a range increment of 30ft using your ranged attack bonus.

Coinshot: Named so because of its easy use of coins as ammunition, Coinshot allows you to propel metal objects away from you up to the weight of the iron druid. The projectile deals 1d4 damage for each class level. Using Coinshot on an item that cannot be pushed away whether because its sufficiently anchored or its heavier then you are, causes you to be pushed away instead. You can use Coinshot against metal on another person. They need to make a strength check to resist being pushed away at 5ft per class level you possess, or to avoid being Disarmed. This is against a DC equal to your class levels, plus your charisma modifier, plus ten, any feats that increase your ability to bull rush or disarm can add to the DC.
Using Coinshot to push yourself is a free action, but it counts as falling if you cannot catch yourself using another sufficiently anchored metal object near the location you would have "Fallen" to.

Lurcher: Lurcher is opposite of Coinshot. Coinshot pushes while Lurcher pulls. It is in all ways like the Coinshot in that it can disarm or pull things towards you. When pulling on something heavier then you or sufficiently anchored, you "fall" towards it as you pull yourself closer instead.
When you make a disarm using Lurcher, you can catch the disarmed item.
If you maintain a pull against an anchored object, you can effectively walk on its surface, such as a steel ceiling or an iron wall. The new plane becomes as though it was normal ground so long as you keep up the pull (Free action each round).
If you have both Coinshot and Lurcher you can achieve something like flight. Its faster however, as its basically like falling in different directions. But there must be sufficient metal around to push and pull with. If you find yourself hurling into an area with no anchored metal, you are in for a nasty impact. Using Coinshot and Lurcher to fly only takes a free action to sustain the pushes and pulls.

Tremorstep: Every step you take causes the ground to quake, shaking violently. For every 5ft you move, you create the tremor. The tremor is an escalating series of quakes that increases in power the more you move in a short amount of time. You must be moving on or in the ground to create the tremors. The DC to avoid being knocked prone is 10 + Charisma modifier. For every 5ft step you move in one round, the DC increases by +2. If you move more then 30ft in the round, you also cause the ground to crack and lose stones and objects, even the creatures themselves to bounce around violently enough that bludgeoning damage is dealt equal to 1d4/2 levels. If you move more then 60ft, it is 1d6. 90ft, 1d8. 120ft, 1d10. And so on to 1d12.
If you reach 1d8, there is a 25% chance that medium or smaller creatures will be devoured by cracks in the ground. 1d10 and a 50% chance. 1d12, and a 75% chance and a 25% chance that a Large creature may be devoured. If they fall in, they take twice the bludgeoning damage and have to climb out. At the 75% chance, there is a 25% chance that the crack closes on them, dealing 4x the bludgeoning damage and trapping them unless they have a burrowing speed.
The tremors shake the ground within 30ft of where you've moved in the round. At 10th level, this increases to 50ft.
You must state your using tremorstep before movement occurs.


Call Iron Elemental: You have a bond with an ancient Iron Elemental deep within the earth. You can call for its aid when you need it. What it does is up to your imagination, but it causes an attack extending from a sufficient source of metal nearby which causes damage of 1d12/level. It takes 1d12 rounds before the Elemental makes its move. It often includes large metal jaws forming out of iron bars or an iron wall and eating targets in a 10ft area. If the damage would kill them, they are eaten and their bodies are taken care of.
The Iron Elemental's free form damage can take various forms. It can even target metal itself, such as iron bars in a prison cell. The damage may be enough to destroy the bars, then so it is and they are destroyed allowing escape. The damage largely depends on the descriptor. It could be bludgeoning, piercing, or slashing.
The Iron Elemental cannot be called again for 1d6 hours.





