Iron Templar (3.5e Prestige Class)
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The Iron Templars are elite masters of forge and siege warfare. Resplendent in their finely crafted armor, the Iron Templar contribute to the efforts of righteous warfare both on the battlefield and off.
The Iron Templars make many contributions to good, from their mastery of forge secrets that allow them to improve the weapons of the divine forces, to their ability to direct siege weapons assaults skillfully, and their prowess with enchanted blades on the field of battle.
The Order of Iron's champions do not limit themselves to the field of war, however—Iron Templars can be found traveling the lands, carrying out their missions for justice, whether they are acting as part of an adventuring company, teaching an apprentice smith the finer points of sword-edge chiseling, or leading villagers against bandits.
To qualify to become and Iron Templar, a character must fulfill all the following criteria:
Alignment: Lawful Good
Deity: Lawful Good
Feats: Skill Focus (Craft—armorsmith or weaponsmith)
Spellcasting: Ability to cast the divine spell magic weapon.
Special: Must be part of the Order of Iron or similar lawful good-aligned organization.
|1st||+1||+2||+0||+0||Bless forge, forge of good (1st), master craftsman||+1 level of existing class|
|2nd||+2||+3||+0||+0||Balancing the steel, siege mastery||+1 level of paladin class|
|3rd||+3||+3||+1||+1||Forge of Good (2nd), killing edge||+1 level of existing class|
|4th||+4||+4||+1||+1||Siege mastery, vessel of faith (1st)||+1 level of paladin class|
|5th||+5||+4||+1||+1||Craft Magic Arms and Armor, forge of good (3rd)||+1 level of existing class|
|6th||+6||+5||+2||+2||Skill focus (Craft), vessel of faith (2nd)||+1 level of paladin class|
|7th||+7||+5||+2||+2||Forge of good (4th)||+1 level of existing class|
|8th||+8||+6||+2||+2||Enchantment mastery, vessel of faith (3rd)||+1 level of paladin class|
|9th||+9||+6||+2||+2||Siege mastery||+1 level of existing class|
|10th||+10||+7||+3||+3||Vessel of faith (4th)||+1 level of paladin class|
All of the following are class features of the Iron Templar class:
Weapon and Armor Proficiencies: Iron Templars gain no additional proficiencies with armor and weapons.
Spellcasting: The Iron Templar continues to advance in his mastery of divine magic. The Iron Templar's study favors paladin spellcasting: On those levels marked +1 Level of Paladin Class, the Iron Templar gains new spells per day as if he had also gained a paladin level, even if he could never cast spells as a paladin prior to this. If the character had never cast spells as a paladin, he must gain four levels of spellcasting ability even to begin casting paladin spells. The Iron Templar does not gain an other benefit a character of the paladin class would have gained.
On those levels marked +1 level of existing class, the Iron Templar gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before becoming an Iron Templar. Note that those who have gained levels of paladin spellcasting through the earlier accumulation of Iron Templar levels may choose to make these new levels paladin spellcasting levels. The Iron Templar does not gain any other benefit a character of that class would have gained.
Bless Forge: The Iron Templar learns the arts of sanctifying and purifying a forge in the name of good. This process costs the Iron Templar 50 XP. Those within 30 ft. of the forge gain a +2 sacred bonus to Will saves, as well as a +1 to Craft rolls that involve smithing of some kind. This process takes on full hour and requires a Concentration roll if interrupted in any way.
Forge of Good: The utilize this power, the Iron Templar must have access to a forge empowered with the Bless Forge ability (see above). At this forge, the Iron Templar may "forge" weapons- or armor-affecting spells into weapons or armor, causing the magics to hold more surely than normal. In game terms, the Iron Templar extends the duration of spells that affect weapons or armor to a full day, if the normal duration is shorter. A sword affected by the spell magic weapon, for example, will gain a +1 bonus for one full day if it is treated by an Iron Templar with this ability. As the Iron Templar increases in level, he learns to forge more powerful spells into weapons: At 1st level, he may imbue weapons with up to 1st level spells. This increases to 2nd level spells at 3rd level, 3rd level spells at 5th level and 4th level spells at 7th level.
Master Craftsman: The ability of the Iron Templar to produce the finest of arms and armor is almost legendary, thanks in great part to this ability. The Iron Templar gains the ability to craft weapons and armor of masterwork quality much more quickly. In game terms, the Iron Templar adds a +5 to his Craft roll. This bonus is only added to the result after the roll determines success or failure., and only applies for the purpose of determining the amound of work completed (i.e. added to the total rolled and then multiplied by the Craft DC to determine the number of silver pieces worth of work completed.)
