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.
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.