Lesser:

Charm1, 4 - Cause a single creature to regard you as a friend.
Curse1 (as Curse of Despair) - Curse one creature as the Bestow Curse spell, or hinder their attacks.
The Dead Walk1 - Create undead as the Animate Dead spell.
DefenestrationN - Use Defenestrating Sphere, as the spell.
Dread Seizure3 - Halve a target's movement, and give it a -5 penalty on attacks against those more than 5 ft. away.
Elemental OrbN - Use Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire or Orb of Sound, as the spells.
Energy Resistance4 - Gain resistance 10 to acid, cold, electricity, fire, or sonic damage.
Enthralling Voice4 - Make nearby creatures fascinated.
Flight4 (as Draconic Flight) - Sprout wings and fly at good maneuverability; fly longer overland.
Falling DreamN - Use Illusory Pit, as the spell.
Flee the Scene1 - Use short-range Dimension Door as the spell, and leave behind a major image.
Frightful Presence4 - Make nearby creatures shaken.
Harkon's BladeN - Use Sword of Deception, as the spell.
Ignore the Pyre3 - Gain resistance equal to your Caster Level to Acid, Cold, Electricity, Fire, or Sonic damage.
Make WayN - Use Forcewave, as the spell.
Relentless Dispelling2 - A targeted Dispel Magic, with additional targeted Dispel Magic the next turn.
Stony Grasp1 - Use Stony Grasp as the spell.
Voidsense1, 4 - Gain blindsense 30 feet.
Voracious Dispelling1, 4 - Use Dispel Magic as the spell, causing damage to creatures whose effects are dispelled.
Walk Unseen1, 4 - Use Invisibility (self only) as the spell.
Wall of Gloom1 - Use Wall of Gloom as the spell.
Witchwood Step2 - Walk on water and move through some obstacles unimpeded.
Weighty Utterance3 - Flying target falls 5 ft. per Caster Level; takes falling damage if it hits a surface.




Greater

Arcane Hide1 (as Draconic Toughness) - Gain temporary hit points equal to your caster level.
Baleful Geas1 - A single creature becomes your servant, but slowly sickens and dies.
CallingN - Use Sending as the spell.
Caustic Mire2 - Acidic sludge slows progress, deals damage.
Chilling Fog1 - Create Solid Fog that deals Cold damage.
Chilling Tentacles4 - Use Black Tentacles as the spell, and deal extra Cold damage to creatures in the area.
Devour Magic4 - Use targeted Greater Dispel Magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
Dragon Ward3 - Gain resistance to the attacks and special abilities of dragons.
Enervating Shadow4 - Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
Nightmares Made Real2 - Create illusory terrain that damages foes and allows you to hide.
Painful Slumber of Ages2 - Creature falls asleep, takes damage when awakened.
Pulse of Terror1 (as Terrifying Roar) - Use Fear as the spell; creatures shaken by the effect cannot attack you.
Tenacious Plague4 - Use Insect Plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
Voodoo DollN - Immobile construct shares damage with target on death, has no defenses.
Words of Power, GreaterN - Use Power Word: Disable, Power Word: Distract, or Power Word: Nauseate, as the spells.




Greatest

Brewing StormN - Allies within cloud gain 1 AC per round, enemies within cloud lose 1 AC per round.
Discorporation4 (as Dark Discorporation) - Gain many benefits of the Swarm subtype.
Energy Immunity1 - Gain or grant immunity to Acid, Cold, Electricity, Fire, or Sonic damage.
Flight, Greater4 (as Greater Draconic Flight) - Fly at perfect maneuverability; gain overland speed.
Impenetrable Barrier3 - Use Wall of Force, as the spell, but it is perfectly black and blocks line of sight.
Instill Vulnerability1 - Remove resistances and immunities.
Polyscient1 (as Dark Foresight) - Use Foresight as the spell, and communicate telepathically with a close target of the effect.
Master of PhysicsN - Use Telekinetic Sphere, as the spell.
Path of Shadow1 - Use Shadow Walk as the spell and speed up natural healing.
Perilous Veil1 - Use Veil as the spell; anyone succeeding on the Will save to negate the illusion takes damage.
Retributive Invisibility1 - Use Greater Invisibility as the spell (self only) that deals damage in a burst if dispelled.
Spellcaster's BaneN - You may attempt to counterspell an opponent as an Immediate Action, as if casting Greater Dispel Magic.
Steal Summoning2 - Take control of another caster's summoned monster.
Word of Changing1 - Use Baleful Polymorph as the spell, but the effect could become permanent.
Words of Power, GreatestN - Use Power Word: Kill, Power Word: Petrify, or Power Word: Stun, as the spells.
Void MagicN - Use Antimagic Field at range, but only as long as you concentrate.




