Iron Warden
Level | Base Attack Bonus | Fortitude Save | Reflex Save | Will Save | Special |
---|---|---|---|---|---|
1st | +1 | +2 | +0 | + 2 | Magepunk Armor, Combat Adaptation |
2nd | +2 | +3 | +0 | +3 | Iron Defense |
3rd | +3 | +3 | +1 | +3 | Combat Adaptation |
4th | +4 | +4 | +1 | +4 | Forge Bond |
5th | +5 | +4 | +1 | +4 | |
6th | +6/+1 | +5 | +2 | +5 | Iron Wall, Combat Adaptation |
7th | +7/+2 | +5 | +2 | +5 | |
8th | +8/+3 | +6 | +2 | +6 | Forge Upgrade |
9th | +9/+4 | +6 | +3 | +6 | Combat Adaptation |
10th | +10/+5 | +7 | +3 | +7 | Advanced Iron Defense |
11th | +11/+6/+1 | +7 | +3 | +7 | |
12th | +12/+7/+2 | +8 | +4 | +8 | Forge Empowerment, Combat Adaptation |
13th | +13/+8/+3 | +8 | +4 | +8 | |
14th | +14/+9/+4 | +9 | +4 | +9 | Titanic Forge Bond |
15th | +15/+10/+5 | +9 | +5 | +9 | Combat Adaptation |
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Forge Mastery |
17th | +17/+12/+7/+2 | +10 | +5 | +10 | |
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Unbreakable Iron Defense, Combat Adaptation |
19th | +19/+14/+9/+4 | +11 | +6 | +11 | |
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Living Forge |
Class Features
As a Iron Warden, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per Iron Warden Level
Starting Wealth
Gold: 5d6 x 10gp (average 175 gp) and begins the campaign with an armor set worth less than 10 gp.
Skill Ranks
Skill ranks per level: 4 + Int Modifier
Proficiencies
- Armor: All armor (heavy, light, and medium) and shields (including tower shields)
- Weapons: All simple and martial weapons
Class Skills
Class Skills: The Iron Warden's class skills are Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str).
Abilities
Magepunk Armor (Ex): At 1st level, an Iron Warden gains the ability to infuse their armor with magepunk technology. As a full-round action, the Iron Warden can enhance their armor with a +1 enhancement bonus. For every four levels beyond 1st, this bonus increases by +1 (to a maximum of +5 at 17th level). These bonuses can be used to add any of the following armor properties: energy resistance, fortification, spell resistance, or any other magical property that can be applied to armor. The Iron Warden must have the appropriate item creation feat to add these properties.
Combat Adaptation (Ex): At 1st level, and at every 3rd level thereafter, the Iron Warden gains a bonus combat feat. They must meet all the prerequisites for the feat.
Iron Defense (Ex): At 2nd level, an Iron Warden gains a +1 bonus to their AC while wearing armor. This bonus increases by +1 for every four levels beyond 2nd (to a maximum of +5 at 18th level).
Forge Bond (Su): At 4th level, an Iron Warden forms a powerful bond with their armor, infusing it with a small part of their own life force. As a result, their armor gains the ability to heal itself. Each day, the armor regains a number of hit points equal to the Iron Warden's class level.
Iron Warden Taunt (Ex): At 3rd level, an Iron Warden can use a swift action to taunt enemies within 30 feet. Each affected enemy must make a Will saving throw (DC 10 + half the Iron Warden's class level + the Iron Warden's Charisma modifier) or be forced to attack the Iron Warden for a number of rounds equal to the Iron Warden's Charisma modifier (minimum of 1 round). This taunt ability can affect a number of enemies equal to the Iron Warden's Charisma modifier (minimum of 1). If there are more enemies than the Iron Warden can affect, the Iron Warden can choose which enemies are affected.
While under the effects of the taunt, the affected enemies suffer a penalty to attack rolls against targets other than the Iron Warden. This penalty is equal to the Iron Warden's Charisma modifier (minimum of 1). The Iron Warden can use this ability a number of times per day equal to their Charisma modifier (minimum of 1).
Iron Wall (Ex): At 6th level, an Iron Warden can create a temporary barrier of solid metal as a standard action. This barrier is 10 feet long, 5 feet high, and 1 inch thick. It has hardness 10 and 30 hit points. The barrier lasts for a number of rounds equal to the Iron Warden's class level, or until destroyed. An Iron Warden can use this ability a number of times per day equal to their Constitution modifier.
Forge Upgrade (Su): An Iron Warden can add additional magic abilities to his armor using item creation feats. The magic properties of the armor object, including any magic abilities added to the armor, only function for the Iron Warden who owns it.
Advanced Iron Defense (Ex): At 10th level, an Iron Warden gains DR 1/- while wearing armor. This damage reduction increases by 1 for every two levels beyond 10th (to a maximum of DR 5/- at 18th level).
Forge Empowerment (Su): At 12th level, an Iron Warden can spend 1 hour working on their armor to increase its enhancement bonus by +1 for 24 hours. This bonus stacks with the bonus granted by the Magepunk Armor ability.
Titanic Forge Bond (Su): At 14th level, the bond between an Iron Warden and their armor becomes even stronger. The armor now allows the wearer to gain a number of hit points equal to twice the Iron Warden's class level each day, does not stack.
Forge Mastery (Su): At 16th level, an Iron Warden can spend 16 hours working on their armor to permanently increase its enhancement bonus by +1. This bonus stacks with the bonuses granted by the Magepunk Armor and Forge Empowerment abilities.
