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Thread: GitP PrC Contest XXXIII: Pet Me!

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    PROTEGE OF THE IRON DRAGON

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    "You aren't even worthy of the Iron Dragon!" -Ras, a Protege of the Iron Dragon

    Many martial adapts learn to fight on their own and become independent. They travel alone, until they find a student worthy of their techniques. And yet some find a flaw in this. What if one is out numbered, or is disabled? How can one win then?

    This quest troubled Raz, a brilliant student of the Iron Heart. He knew he was one of the best, and yet there were still ways enemies could beat him, through numbers or by disabling him. The suddenly one day, it dawned on him! What if he crafted a companion, and could imbue him with the teaching of the Iron Heart!

    And so he began his work. He work with the town's craftsman, and finally built it. The Iron Dragon.

    BECOMING A PROTEGE OF THE IRON DRAGON
    Most Proteges of the Iron Dragon come in from pure Warblades, perhaps with a few levels of Artificer.

    ENTRY REQUIREMENTS
    BAB: +3
    Skills: Craft(Blacksmith) 8
    Maneuvers: At least 2 from the Iron Heart Discipline, one of which must be a 2nd level maneuver


    Class Skills
    The Protege of the Iron Dragon's class skills (and the key ability for each skill) are....
    Skills Points at Each Level: 4 + int

    Hit Dice: d10

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|
    +0
    |
    +2
    |
    +0
    |
    +0
    |Maneuvers, Craft Reserve, Iron Dragon, Traits of Iron
    2nd|
    +1
    |
    +3
    |
    +0
    |
    +0
    |Items of the Dragon
    3rd|
    +2
    |
    +3
    |
    +1
    |
    +1
    | Traits of Iron
    4th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Bonus Feat
    5th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Traits of Iron
    6th|
    +4
    |
    +5
    |
    +2
    |
    +2
    |Items of the Dragon
    7th|
    +5
    |
    +5
    |
    +2
    |
    +2
    |Traits of Iron
    8th|
    +6
    |
    +6
    |
    +2
    |
    +2
    |Bonus Feat
    9th|
    +6
    |
    +6
    |
    +3
    |
    +3
    |Traits of Iron
    10th|
    +7
    |
    +7
    |
    +3
    |
    +3
    |Items of the Dragon[/table]

    Weapon Proficiencies: A Protege of the Iron Dragon does not gain any weapon proficiencies.

    Maneuvers: A Protege of the Iron Dragon gains maneuvers as described in the table below.

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    Table goes here


    Craft Reserve: Note to self, add table.

    Iron Dragon: A Protege of the Iron Dragon has learned to craft the namesake of this class, the Iron Dragon. The Iron Dragon is treated as having a number of Hit Dice equal to your own, and has an amount of HP equal to 1/2 your own, and uses your own base saves instead of its own. It also possesses a BAB equal to your own. Furthermore, it gains 1 feat + 1 more per 3 HD you possess, and gains 2 + int skill points per HD you possess, with all class skills counting as in-class skills. You can command this Iron Dragon as a free action at the beginning of your turn, if left without orders it will attack the last foe to attack it's master. All other stats of the Iron Dragon are given below.

    Building an Iron Dragon takes a full day without interruption, and costs a amount of materials whose value equal 500gp + (100gp * Class levels).


    Iron Dragon
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    Iron Dragon
    Size/Type: Medium Construct
    Hit Dice: See Text
    Initiative: +2
    Speed: 30ft Land Speed
    Armor Class: 18, touch 12, flat-footed 16 (+2 dex, +6 natural)
    Base Attack/Grapple: See Text
    Attack: BAB +4 Claw(1d6+4)
    Full Attack: +4/+4 Claws (1d6+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: None
    Special Qualities: Protege's Companion
    Saves: Fort 0, Ref +2, Will +1 (see text)
    Abilities: Str 18, Dex 14, Con —, Int 10, Wis 12, Cha 10
    Skills: See Text
    Feats: 1 feats (See Text)


    Type Info
    Construct
    A construct is an animated object or artificially constructed creature.
    Traits
    A construct possesses the following traits (unless otherwise noted in a creature’s entry).

    No Constitution score.
    Low-light vision.
    Darkvision out to 60 feet.
    Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
    Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
    Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
    Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    Since it was never alive, a construct cannot be raised or resurrected.
    Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
    Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
    Proficient with no armor.
    Constructs do not eat, sleep, or breathe.


    Traits of Iron: As you advance in your studies, you slowly learn how to tweak your dragon for combat. Beginning at level 1, and every odd level thereafter, you may add one of the following traits to the Iron Dragon.

    Traits:
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    Note: All references to Initiator level (IL) or the intelligence modifier refer to the PC's scores, not the Iron Dragon. Also the save DC for any ability on this list is 10+1/2 IL + your Intelligence modifier.

    *Adamantine Body: You reinforce your Iron Dragon's body with adamantine, strengthing it greatly. It gains a bonus to it's Strength score equal to 1/2 of your IL (this scales with your levels, as you tweak and add more adamantine to the dragon). In addition, all of it's attacks are considered to be made of Adamantine for overcoming DR, and it gains DR 5/Adamantine. You may not select any of the other_________ Body traits.