New Least Invocations
(Ignore all invocations that are not listed above, just use as a reference if you want an invocation marked with "N")
Body Augmentation
Least; 2nd
AAAAYou can use Bear's EndurancePHB, Bull's StrengthPHB, and Cat's GracePHB, as the spells. Only one may be active at a time; using another, even on a different target, causes the previous effect to be removed. Lasts for 24 hours, during which you can switch active enhancement.

Elemental Animation
Least; 2nd
AAAAYou can use Animate FireSC, Animate WaterSC, and Animate WoodSC, as the spells.

Local Tremor
Least; 2nd
AAAAYou can use Local TremorRotD, as the spell.

Lorecall
Least; 1st
AAAAYou can use Balancing LorecallSC, and Listening LorecallSC, as the spells. Only one of these may be active on your person at a time; using it again replaces any previous uses. Lasts 24 hours.

Magic Coating
Least; 1st
AAAAYou can use GreasePHB and Sticky FloorRotD, as the spells.

Mind Augmentation
Least; 2nd
AAAAYou can use Eagle's SplendorPHB, Fox's CunningPHB, and Owl's WisdomPHB, as the spells. Only one may be active at a time; using another, even on a different target, causes the previous effect to be removed. Lasts for 24 hours, during which you can switch active enhancement.

Mystic Missile
Least; 1st
AAAAYou can use Magic MissilePHB, as the spell. Additionally, you may fire a single missile, as from the spell, as an Immediate Action.

Omen
Least; 2nd
AAAAYou can use Omen of PerilSC, as the spell, but you do not require any Focus with the invocation.

Scorn Earth
Least; 2nd
AAAAYou can float a foot above the ground. Instead of walking, you glide along, unconcerned with the hard earth or difficult terrain. While you remain within 1 foot of a flat surface of any solid or liquid, you can take normal actions and make normal attacks, and can move at her normal speed (you can even “run” at four times your normal speed or "jump" from your position 1 foot above a surface). However, you have no ability to maintain any altitude greater than 1 foot due to this invocation. You are also considered to be under the effects of Feather FallPHB, as the spell. In addition, you get +5 to Move Silently, +2 to swim, and +2 to jump. Lasts 24 hours.

Stormcloud
Least; 2nd
AAAAYou can use ThunderheadSC, as the spell. Casting this invocation twice on the same target doubles the duration, and continued casting continues to multiply the duration as normal for multiplier addition rules (i.e. double, then triple, then quadruple, etc.).

Transposition
Least; 2nd
AAAAYou can use Baleful TranspositionSC, as the spell.

Wintry Embrace
Least; 2nd
AAAAYou can use Creeping Cold, as the spell, but without any need for any focus.

Words of Power, Least
Least; 3rd
AAAAYou can use Power Word: FatigueRotD, Power Word: PainRotD, and Power Word: SickenRotD, as the spells.

New Lesser Invocations
Defenestration
Lesser; 4th
AAAAYou can use Defenestrating SphereSC, as the spell.

Lesser Elemental Orb
Lesser; 1st
AAAAYou can use Lesser Orb of AcidSC, Lesser Orb of ColdSC, Lesser Orb of ElectricitySC, Lesser Orb of FireSC, and Lesser Orb of SoundSC, as the spells.

