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Thread: [3.5/PF] GitP Regulars as PrCs!

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    Default Re: [3.5/PF] GitP Regulars as PrCs!

    And apparently IZ ninja'd me with a me I should look at, but for now, because I'm Evil.

    Iron Zealot

    Legendary masochist-warriors, the iron zealots are known for their implacable will and ability to take whatever punishment they are dealt. Many Iron Zealots serve powerful, and crazed, masters as semi-loyal dragons. They hold among the highest tiers of evil asceticism, and ruthless endurance, never yielding till all life is snuffed from their bodies.

    BECOMING AN IRON ZEALOT

    To become an Iron Zealot one must gain recognition by an existing Iron Zealot and their must be no more than 41 extant Iron Zealots in the world. In addition to these organizational requirements an Iron Zealot must show great combat prowess, endurance, and an unwillingness to yield. Do to the maximum number of Iron Zealots alive at a time most Iron Zealots become such by having their predecessor murdered, this is only very rarely done through single combat. Of course there are ways (resurrection magic) to have more than 42 Iron Zealots at a time meaning that on occasion a would be Iron Zealot must kill many of their predecessors.


    ENTRY REQUIREMENTS
    BAB: +5
    Base Will Save: +4
    Alignment: Evil.
    Feat: Endurance, Power Attack.

    Class Skills
    An Iron Zealot's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the Planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
    Skills Points at Each Level: 4 + int

    Hit Dice: d12

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +2
    +0
    +2
    Unarmed Strike, DR 2/adamantine, Diehard
    2nd
    +2
    +3
    +0
    +3
    Endure Pain, Furious Counterstrike, Steely Resolve 5
    3rd
    +3
    +3
    +1
    +3
    Mettle, Iron Toughness
    4th
    +4
    +4
    +1
    +4
    Iron Body, DR 3/adamantine, Steely Resolve 10
    5th
    +5
    +4
    +1
    +4
    Improved Diehard, Ki Strike
    6th
    +6
    +5
    +2
    +5
    Iron Soul, Juggernaut
    7th
    +7
    +5
    +2
    +5
    DR 4/adamanting, Steely Resolve 15
    8th
    +8
    +6
    +2
    +6
    Tattered Soul, Unflinching
    9th
    +9
    +6
    +3
    +6
    Greater Iron Soul
    10th
    +10
    +7
    +3
    +7
    Steely Resolve 20, Why Won't You Die, DR 5/adamantine, Ki Strike

    Weapon and Armor Proficiencies: An Iron Zealot gains proficiency in unarmed strikes, greatswords, gauntlets, and spiked gauntlets.

    Unarmed Strike (Ex): An Iron Zealot gains an Unarmed Strike as a monk of their class level. If they have monk levels their levels in each stack and they may add their Iron Zealot level to their Monk level to determine the effectiveness of their Flurry of Blows ability. An Iron Zealot may treat gauntlets of all sorts and greatswords as monk special weapons.

    Damage Reduction (Ex): An Iron Zealot's flesh is as hard as iron, causing soft materials to glance from their body. They gain DR 2/adamantine, increasing by +1 per 3 class levels beyond the first.

    Diehard (Ex): An Iron Zealot gains Diehard as a bonus feat if they do not already have it, if they do.

    Endure Pain (Ex): Beginning at 2nd level an Iron Zealot no longer feels pain like a normal person. They become immune to any side effects caused by pain but not damage inflicted by it; this includes the effects of any spell or ability which works specifically through inflicting pain on the Iron Zealot (for example Symbol of Pain or final rebuke as well as the nauseating effect of fleshiver and the effects of wail of doom) and can no longer be nauseated or sickened.

    Furious Counterstrike (Ex): Beginning at 2nd level an Iron Zealot gains Furious Counterstrike as the Crusader ability.

    Steely Resolve (Ex): Beginning at 2nd level an Iron Zealot gains Steely Resolve as the Crusader ability, save that the delayed damage pool is capped at 5 hp, increasing by 5 hp at 4th, 7th, and 10th level. If they have Crusader levels they may add their Steely Resolve pools together (but do not gain bonus to hit and damage from Furious Counterstrike but once for the total amount within the pool).