    *Mithral Body: You replace some of your Iron Dragon's body with mithral, lightening it and giving it more maneuverability. It gains a bonus to it's Dexterity score equal to 1/2 of your IL. In addition, it gains a 30ft bonus to all of it's movement speeds, and gains the Weapon Finesse as a bonus feat. You may not select any of the other_________ Body traits.

    *Dragonhide Body: You replace some of your Iron Dragon's body with the hide of dragons, magically treated as to never rot. Chose one of the following energy types: Fire, cold, electricity, or acid; once chosen this may not be changed. All of it's attacks now deal an additional amount of damage equal to 1/2 of your IL, of the type selected. In addition, it gains 20 energy resistance vs the energy type selected, and gains a +2 to it's natural armor bonus. You may not select any of the other_________ Body traits.Note to self: Expand upon later to include other dragon types

    *Martial Dragon: Select up to 3 of your maneuvers that you do not have readied. The Iron Dragon gains the use of these maneuvers, and recovers them whenever you do. Furthermore, the Iron Dragon gains the benefits of whatever stance you are in, as long as it stays within 30ft of you.

    *Iron Will: The Iron Dragon is completely devoted to you. It gains a +2 bonus to will saves. Furthermore, it's will to serve it's master is beyond anyone's expectations, if it would be destroyed (from any effect), it instead remains standing for 1d4+1 rounds. During this time, it can only be destroyed if an effect would immediately destroy the dragon (not from hp damage).

    *[b]Seeker of the Dragons[b]: The Iron Dragon is especially sensitive to disturbances, gaining blindsense 30ft, and blindsight 10ft. You must have at least 5 levels in the class to chose this feature.

    *Bladed Breath: Your dragon gains a breath weapon, much like true dragons possess. However, it is a breath of small blades and daggers, dealing (1/2 IL + your Intelligence Modifier) slashing damage in a 30ft cone as a standard action. A successful Reflex save vs DC (10 + 1/2 IL + your Intelligence Modifier) halves the damage. This ability may be used every 1d4+1 rounds.

    *Bladed Shockwave: This Iron Dragon is now capable of releasing a wave of blades, damaging all who surround him. As a standard action, your dragon releases a wave of tiny blades in all directions, dealing IL + your Intelligence modifier slashing damage in a 10ft burst centered on the dragon. In addition, those who fail the Reflex save (DC 10 +1/2 IL + your Intelligence Modifier) are pushed back to the edge of the shockwave and are knocked prone. A successful Reflex save prevents the push back and prone effects, but not the damage. This ability may be used every 1d4 rounds.

    *Sword Surge: As a full-round action, the Iron Dragon may zip around the battlefield, attacking all in it's path. It may move up to twice it's land speed, provoking no AoO. Any opponent it moves through is attacked by it's claw attack, on which the dragon gains a +2 to the attack roll, a +2d6 to the damage roll while using this ability. However, any one foe may not be attacked any more than (IL/3) times with this ability. This ability may be used once every 5 rounds.

    *Extended Length: You slightly lengthen the arms of the Iron Dragon, giving it more reach. It gains 5ft reach with all of it's natural attacks, and gains a number of AoO equal to your Intelligence modifier.

    *Tail Slam: The Iron Dragon gains a tail slam as a secondary natural attack, which deals 1d8 + 1/2 * it's strength modifier bludgeoning damage.

    *Flight: You build a pair of wings for the Iron Dragon, giving it a flight speed of 30ft with average maneuverability.

    *Dagger Feather: Requires Flight trait. You modify the wings of the dragon to be filled with dagger, giving it a pair of secondary wing attacks, each dealing 1d6 + 1/2 strength modifier damage.


    Items of the Dragon: Beginning at level 2, you take what you have learned from building the dragon and build items for your own use. However, due to the unique structure and magic behind these items, you can only build and equip one at a time. Furthermore, due to these being custom fit for yourself, only you can wear and make use of them. All of these items only take a day to build, thanks to the practice you've had with building your Iron Dragon.

    Items:
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    Weapon-Bound Gloves: These unique pair of gloves, who contain a bright red gem on their back, help you adjust your weapon to your own needs. Once per day, as a full round action, these gloves let you change up the enhancement bonuses on any one weapon held in the gloves, as long as the total effective enhancement bonus does not change, and it has at least a +1 enhancement bonus. Furthermore, any melee weapon you wield with these gloves deal an additional amount of damage equal to your intelligence modifier.

    Cost: 3000gp in raw materials. Occupies the Hand Slot.

    Wings of the Iron Dragon: Your Iron Dragon isn't the only one who can possess wings. This attachment straps onto your back, and has a pair of dagger-lined wings, ready to help you. These wing respond to your thoughts, giving you a flight speed of 30ft with average maneuverability. Furthermore, you also gain two secondary wing attacks, each dealing 1d6 + 1/2 your Strength modifier slashing damage.

    Cost: 2000gp in raw materials. Occupies the Shoulder Slot.

