Jormengand
2016-03-20, 05:02 PM
LevelBABFortRefWillSpecial
1st+1+2+0+0Chosen Armour
2nd+2+3+0+0+1 Chosen Armour
3rd+3+3+1+1Intelligence (1st table row)
4th+4+4+1+1+1 Special Ability
5th+5+4+1+1Intelligence (2nd table row)
6th+6/+1+5+2+2+2 Chosen Armour
7th+7/+2+5+2+2Intelligence (3rd table row)
8th+8/+3+6+2+2+2 Special Armour
9th+9/+4+6+3+3Intelligence (4th table row)
10th+10/+5+7+3+3+3 Chosen Armour
11th+11/+6/+1+7+3+3Intelligence (5th table row)
12th+12/+7/+2+8+4+4+3 Special Ability
13th+13/+8/+3+8+4+4Intelligence (6th table row)
14th+14/+9/+4+9+4+4+4 Chosen Armour
15th+15/+10/+5+9+5+5Intelligence (7th table row)
16th+16/+11/+6/+1+10+5+5+4 Special Ability
17th+17/+12/+7/+2+10+5+5Intelligence (8th table row)
18th+18/+13/+8/+3+11+6+6+5 Chosen Armour
19th+19/+14/+9/+4+11+6+6Unleash Armour
20th+20/+15/+10/+5+12+6+6+5 Special Ability
Alignment: Any
Hit Die: 1d10
Class Skills:
The ironclad’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armour Proficiency
The ironclad is proficient with all simple and martial weapons and all types of armour and shields (including tower shields).
Chosen Armour (Su)
At first level, the ironclad chooses a type of armour to be their chosen armour. They can always summon a set of chosen armour onto their person as a free action, but it can't be removed, only unsummoned as another free action.
Chosen armour is always masterwork (though other armour of the same type might not be) and doesn't go away in an antimagic or dead magic area (in fact, it can't be unsummoned in such an area). Similarly, it can't be dispelled; it is mundane (though it later gains magical properties). It can be sundered, but the ironclad can repair it to its original state as a free action.
+X Chosen Armour (Su)
At 2nd level, and every 4th level thereafter, chosen armour gains a +1 enhancement bonus.
Intelligence (Su)
At third level, chosen armour gains intelligence, as the first level of Table: Item Intelligence, Wisdom, Charisma, and Capabilities. Move down one table row every two levels thereafter except nineteenth level.
+X Special Ability (Su)
At 4th level, and every 4th level, chosen armour gets special abilities equivalent to a +1 bonus. These abilities may be changed as a free action.
Unleash Armour (Su)
At nineteenth level, the chosen armour's full power is realised. Its base statistics become Armour Bonus +10 Maximum Dex Bonus +10 Armour Check Penalty 0 Arcane Spell Failure 0%, and it is treated as weightless light armour.
1st+1+2+0+0Chosen Armour
2nd+2+3+0+0+1 Chosen Armour
3rd+3+3+1+1Intelligence (1st table row)
4th+4+4+1+1+1 Special Ability
5th+5+4+1+1Intelligence (2nd table row)
6th+6/+1+5+2+2+2 Chosen Armour
7th+7/+2+5+2+2Intelligence (3rd table row)
8th+8/+3+6+2+2+2 Special Armour
9th+9/+4+6+3+3Intelligence (4th table row)
10th+10/+5+7+3+3+3 Chosen Armour
11th+11/+6/+1+7+3+3Intelligence (5th table row)
12th+12/+7/+2+8+4+4+3 Special Ability
13th+13/+8/+3+8+4+4Intelligence (6th table row)
14th+14/+9/+4+9+4+4+4 Chosen Armour
15th+15/+10/+5+9+5+5Intelligence (7th table row)
16th+16/+11/+6/+1+10+5+5+4 Special Ability
17th+17/+12/+7/+2+10+5+5Intelligence (8th table row)
18th+18/+13/+8/+3+11+6+6+5 Chosen Armour
19th+19/+14/+9/+4+11+6+6Unleash Armour
20th+20/+15/+10/+5+12+6+6+5 Special Ability
Alignment: Any
Hit Die: 1d10
Class Skills:
The ironclad’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armour Proficiency
The ironclad is proficient with all simple and martial weapons and all types of armour and shields (including tower shields).
Chosen Armour (Su)
At first level, the ironclad chooses a type of armour to be their chosen armour. They can always summon a set of chosen armour onto their person as a free action, but it can't be removed, only unsummoned as another free action.
Chosen armour is always masterwork (though other armour of the same type might not be) and doesn't go away in an antimagic or dead magic area (in fact, it can't be unsummoned in such an area). Similarly, it can't be dispelled; it is mundane (though it later gains magical properties). It can be sundered, but the ironclad can repair it to its original state as a free action.
+X Chosen Armour (Su)
At 2nd level, and every 4th level thereafter, chosen armour gains a +1 enhancement bonus.
Intelligence (Su)
At third level, chosen armour gains intelligence, as the first level of Table: Item Intelligence, Wisdom, Charisma, and Capabilities. Move down one table row every two levels thereafter except nineteenth level.
+X Special Ability (Su)
At 4th level, and every 4th level, chosen armour gets special abilities equivalent to a +1 bonus. These abilities may be changed as a free action.
Unleash Armour (Su)
At nineteenth level, the chosen armour's full power is realised. Its base statistics become Armour Bonus +10 Maximum Dex Bonus +10 Armour Check Penalty 0 Arcane Spell Failure 0%, and it is treated as weightless light armour.