    Mettle (Ex): Beginning at 3rd level whenever an Iron Zealot succeeds at a Fort or Will save for partial or half effect they instead suffer no effect.

    Iron Toughness (Ex): At 3rd level an Iron Zealot gains +1 hit point per Hit Die they possess, and gain an additional hit point with each Hit Die they gain thereafter.

    Iron Body (Ex): An Iron Zealot marches through foes allowing their blows to rain upon them and fall from them like a summer rain. At 4th level their natural armor bonus increases by an amount equal to 1/2 their Constitution modifier (minimum +1).

    Improved Diehard (Ex): Beginning at 5th level an Iron Zealot is able to take full round actions while at negative hit points, and do not die and may continue acting until they are at -10 - their Constitution score hit points. An Iron Zealot does not fall unconscious from nonlethal damage until they have an amount of nonlethal damage equal to or greater than their current hit points plus their Constitution score. In addition an Iron Zealot is immune to death from massive damage.

    Ki Strike (Su): At 5th level an Iron Zealot gains Ki Strike (Magic) as a monk, if they already have it or would gain it again they gain Ki Strike (Adamantine) instead. At 10th level an Iron Zealot gains Ki Strike (Adamantine) as a monk, if they already have it or would gain it their unarmed strikes ignore Damage Reduction entirely instead.

    Iron Soul (Ex): An Iron Zealot shrugs off debilitating injuries and disadvantages. Beginning at 6th level whenever an Iron Zealot would take ability damage, unless they inflicted it themselves, they take 2 less ability damage.

    Juggernaut (Ex): An Iron Zealot is implacable, and practically unstoppable, moving on despite any attempts to stop or hold them. Beginning at 6th level an Iron Zealot gains a +4 bonus on checks and saves to resist Bull Rush, Trip, paralysis, as well as any effect which would Entangle or Hold them, and gain a +4 bonus on Strength checks to break doors and walls or to escape from webs and nets, and on Grapple checks to escape a grapple.

    Tattered Soul (Su): An Iron Zealot commonly deals with, and works under, the sort of soulless yandere who would routinely tear and tatter the soul of their minions, and when an Iron Zealot is not doing this they're often fighting demons and devils who will routinely do the same. This leaves them able to function with a completely tattered and ruined soul, and to avoid affects which would capture or destroy it completely. An Iron Zealot is immune to effects which would damage, remove, or capture their soul (including Magic Jar) and cannot be reanimated as the undead unless their soul is willing to allow such an effect. In addition an Iron Zealot is immune to the effects of negative levels and does not die for having too many (they still have them, they just do nothing, making them fashion statements like goggles), though they may still become permanent level loss (which affects them normally) if they retain Negative Levels for a full 24 hours.

    Greater Iron Soul (Su): An Iron Zealots ability to shrug off debilitating effects and injuries improves. Beginning at 9th level whenever an Iron Zealot would take ability damage, unless they inflicted it themselves, they take 4 less ability damage and whenever they would take ability drain, unless they inflicted it themselves, they take 2 less.

    Unflinching (Ex): An Iron Zealot feels no stirring of hesitation within their soul. They gain a +4 bonus on saves versus fear and are immune to Daze and Stunning.

    Why Won't You Die (Ex): It's easier to stop a landslide than an Iron Zealot. Beginning at 10th level 1/day when an Iron Zealot would die they do not for 2 rounds (if it is possible to heal the source of their death such as Con damage or hp damage it is possible for them to heal away from it and not die), in this state they also do not fall unconscious from nonlethal damage unless they have more nonlethal damage than their maximum hit points + their Constitution modifier + 10. During this effect an Iron Zealot's body holds together with the same perverse stubbornness as it remains animate, and if they would be disintegrated they are not reduced to dust (though still take any damage) until this state ends.
    Last edited by Zaydos; 2015-05-31 at 06:36 PM.
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