Iron Fist PrC (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Talisman

02-05-08, 11:17 PM
This is for Project Feybook (link in my sig). Any help would be greatly appreciated.

I have no problem with this being slightly more powerful than the standard classes/PrCs, as warrior-types are typically far weaker than a well-played caster.

The Iron Fist
"Your meager witcheries are no match for the united discipline of mind and body. Come, immortal: meet your death."
--Balki Steelmane, dwarf iron fist,

The fey are creatures of magic and whimsy, able to bewitch the minds of mortals with patterns of chaos. Most mortals either avoid them, or escape through guile: not so the iron fist. The iron fist is a person whose whole being - body, mind and spirit - are focused on opposing the enchantments of the fey. This makes an iron fist quite effective against spellcasters of all types, but fey are their especial focus.
Most iron fists were originally monks, as their dedication to mind and body is quite similar to the monkish ideal. Others may have been fighters, rangers, or rogues with an interest in opposing fey and a certain unarmed skill. Spellcasters almost never become iron fists, as the class's narrow focus and tight discipline cuts into a spellcaster's magical might.

Abilities: As an unarmored warrior, Strength, Dexterity and Constitution are all highly important to the iron fist. Wisdom is also very useful, as it increases the iron fist's defenses and powers some useful abilities.
Alignment: Any nonchaotic
Hit Die: d8
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points: 4 + Int modifier

Level Base Attack Fort Ref Will Special
. Bonus Save Save Save Abilities
1 +0 +2 +2 +2 Fey enemy +2,
. iron stance,
. ki strike (magic),
. monk abilities
2 +1 +3 +3 +3 Damage reduction
3 +2 +3 +3 +3 Iron strike 1/day
4 +3 +4 +4 +4 Evasion, ki strike
. (cold iron)
5 +3 +4 +4 +4 Fey enemy +4,
. slippery mind
6 +4 +5 +5 +5 Iron sight,
. iron strike 2/day
7 +5 +5 +5 +5 Iron soul
8 +6 +6 +6 +6 Iron glance
9 +6 +6 +6 +6 Feybane fist,
. iron strike 3/day
10 +7 +7 +7 +7 Fey enemy +6,
. iron shroud,
. ki strike (alignment)

Requirements
Type: Cannot be fey
BAB: +3
Knowledge (nature): 4 ranks
Feats: Improved Unarmed Strike, Iron Will
Special: Must undergo a 24-hour ritual, during which the iron fist consumes 500 gp worth of powedered cold iron and destroys a magic item based on an illusion or enchantment spell with unarmed strikes. This item may not be a potion, scroll, or other single-use item.

Class Features
Weapon and Armor Proficiencies: An iron fist gains no new weapon or armor proficiencies. An iron fist loses the use of her iron stance, iron soul, iron glance and iron shroud abilities, as well as all applicable monk abilities, if she wears any armor or carries a heavy load. She loses the use of evasion if she wears medium or heavy armor.

Fey Enemy (Ex): A 1st-level iron fist gains fey as a favored enemy, as the ranger ability. The iron fist's favored enemy bonus is +2, increasing to +4 at 5th level and +6 at 10th level. If the iron fist has the favored enemy (fey) ability from some other source, such as ranger levels, the bonuses stack, but the iron fist does not gain any new favored enemies.

Iron Stance (Ex): The iron fist learns to strike quickly and decisively at spellcasters to disrupt their mystical abilities. Whenever an enemy spellcaster attempts to cast defensively in a space threatened by the iron fist, the DC becomes 20 + spell level instead of 15 + spell level. In addition, whenever an iron fist strikes a spellcaster and triggers a Concentration check to avoid losing the spell, the DC is 15 + damage instead of 10 + damage.
Iron stance applies equally to spell-like abilities.

Ki Strike (Su): An iron fist's unarmed strikes are treated as magic weapons for purposes of bypassing damage reduction. An iron fist who already possesses ki strike (magic) gains no additional benefit.
At 4th level the iron fists's unarmed strikes are treated as cold iron weapons for purposes of bypassing damage reduction.
At 10th level an iron fist's unarmed strikes are treated as if they have her alignment for purposes of bypassing damage reduction. For example, a lawful good iron fist's unarmed strikes bypass DR as if they were both lawful and good.