    Bracers of Assault: These mythral bracers, with golden arcane runes on top of it. These bracers, once per encounter as an immediate action, allow you to counter an attack made against you. This attack may be a normal melee attack or a martial maneuver, as long as it does not take longer than a standard action to initiate, and the one who attacked you is the target of the attack. Furthermore, you gain a moral bonus to Initiative checks equal to your Intelligence modifier.

    Cost: 3000gp in raw materials. Occupies the Arms slot.

    Boots of Double-Striding: These dull grey boots, made up of a mixture of mythral and adamantine. They seem to make your steps lighter, and easier to hold your posture better. As a swift action, as long as you are in a stance, you may enter another stance. However, even though these boots allow you to maintain another stance, it is still straining on your body, and you take 1d6 damage each round you remain in two stances. You may exit one of the stances as a free action. Furthermore, you seem to move faster in these boots, gaining as 10ft enhancement bonus to your land speed.

    Cost:3000gp in raw materials. Occupies the foot slot.

    Dragon-Tooth Armor: This armor, carefully crafted with sharp ridges, helps protect you from all assaults. You gains a +6 armor bonus to AC while wearing this armor, with a max Dex bonus of +4, and a 20% Arcane spell chance failure while wearing this armor. It also has a -2 armor check penalty. In addition, while wearing this armor, you gain 1/2 of your Intelligence modifier to your AC as an untyped bonus, and energy resistance 10 to one of the following types: Acid, Cold, Electricity, or Fire. This is chosen when the item is crafted, and cannot be changed thereafter.

    Cost: 4000gp in raw materials. Occupies the body slot.


    Bonus Feat: At levels 4 and 8, you gain a bonus feat from the fighter list or a crafting feat. You must meet all of the prerequisites of the feats.

    Avatar of the Dragon: As a swift action, you may call upon your Iron Dragon to merge with you and your weapon. If you are wearing any armor it combines with it, otherwise it creates a form of armor around you. While combine with the dragon you gain the following:
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    ·A +6 AC bonus, with a +4 maximum Dexterity bonus, a 20% Arcane spell chance failure, and a -2 Armor check penalty. If you were already wearing armor, instead increase its AC bonus by +3. *Add additional bonus for wearing armor from class*

    ·You may add your Intelligence modifier to all damage rolls with your weapon, if you wield two weapons, this applies to both of them.

    ·You gain a 50% to not suffer any precision or critical hit damage.

    ·Furthermore, chose 1 trait your Iron Dragon possesses per 6 IL you possess. You gain the benefit of this trait(s) as long as you are merged with the dragon.


    Disengaging from this ability is a full-round action, with your Iron
    Dragon companion appearing right beside you. Furthermore, For every 5 Initiator Level you possess beyond IL 15, you may add another trait to the Iron Dragon.

    PLAYING A PROTEGE OF THE IRON DRAGON
    Protege's of the Iron Dragon are build for fighting. As experts at the way of the Iron Heart, along with their Iron Dragon companion, they are known to be especially ruthless in battle. Simply mentioning one of these people usually inspire fear in those familiar with them.
    Combat: First and foremost, you are a martial adept. You have many maneuvers, most belonging to the Iron Heart Discipline, and most likely can recover them quickly due to entering from the Warblade class. These are your main tools in a fight. You also have your companion, who can help you in various ways in a fight, depending on what traits you have given him.
    Advancement: Most Protege's of the Iron Dragon return to their Warblade teachings when they finish this class, focusing on their maneuvers. However, some, especially those who entered with levels in the Artificer class, will continue along this path, taking what they have learned from crafting the Iron Dragon and applying it to other items. Even fewer, though, join the Eternal Blade order after this, finding themselves being called by a spirit to join the order.
    Resources: Those formally taught have their master to rely on. Furthermore, the Iron Tower is a place where those who travel along this path, and others who also follow the way of the Iron Heart discipline, may go. Here they can train and find companions, and even find missions from people who need help.

    PROTEGE'S OF THE IRON DRAGON IN THE WORLD
    "We got this one, boys!" The leader of a group of Bandits surrounding the Protege of the Iron Dragon, right before his Iron Dragon shows up.

    Protege's of the Iron Dragon rely on their companion above all else.
    Daily Life: Protege's of the Iron Dragon typically travel around to train themselves, and to find more challenges. Unfortunately, due to traveling around with their Iron Dragon companion, many stay weary of the protege, making it hard for the Protege to get information or buy items at times.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: While not dedicated to just the Protege's of the Iron Dragon, the Iron Tower is a place that accepts them without question. Here they can learn from other protege's and train, without worry of anything. After all, who would be crazy enough bother a group of practitioner of the Iron Heart?

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    CLASS NAME IN THE GAME
    This is a good place to provide a quick note on how your class will effect game play statistically.
    Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Last edited by bindin garoth; 2012-08-10 at 04:54 AM.
    homebrew

    Interesting Stuff: Spellshapers, Metroid as Incarnum



    Bindin's Bag o' Quotes:
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    Quote Originally Posted by BelGareth View Post
    Bindin, this is why I love you.

    Quote Originally Posted by Dreamshifter View Post
    ...I think my poor Monkadin just went to go get drunk. That's not a natural thing for him to do, at all. Thanks bindin.