Harkon's Blade
Lesser; 4th
AAAAYou can use Sword of DeceptionSC, as the spell. You may only have one sword at a time; casting this invocation while a sword still exists eliminates that sword in favor of the new one. Sword lasts 24 hours.

Make Way
Lesser; 4th
AAAAYou can use ForcewaveSC, as the spell.

Words of Power, Lesser
Lesser; 4th
AAAAYou can use Power Word: DeafenRotD, Power Word: MaladroitRotD, and Power Word: WeakenRotD, as the spells.

New Greater Invocations
Calling
Greater; 5th
AAAAYou can use Sending, as the spell.

Elemental Orb
Greater; 4th
AAAAYou can use Orb of AcidSC, Orb of ColdSC, Orb of ElectricitySC, Orb of FireSC, and Orb of SoundSC, as the spells.

Falling Dream
Greater; 6th
AAAAYou can use Illusory PitSC, as the spell, but it lasts only as long as you concentrate.

Fissure
Greater; 5th
AAAAYou can create a 5 foot wide stone wall up to 10 feet high along a 60 foot line starting from your position. All creatures within the line take 1d6 bludgeoning/piercing damage per 2 levels (maximum 8d6 damage at 16th), are moved to the nearest square on the side of the wall of your choice, and are staggered, unless they make a Reflex save, which halves the damage, allows them to choose which side of the wall they wish to be on, and prevents the staggering. Squares adjacent to the wall are difficult terrain, and the wall lasts for 1 round plus 1 round per 5 levels.

Glaciation
Greater; 6th
AAAAYou can freeze a target solid for one round, such that they can take only mental actions, unless they make a Will save. A frozen target takes 1d6 Cold damage per 2 levels (maximum 8d6 at 16th); any target who takes no Cold damage due to resistance or immunity to Cold damage is also immune to being frozen. A target who was frozen is slowed, as by the spell SlowPHB, for two rounds after thawing out.

Words of Power, Greater
Greater; 6th
AAAAYou can use Power Word: DisableRotD, Power Word: DistractRotD, and Power Word: NauseateRotD, as the spells.

Voodoo Doll
Greater; 6th
AAAAYou can create a voodoo doll of any target within 60 feet; the doll begins in any free square adjacent to you. The doll lasts one round per level, or until the target moves more than 60 feet from the doll. The doll may have up to 8 HP per caster level, but you lose HP equal to one quarter the HP given to the doll. If the effect ends without the Doll dying, you regain one quarter of the HP it had remaining.
Further more, Any Condition the Doll is subject to is transfered to the being the Doll is mimicking, This includes Dazing, Stunning, Petrification, but not other things such as Ability Damage/Drain, or Death effects for example. Damage dealt to the Doll goes both to the doll and to the doll's mimic.
AAAAThe doll is a construct, but does not have immunity to poison, necromancy effects, critical hits, nonlethal damage, or effects that require Fortitude saves, though all nonlethal damage dealt to the doll is treated as lethal damage. However, it is immune to any and all status effects, conditions, etc; only HP damage can be applied to it. It cannot be healed or repaired by any means. The doll has no actions and furthermore cannot be moved. The doll has an Armor Class of 0 (and is always treated as flat-footed), no Damage Reduction, no Spell Resistance, a Hardness of 0, and a +0 bonus to all saving throws. Any other defenses the target may have had do not apply to the doll.

New Greatest Invocations
Brewing Storm
Greatest; 8th
AAAAThis invocation creates an ephemeral cloud at a Range of Medium (100 feet + 10 feet per caster level), and the cloud immediately spreads in a radius equal to Close range (25 feet + 5 feet per 2 caster levels). The cloud itself is short-lived - it is gone moments after casting, having no effect on the sight or movement of those within it. Those who were within it when cast, however, gain some of the cloud clinging to to their bodies, and this cloud effects them for one round per level.
AAAAEach round, every creature that was within the cloud at the time it was cast either gains a +1 bonus to AC, or takes a -1 penalty to AC, chosen by you when you cast it. Any creature who does not want to accept these changes is entitled to a Will save each round to prevent that round's changes, though the DC for this save goes up by 1 for every consecutive save the creature has made previously; failing the save resets the DC to its usual value for the next round.
AAAANo creature can be reduced below 10 AC, or below 10 touch AC or 10 AC when flat-footed (though a creature with 10 touch AC or 10 flat-footed AC continues to take penalties to its AC for other situations until all three values are 10). By the same token, this effect can no more than double a creature's AC; once this effect has added as much AC as the creature had without it, it simply maintains that much AC until it wears off.

