Ironbound (3.5e Prestige Class)

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Becoming an Ironbound[edit]

Entry Requirements
Base Attack Bonus: +5.
Skills: SRD:Craft (Weaponsmithing): 5 Ranks
Feats: SRD:Armor Proficiency (Heavy) (Feat), SRD:Exotic Weapon Proficiency (Feat).

Table: The Ironbound

Hit Die: d10

Level Base
Attack Bonus
Saving Throws SRD:EWPF Special
Fort Ref Will
1st +0 +2 +0 +0 o Ready Shield
2nd +1 +3 +0 +0 AC Bonus +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 Bonus +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 Skills (2 + Int modifier per level)
Craft (Int), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Swim (Str), and Ride (Wis).

Class Features[edit]

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.


Campaign Information[edit]

Playing an Ironbound[edit]




Ironbounds in the World[edit]

NPC Reactions:

Ironbound Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
11 .
16 .
21 .
26 .

Ironbounds in the Game[edit]


Sample Encounter:

EL whatever:

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