PDA

View Full Version : The Iron Lord



Elysian Blade
2014-01-14, 07:38 PM
The Iron Lord
The Iron Lord takes wearing armor to a whole new level

starting gold 3d8*10 160
skill points (2+int)

Profiecient will all armor and shields except tower shields. Profiecient with only simple and martial weapons.

{table=head] Base Attack Bonus | Fortitude | Reflex | Will | Special
+1 | +2 | +0 | +0 | Weapon Fuse/Fast healing 1 stances 1
+2 | +3 | +0 | +0 | Bonus Feat Armor Fuse(2ac)
+3 | +4 | +1 | +1 | Damage Resistance 1
+4 | +4 | +1 | +1 | Energy Resistance 5*
+5 | +5 | +1 | +1 | Weapon Fuse Improved/ Fast Healing 2 Stances 2
+6,+1 | +5 | +2 | +2| Bonus Feat/Damage Resistance 2
+7,+2 | +6 | +2 | +2| Armor Fuse (4ac) Armor Fusion
+8,+3 | +6 | +2 | +2| Energy Resistance 5*
+9,+4 | +7 | +3 | +3| Weapon Fuse*/ Fast healing 3
+10,+5 | +7 | +3 | +3| Damage Resistance 3/ Material Fuse/ stances 3
+11,+6,+1 | +8 | +3 | +3 | Armor Fuse (6ac)
+12,+7,+2 | +8 | +4 | +4 | Armor Fusion/ Energy Resistance 5*
+13,+8,+3 | +9 | +4 | +4 | Weapon Fuse* Fast Healing 4
+14,+9,+4 | +9| +4 | +4 | Damage Resistance 4 Bonus Feat
+15,+10,+5 | +10 | +5 | +5| Armor Mastery (all ac) stances 4
+16,+11,+6,+1 | +10 | +5 | +5 | Weapon Mastery/ Fast Healing 5/ Regeneration
+17,+12,+7,+2 | +11 | +5 | +5 | Damage Resistance 5 Bonus Feat
+18,+13,+8,+3 | +11 | +6 | +6 | Fast Movement 10ft/ Energy Resistance 5*
+19,+14,+9,+4 | +12 | +6 | +6 | Fuse Mastery
+20,+15,+10,+5 | +12 | +6 | +6 | Bonus Feat, Unstoppable, Unmovable. stances 5 [/table]

Weapon Fuse SU): Starting at 1st level, an Iron Lord may fuse any standard metal weapon they are proficient with with their body. This process take 6 hours of uninterrupted meditation. Once complete, the weapon disappears, and is part of an Iron Lord's body. Once a weapon is infused, it loses all magical properties it had. An Iron lord may manifest the weapon as an extension of their own body at any time. They are treated as having the [i]Quick Draw[i] feat whenever they manifest their weapon. An Iron Lord may have a number of weapons fused with their body equal to their Iron Lord level.

An Iron Lord gains weapon focus with any weapon they are infused with.

Weapon Power Fuse SU): Starting at 6th level, an Iron Lord may "learn" magical weapon properties by fusing with a magical weapon. The process is the same as Weapon Fuse, only the Iron Lord is not required to fuse with the weapon. Instead, the Iron Lord learns the specific property of the weapon, and may apply it to any one of they weapon they are fused with.

The enchantment is specific. For instance, if an Iron Lord fuses with a +1 flaming weapon, the Iron Lord must apply the exact same property to a weapon they are fused with, they may not mix and match magical properties from other magical weapons they have fused with.

An Iron Lord choose a weapon's property at the beginning of each day, and the effects last for 24 hours, or until an Iron Lord dismisses the effect. Any number of enchantments can be learned, but an Iron Lord may not fuse with a magical item that has a total enhancement bonus over 1/4 Iron Lord's class level plus 1/2 constitution modifier.

Armor Fuse SU): Starting at 2th level, an Iron Lord may infuse with any standard metal armor. This process requires the Iron Lord to wear the armor for 1d4 +1 days without taking it off. By the end of that time, the armor melds with the iron Lord's skin, and half of the armor bonus of the armor becomes natural armor. An Iron Lord may only be fused with one suit of armor at a time. As levels increase it increases the maximum natural armor you can get.

Material Fusing SU): Starting at 5th level, an Iron Lord may fuse with special materials, such as mithril, cold Iron, adamantium, etc, and may change any of their fused weapons to that material and gain its properties. Doing so requires a standard action to change material.

In addition, the Iron Lord may also change the material of the armor they are fused with to either Adamantium or Mithril. Changing their fused armor to adamantium grants them DR 3/-, while changing to mithril grants them bonus movement 10ft. Transforming fused armor is a swift action, but must be done at the beginning of the Iron Lord's turn.

Fuse Mastery SU): By 16th level, the Iron Lord has mastered all forms of fusion. The Iron Lord gains weapon specialization with all weapons they are fused with, and the bonus to natural armor from armor fusion is now equal to the armor bonus of the armor fused.

TuggyNE
2014-01-15, 02:41 AM
A few general notes: first, there's no reason to put their class abilities in a spoiler, and second, ability type tags should be within parentheses, like this:

Weapon Fuse (Su):


Weapon Fuse SU): Starting at 1st level, an Iron Lord may fuse any standard metal weapon they are proficient with with their body. This process take 6 hours of uninterrupted meditation. Once complete, the weapon disappears, and is part of an Iron Lord's body. Once a weapon is infused, it loses all magical properties it had. An Iron lord may manifest the weapon as an extension of their own body at any time. They are treated as having the [i]Quick Draw[i] feat whenever they manifest their weapon. An Iron Lord may have a number of weapons fused with their body equal to their Iron Lord level.