Monk Abilities: An iron fist's class levels stack with any monk levels for purposes of unarmed strike damage, flurry of blows, unarmed AC bonus and speed. If the iron fist does not have any monk levels, she gains these abilities as a monk of her iron fist level.

Damage Reduction (Ex): An iron fist's brutal training regimen toughens her body and reduces her vulnerabilities. Starting at 2nd level, an iron fist gains DR/- equal to one-half her iron fist level.

Iron Strike (Su): At 3rd level an iron fist gains the ability to negate magical effects with a touch. Once per day, as part of any unarmed attack, an iron fist may make an iron strike; this acts as a targeted greater dispel magic effect, using the iron fist's attack roll as the dispel check. This must be declared before the attack is rolled, and a miss wastes the attempt.
An iron fist may use iron strike 2/day at 6th level, and 3/day at 9th level.

Evasion (Ex): A 4th-level iron fist gains evasion, as the rogue ability. If the iron fist already possesses evasion, she gains improved evasion instead, also as the rogue ability.

Slippery Mind (Ex): If the 5th-level iron fist is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Iron Sight (Su): A 6th level iron fist's extensive mental and mystical training allows her to pierce illusions and ignore visual trickery. The iron fist gains the ability to see right through visual spell effects of 3rd level or lower. The iron fist is still aware of the effect, but they are not hindered by it For example, a 6th-level iron fist would be able to see a silent image, but would be aware that it was an illusion; they could percieve an invisible assassin normally, but the assassin would appear dim and clouded due to his magical concealment.

Iron Soul (Su): At 7th level an iron fist gains spell resistance equal to 15 + her class level. Against spells and spell-like abilities used by fey, this value rises to 19 + her class level.

Iron Glance (Su): At 8th level, if an iron fist is targeted by a mind-affecting spell or effect that fails to penetrate her spell resistance, she may, as an immediate action, glare fiercely at the caster. This reflects the effect back upon the caster, as the spell spell turning. Once she has used iron glance, an iron fist may not use this ability again for 3 rounds.

Feybane Fist (Su): At 9th level the iron fist's unarmed strikes are treated in all ways as if they possessed the feybane weapon quality. The iron fist's unarmed strikes gain a +2 enhancement bonus on attack and damage rolls against fey, and deal +2d6 damage to fey. If the iron fist gains an enhancement bonus to her unarmed strikes, feybane fist raises it by +2 with regards to fey.

Iron Shroud (Su): A 10th-level iron fist gains the ability to envelop an enemy in a shroud of cold iron and mystical energies which inhibit spellcasting. This ability use used as part of an attack, and must be declared before rolling to hit; a miss wastes the attempt. If the iron fist hits, the victim finds his magical abilities greatly inhibited; in order to use any spell or spell-like ability, the target must succeed on a caster level check (DC 10 + iron fist's class level + iron fist's Wisdom modifier). A failure wastes the spell or ability to no effect. This iron shroud lasts for one round. Once an iron fist uses this ability, successfully or not, he cannot use it again for 5 rounds.


Note
I need a little help with the requirements section...this is obviously a monk PrC, but I don't want it to be monks-only, just monk-friendly. So far, I haven't come up with a set of requirements that (1) make sense, (2) monks can meet at 5th level, and (3) non-monk iron fists (rogue, ranger, whatever) can't meet until at least 5th level. Ideas?
Talisman

02-10-08, 11:12 PM
:bump:
Neraagile

02-11-08, 06:37 PM
Well, usually one of the problems with unarmed attackers is that Monk's does it the best (I think...) with regards to unarmed damage, though ToB can make it more viable for other classes, but maybe you could make it like the Occult Slayer and Kensai, you chose a weapon that is your "Fey Bane Blade" or something like that? (though that means Monk Abilities is a little peculiar or maybe not?)