Unbreakable Iron Defense (Ex): At 18th level, an Iron Warden gains immunity to critical hits and sneak attacks while wearing armor.
Living Forge (Su): At 20th level, an Iron Warden becomes one with their armor, transforming into a living construct
Archetypes
Steam Vanguard
Abilities
Steam Engine (Ex): At 1st level, a Steam Vanguard replaces their Magepunk Armor ability with a steam-powered magepunk armor. This armor is powered by a compact steam engine, granting the Steam Vanguard a +1 enhancement bonus to Strength and a +1 enhancement bonus to AC. These bonuses increase by +1 for every four levels beyond 1st (to a maximum of +5 at 17th level). The steam engine requires 1 pound of coal or other fuel for every 8 hours of operation. The Steam Vanguard can still add armor special abilities, but they must have the appropriate item creation feat to do so.
Steam Strike (Su): At 3rd level, a Steam Vanguard can channel steam through their weapon, dealing an additional 1d6 points of fire damage on a successful hit. This ability can be used a number of times per day equal to the Steam Vanguard's Constitution modifier. This ability replaces Combat Adaptation gained at 3rd level.
Smoke Screen (Ex): At 6th level, a Steam Vanguard can vent steam from their armor to create a smoke screen, granting them and their allies concealment within a 20-foot radius for a number of rounds equal to their Constitution modifier. This ability can be used a number of times per day equal to the Steam Vanguard's Constitution modifier. This ability replaces Iron Wall.
Steam Jump (Su): At 9th level, a Steam Vanguard can use the steam from their armor to propel themselves through the air. They gain a fly speed equal to their base land speed with clumsy maneuverability for a number of rounds per day equal to their Iron Warden level. These rounds need not be consecutive. This ability replaces the Combat Adaptation gained at 9th level.
Steam Surge (Su): At 12th level, a Steam Vanguard can unleash a powerful burst of steam to knock back their enemies. As a standard action, they can create a 30-foot cone of steam that deals 1d6 points of fire damage per Iron Warden level. Enemies within the area must make a Reflex save (DC = 10 + 1/2 the Steam Vanguard's Iron Warden level + the Steam Vanguard's Constitution modifier) or be pushed back 10 feet and knocked prone.
This ability can be used once per day at 12th level and an additional time per day for every four levels beyond 12th. This ability replaces Forge Empowerment.
Steam Armor (Ex): At 14th level, a Steam Vanguard can transform their armor into an enveloping cloud of steam for a number of rounds per day equal to their Iron Warden level. While in this form, the Steam Vanguard gains the incorporeal subtype and can pass through solid objects. They take half damage from nonmagical attacks and no damage from nonmagical weapons. This ability replaces Titanic Forge Bond.
Steam Mastery (Ex): At 20th level, a Steam Vanguard gains immunity to fire and can use their Steam Strike, Smoke Screen, Steam Jump, and Steam Surge abilities at will. This ability replaces Living Forge.
Shadowmeld (Su): At 14th level, a Shadowforged Infiltrator can merge with the shadows, becoming invisible as per the spell greater invisibility for a number of rounds per day equal to their Iron Warden level. These rounds need not be consecutive. This ability replaces Titanic Forge Bond.
Umbral Mastery (Su): At 20th level, a Shadowforged Infiltrator becomes a master of shadows. They can use their Shadow Leap ability at will, and their Shadowmeld ability lasts indefinitely. In addition, they gain the ability to see perfectly in darkness, including magical darkness, up to a range of 60 feet. This ability replaces Living Forge.
Evasion (Ex): At 10th level, a Shadowforged Infiltrator gains the Evasion ability. If they make a successful Reflex saving throw against an effect that normally deals half damage on a successful save, they instead take no damage. This ability replaces Advanced Iron Defense.
Shadowforged Infiltrator
Abilities
The Shadowforged Infiltrator gains Diplomacy, Bluff, and Sense Motive as class skills in addition to their existing skills.
Shadow Armor (Su): At 1st level, a Shadowforged Infiltrator can infuse their armor with the essence of darkness, granting them a +1 enhancement bonus to Stealth checks. This bonus increases by +1 for every four levels beyond 1st (to a maximum of +5 at 17th level). This ability replaces Magepunk Armor. The Shadowforged Infiltrator can still add armor special abilities, but they must have the appropriate item creation feat to do so.
Shadow Strike (Ex): At 2nd level, a Shadowforged Infiltrator can make a melee attack from the shadows, catching their target off-guard. They gain 1d6 sneak attack. This damage increases by 1d6 for every four levels beyond 2nd (to a maximum of 5d6 at 18th level). This ability replaces Iron Defense.
Social Chameleon (Ex): At 2nd level, the Shadowforged Infiltrator gains the ability to blend into social circles and gain information. They gain a bonus to Diplomacy and Bluff checks equal to their class level, and can make a new check to gather information once per day in any town where they have spent at least 24 hours
Silent Steps (Ex): At 4th level, a Shadowforged Infiltrator gains the ability to move without making a sound. They gain a bonus equal to their Iron Warden level on Stealth checks made to move silently. This ability replaces Forge Bond.
Shadow Leap (Su): At 8th level, a Shadowforged Infiltrator can teleport between shadows as a move action. They can teleport up to 10 feet per Iron Warden level per day. This movement must be used in 10-foot increments and does not provoke attacks of opportunity. The Shadowforged Infiltrator must begin and end their movement in an area of dim light or darkness. This ability replaces Forge Upgrade.