Iron Tager (3.5e Prestige Class)
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|“||"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
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
|Skills:|| Craft (Metalwork) - 5 Ranks
Profession (Scientist) - 8 Ranks
|Feats:|| Unarmed Strikes
|Special:||Must have their body bound with a custom made suit of metal armor. The description of the ritual is listed further down|
|1st||+1||+2||+0||+0||Augmented Body, Power of Magnetism, Voltic Battler|
|3rd||+3||+3||+1||+1||Sledge Hammer. Spark Bolt|
|5th||+5||+4||+1||+1||Gadget Finger, Voltic Charge|
|9th||+9||+6||+3||+3||Genesic Emerald Tager Buster|
|10th||+10||+7||+3||+3||King of Tager|
Class Skills (4 + Int modifier per level)
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.
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