Balancing the Steel: The Iron Templar becomes knowledgeable not only in crafting weapons and armor of the finest quality, but also in techniques that allow him to get the most of of any weapon or armor. With ten minutes of work, the Iron Templar can sharpen any normal weapon and adjust the grip and balance, or specially adjust the fit of any armor he is proficient in, effectively turning it into a masterwork item for one day/rank he possesses in the appropriate Craft skill (i.e. Weaponsmith or Amorsmith). These adjustments are obviously temporary ones, as they wear out. This is an extraordinary ability, involving not only physical changes, but whispered blessings. A simple Appraise check (DC 10) will reveal the temporary nature o the items' masterwork status. Such items are not suitable for the creation of magic items which require masterwork items as a component.
Siege Mastery: The Iron Templar's skill in the art of siege warfare is legendary. The Iron Templar's skill with siege weapons increases as follows:
Catapult: At 2nd level, the Iron Templar may reroll on the Deviation Diagram chart and choose which roll applies on a successful Profession (siege engineer) check; additionally the reload time for catapults is reduced (6 rounds for heavy, 3 for light). At 4th level, the Iron Templar can reroll twice (for a total of three rolls) and choose which roll he wants to apply. At 9th level, the reload time is reduced further (4 rounds for heavy, 2 for light).
Ballista and Ram: At 2nd level, the Iron Templar may add his class levels in Iron Templar to the attack roll; additionally, the reload time is reduced to 2 rounds (4 rounds if the ram is under-manned). At 4th level, the Iron Templar may add his Wisdom modifier to the damage inflicted by the siege engine. At 9th level, the reload time is reduced further to 1 round (2 rounds if the ram is under-manned).
Killing Edge: At 3rd level, the Iron Templar learns techniques of sharpening and blessing masterwork items, granting them +1 to damage rolls for one day/rank in Craft (weaponsmith). Like the masterwork bonus on attack rolls, this does not stack with enhancement bonuses to damage, making this ability useless on enchanted weapons.
Vessel of Faith: At 4th level, the Iron Templar learns to forge 1st-level spells into weapons and armor, preserving those spells for later use. He requires a blessed forge (see above) to use this ability. The Iron Templar may only imbue weapons and armor with spells that affect him or the item thus imbued (such as magic weapon) and only Iron Templars capable of using Vessel of Faith may call upon these stored spells. The XP cost for this is the Level of the spell x Caster level x 40 XP. There is no monetary cost for this, but the items so forged must be non-magical masterwork items. Spells so stored may be called up by the wielder as a free action.
The level of spells that he may forge into his weapons and armor increases with level: the Iron Templar can forge 2nd-level spells into weapons and armor at 6th level, 3rd-level spells at 8th level, and 4th-level spells at 10th level.
Craft Magic Arms and Armor: At 5th level, the Iron Templar gains the Craft Magic Arms and Armor feat for free. Iron Templar levels stack with cleric and paladin levels for determining caster level for this feat; indeed, Iron Templars do not halve their paladin levels as normal for determining caster level for this feat (thought they do if the character gains this feat before 5th level).
Enchantment Mastery: At 8th level, the Iron Templar's skill in enchanting magical arms and armor improves, reducing the XP and gp cost for magical arms and armor by 25%. Alternately, the Iron Templar may forgo this bonus in exchange for ignoring a single non-feat, non-alignment prerequisite for enchanting magical arms and armor. If this prerequisite is a spell, the Iron Templar's total caster level must be equal to that normally necessary for casting that spell.
For instance, Ferro (Paladin 6/Iron Templar 8) wishes to enchant a blade with the wounding enhancement. This requires the mage's sword spell, a Sor 7/Wiz 7 spell, requiring a caster level of 13th level. Ferro's total caster level is 14th level, so he uses his Enchantment Mastery to ignore this requirement, enchanting the item as normal. He cannot, however, create a a luck blade, which requires a wish or miracle, requiring a 17th-level caster.
Scarred Land Campaign Setting: Ghelspad Copyright 2002, White Wolf Publishing, Inc.
Permission to use this content granted via "Designation of Open Game Content", page 1, Scarred Lands Campaign Setting: Ghelspad. Alterations were made to this entry to avoid items designated as product identity or to bring the entry in line with the 3.5 rules set.