Iron Tager (3.5e Prestige Class)

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Iron Tager[edit]

"The power of magnetism!"
—Iron Tager, the original, Direct Quote

Iron Tager was once a man, but became much more than that after his body was melded with metal. Now he is a hulking behemoth of might, able to go toe to toe with much longer, more powerful foes. Now, you may follow in his footsteps and learn the true power of magnetism

Becoming an Iron Tager[edit]

Becoming an Iron Tager is a difficult process which is irreversible. Once the path has been chosen, it can not be undone. However, the benefits of becoming a hulking giant of steel and technology can not be denied

Entry Requirements
Alignment: Any Neutral
Skills: Craft (Metalwork) - 5 Ranks

Profession (Scientist) - 8 Ranks

Feats: Unarmed Strikes

Improved Grapple

Special: Must have their body bound with a custom made suit of metal armor. The description of the ritual is listed further down

Table: The Iron Tager

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Augmented Body, Power of Magnetism, Voltic Battler
2nd +2 +3 +0 +0 Voltic Drive
3rd +3 +3 +1 +1 Sledge Hammer. Spark Bolt
4th +4 +4 +1 +1 Sledge Driver
5th +5 +4 +1 +1 Gadget Finger, Voltic Charge
6th +6 +5 +2 +2 Gigantic Tager
7th +7 +5 +2 +2 Atomic Collider
8th +8 +6 +2 +2 Magnatech Wheel
9th +9 +6 +3 +3 Genesic Emerald Tager Buster
10th +10 +7 +3 +3 King of Tager

Class Skills (4 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int).

Class Features[edit]

All of the following are class features of the Iron Tager.

Augmented Body (Ex): Someone who wants to become an Iron Tager must construct a new body for themselves. The suit can be crafted with a DC 30 Craft (Metelwork) check. The person wishing to become an Iron Tager does not have to make the check. The suit must be crafted by someone that has simulacrum as a spell on their spell list, but doesn't have to be able to cast it at the time of crafting.

Once the suit has been crafted, the person wishing to become an Iron Tager must be welded into the suit. Once inside, the suit integrates and becomes the wearer's 'flesh'. The wearer looses all spell-casting they would have had from any previous class levels they had. The wearer is now Large sized and considered a Construct for all intents and purposes. Furthermore, all previous hit-dice that the wearer had are converted to d12s, as if the class levels they had were for a d12 class. Finally, the wearer's movement speed is now 20 ft.

Once the wearer is in the suit, they can not remove it without dying. If the wearer stops taking levels of Iron Tager, they can not remove the suit and keep all of the pros and cons of it. However, they will also lose the Power of Magnetism ability and all other class abilities.

Power of Magnetism (Ex): The Iron Tager can magnetize foes using the power of two large, powerful magnets mounted to the user's arms. When an user makes a successful attack with either Voltic Battler or Voltic Drive, no matter how much (if any) damage is delt, the unit is magnetized. The magnetized foe is magnetized for two rounds. After that, they are demagnetized, but can be magnetized again the following round.

Voltic Barrier (Su): An Iron Tager can make an attack to magnetize their foe. The attack is treated as an unarmed attack. If the attack lands, even if it does no damage, it magnetizes the foe for two rounds. If the attack is made again after the foe is magnetized, the Iron Tager can make a touch attack against the magnetized foe at up to 20 ft. The target has to make a DC 15 + the attackers total level or be pulled in and attacked again. If the attack does damage, the Iron Tager can make a trip attempt as a free action.

<-class feature->: <-class feature game rule information, including any differences in the class feature at epic levels->

<-subclass feature-> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: See the archmage's "High Arcana" for an example:>}} <-subclass feature game rule information->.

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->[edit]

<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->

Campaign Information[edit]

Playing a <-class name->[edit]

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->

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NPC Reactions: <-How NPCs react to characters of this class->

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->

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