An Iron Lord gains proficiency and weapon focus with any weapon they are infused with.

They don't need proficiency again, so cut that part out.


Weapon Power Fuse SU): Starting at 6th level, an Iron Lord may "learn" magical weapon properties by fusing with a magical weapon. The process is the same as Weapon Fuse, only the Iron Lord is not required to fuse with the weapon. Instead, the Iron Lord learns the specific property of the weapon, and may apply it to any one of they weapon they are fused with.

The enchantment is specific. For instance, if an Iron Lord fuses with a +1 flaming weapon, the Iron Lord must apply the exact same property to a weapon they are fused with, they may not mix and match magical properties from other magical weapons they have fused with.

An Iron Lord choose a weapon's property at the beginning of each day, and the effects last for 24 hours, or until an Iron Lord dismisses the effect. Any number of enchantments can be learned, but an Iron Lord may not fuse with a magical item that has a total enhancement bonus over the Iron Lord's class level plus their constitution modifier.

It's not quite clear what's meant by "not required to fuse with the weapon", nor what happens to the weapon after the process is complete. Also, "specific property" is not ideal phrasing; rather, something like "set of enhancement bonuses and weapon special abilities" is better, perhaps shortening it after the first use to "weapon abilities".

Since it is impossible to have a +11 weapon pre-epic, there is in effect no real limitation on the total enhancement bonus; at sixth level, it would be rare indeed to find a PC with less than +1 Con mod, and even rarer to find any magic weapons of even +7 equivalent, never mind the +8 that's beyond their reach. Instead, I'd suggest cutting that down to maybe one-quarter their class level plus one-half their Con mod; at sixth level, a 14 Con PC will have a limit of +2, which is still quite high enough, and at 20th level the limit would be +9 if they have 26 Con (16 to start, +4 tome, +6 item).


Armor Fuse SU): Starting at 12th level, an Iron Lord may infuse with any standard metal armor. This process requires the Iron Lord to wear the armor for 1d4 +1 days without taking it off. By the end of that time, the armor melds with the iron Lord's skin, and half of the armor bonus of the armor becomes natural armor. An Iron Lord may only be fused with one suit of armor at a time.

Do they get to avoid penalties from sleeping in armor?


Material Fusing SU): Starting at 5th level, an Iron Lord may fuse with special materials, such as mithril, cold Iron, adamantium, etc, and may change any of their fused weapons to that material and gain its properties. Doing so requires a standard action.

Standard action to fuse, or to change, or both?


In addition, the Iron Lord may also change the material of the armor they are fused with to either Adamantium or Mithril. Changing their fused armor to adamantium grants them DR 3/-, while changing to mithril grants them bonus movement 10ft. Transforming fused armor is a swift action, but must be done at the beginning of the Iron Lord's turn.


Fuse Mastery SU): By 20th level, the Iron Lord has mastered all forms of fusion. The Iron Lord gains weapon specialization with all weapons they are fused with, and the bonus to natural armor from armor fusion is now equal to the armor bonus of the armor fused.

It wouldn't be overpowered to give them that rather sooner, and Armor Fuse too. Gaining a weak 4th-level feat is not much of a capstone, although the natural armor is at least something.

Elysian Blade
2014-01-16, 12:02 PM
Do they get to avoid penalties from sleeping in armor?

Yes because the armor is considered their skin

Standard action to fuse, or to change, or both?

Just to change


Anymore questions I updated the first post.

TuggyNE
2014-01-16, 10:46 PM
Do they get to avoid penalties from sleeping in armor?

Yes because the armor is considered their skin

That was a rhetorical question; I meant, "This is a question one might reasonably have when using the class that is not answered in its rules text." :smallwink:


Standard action to fuse, or to change, or both?

Just to change

It would also be good to state how long the process of fusing takes in this case.


Anymore questions I updated the first post.

Yeah, looking at the class feature table there are a number of abilities that are not mentioned in the text: damage reduction, fast movement, and fast healing, while simple enough, should be given at least a brief description as in the Barbarian and Monk entries; energy resistance is presumably gained in different types, but should be specified; the bonus feat schedule and list selection needs to be outlined; regeneration needs to specify how fast and (more importantly) what if anything does lethal damage; stances should explain what disciplines and levels are available, if using ToB stances, or outline the subsystem otherwise; and Unstoppable and Unmovable* need to be explained, since I have no idea what those are.

Separately, Armor Fuse needs to clarify and state the limits on natural armor, which are presumably "2/4/6/8/all or half of base armor bonus without enhancement bonus, whichever is less". It should probably also clarify whether or not fused armor retains its magical properties. (Alternatively, you could change the terminology around, give it a single basic class feature of "Fusion" that allows equipment to be melded in at the price of its magical properties, and additional features that modify the base feature to allow armor, special materials, and so on.)

*This should probably be called Immovable, actually.

Elysian Blade
2014-01-17, 04:08 PM
unstoppable is a move give you plus 20 to dmg and unmovable gives you plus 20 to resist being moved.

TuggyNE
2014-01-17, 07:03 PM
unstoppable is a move give you plus 20 to dmg and unmovable gives you plus 20 to resist being moved.

But where are they from, and why aren't they in the class feature text?

Elysian Blade
2014-01-18, 12:49 AM
But where are they from, and why aren't they in the class feature text?

sorry have to do short posts look up legendary dreadnaught class it should help explain.

TuggyNE
2014-01-18, 01:43 AM
sorry have to do short posts look up legendary dreadnaught class it should help explain.

Oh. Well, in that case, it's OGL text; just copy and paste and adapt. (In particular, there needs to be some mention of how many daily uses of each the class gets.)