Master of Physics
Greatest; 8th
AAAAYou can use Telekinetic Sphere, as the spell, except that you must always be within the sphere, and the sphere can only move you with respect to other objects within the sphere. Effectively, it needs to be touching something solid in order to maintain its height, and will otherwise fall, so it can only lift you into the air a distance equal to its own diameter. It can, however, move upwards with you if you have other means of flight, in which case it can move relative to you and more things with respect to you; you are, essentially, the solid surface against which everything else is being moved.

Meteo
Greatest; 9th
AAAAYou can use Meteor Swarm, as the spell.

Spellcaster's Bane
Greatest; 7th
AAAAYou may attempt to counterspell a spellcaster as an Immediate Action, as if you had cast Greater Dispel Magic. The spellcaster gains a +2 bonus on his opposed Caster Level check for every consecutive round you have successfully counterspelled him; this bonus reverts to +0 if you fail to counterspell him (either because you did not try or because he succeeded on the check).

Words of Power, Greatest
Greatest; 9th
AAAAYou can use Power Word: KillPHB, Power Word: PetrifyRotD, and Power Word: StunPHB, as the spells.

Void Magic
Greatest; 9th
AAAAYou can use Antimagic Field, but with a Range of Close (25 ft. + 5 ft. per two caster levels), and with a Duration of Concentration.




Ugh. Its midnight.
I fully intend to make an bucketfull of Metal and Stone based, mostly metal, based invocations. At least seven each.
But I've got cramps like crazy right now, AND it is rather late. So I'm just going to go sleep it off and leave this posted so I don't lose it. Night.

nonsi
2012-06-14, 02:01 AM
Your number of invocations is off.
At levels 5 & 15, your Iron Druid gets new invocation ranks, but no new invocations.

Welknair
2012-06-14, 02:06 AM
For the various Thousand Faces abilities, you need to specify the CL. It won't come up often, but you still ought to. On the whole, doesn't look too bad. A little lighter ability-wise than some of your other works.

Wyntonian
2012-06-14, 01:56 PM
At level four, you can become immune to magic.

Period.

Apparently with no exceptions.


Am I the only one who thinks that may be a little bit much?

Welknair
2012-06-15, 12:45 AM
At level four, you can become immune to magic.

Period.

Apparently with no exceptions.


Am I the only one who thinks that may be a little bit much?

My quick skim did not gather this. Yeah, that'd be a major problem. Even the most powerful Mage-Slaying classes don't have straight-up Immunity. The Elemental forms already confer SR, why give Immunity?

Also, since the creatures you reference are PF, I assume this class is intended for PF as well, then? May be worth noting somewhere.

Do be wary of min/maxing and polymorph-type abilities. This was of course one of the major problems with the original Druid - You can Wildshape into a Bear and never care about your 8 in Con ever again. If you're using Point-buy, there's no reason not to dump every last drop into Wis. The physical stats on those Elementals is pretty beastly. I realize this is a problem with D&D 3.x, not specifically your class. Still something to keep in mind, though.

Doorhandle
2012-06-16, 12:41 AM
At level four, you can become immune to magic.

Period.

Apparently with no exceptions.


Am I the only one who thinks that may be a little bit much?

Was going to comment on it myself. Unless the author is just confused on the wording and didn't mention that happens only if you fail to pass spell resistance.