Ironbound (3.5e Prestige Class)

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Ironbound
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Ironbound

Hit Die: d10.

Requirements

To qualify to become a Ironbound, a character must fulfill all the following criteria.

  • Base Attack Bonus: +5.

Class Skills

The Ironbound’s class skills (and the key ability for each skill) are Craft (Int), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Swim (Str), and Ride (Wis).

Skill Points at Each Level: 2 + Int modifier.

Table: The Ironbound
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SRD:EWPF Special
1st +0 +2 +0 +0 o Ready Shield
2nd +1 +3 +0 +0 AC +2
3rd +2 +3 +1 +1 o Armored Home(-7)
4th +3 +4 +1 +1 Fortress of One / Shield of Faith
5th +3 +4 +1 +1 o AC +3
6th +4 +5 +2 +2 Dual Shield
7th +5 +5 +2 +2 o Armored Home(any)
8th +6 +6 +2 +2 Unhindered / Magic Vestment
9th +6 +6 +3 +3 o Armored Will
10th +7 +7 +3 +3 Untouchable

Class Features

All of the following are Class Features of the Ironbound prestige class.

Weapon and Armor Proficiency: An Ironbound is proficient with all types of armor, and shields.

Exotic Armor Proficiency: Each odd level of Ironbound grants another Exotic Armor Proficiency.

Ready Shield: The Ironbound may equip a stowed shield as a free action once each round.

AC Bonus: At the 2nd and 5th levels the Ironbound receives an ac bonus if he is wearing armor that he is proficient with.

Armored Home: At the 3rd level the Ironbound may sleep in armor with a armor penalty check of up to -7 without fatigue at level 7 the armor penalty check requirement is removed.

Fortress of One: If the Ironbound is wearing heavy or medium armor and takes a total defense action they receive a +6 bonus to AC (instead of +4) this increases to +8 if they have 5+ ranks in tumble.

Shield of Faith: at 4th level the Iron bound may cast (as a cleric of the same level) Shield of faith.

Dual Shield: At level 6 the Ironbound may wield 2 shields at no penalty except for he cannot attack except with shield bash attacks, Buck lers do not provide this restriction instead they give -4 to the Ironbounds attack roll.

Unhindered: At the 8th level, armor worn by the Ironbound is treated as if its armor check was 1 better.

Magic Vestment: At 8th level the Ironbound may cast (as a cleric of the same level) Magic Vestment.

Armored Will: After 9th level, once per day the Ironbound may add his armors AC to a will save.

Untouchable: At the 10th level, the Ironbound may add half his armors AC to his touch AC.


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