Student of the Iron Dragon and Red Tiger (3.5e Class)
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- 1 Student of the Iron Dragon and Red Tiger
Student of the Iron Dragon and Red Tiger
These people are few or many? No one really knows. They are rare people, rarer than monks and far more secretive. Very little information is known about them. Some say you need to be called upon to join their ranks. The monks more know about these students for the paths of the monk is closely related, yet somehow little different.
Making a Student of the Iron Dragon and Red Tiger
Abilities: Wisdom powers the Student’s special offensive and defensive capabilities. Strength is great for damage. Dexterity provides the unarmored Student with a better defense. Constitution is good for health.
Races: Humans, Half-elves mostly. Maybe a Halfling, Gnome, or Dwarf Rarely an Elf or Half-orc.
Alignment: Any non-chaotic and non-evil.
Starting Gold: As Monk
Starting Age: As Monk
|Saving Throws||Special||Flurry Of Blows||Unarmed Damage||AC Bonus||Speed Bonus|
|1st||+0||+2||+2||+0||Unarmed strike, flurry of blows, Tiger’s Roar||-2/-2||1d6||+0||+0ft|
|2nd||+1||+3||+3||+0||Evasion, Still Mind||-1/-1||1d6||+0||+0ft|
|3rd||+2||+3||+3||+1||Iron Fists, Ki strike (magic)||+0/+0||1d6||+0||+0ft|
|4th||+3||+4||+4||+1||Uncanny Dodge, Style of Hands||+1/+1||1d8||+1||+10ft|
|6th||+4||+5||+5||+2||Ki strike (Good)||+3/+3||1d8||+1||+10ft|
|8th||+6/+1||+6||+6||+2||Improved Uncanny Dodge||+5/+5/+0||1d10||+2||+20ft|
|9th||+6/+1||+6||+6||+3||Ki strike (adamantine)||+6/+6/+2||1d10||+2||+20ft|
|12th||+9/+4||+8||+8||+4||Ki strike (Trans – dimensional)||+9/+9/+9/+4||2d6||+3||+30ft|
|17th||+12/+7/+2||+10||+10||+5||Red Tiger's Boost||+12/+12/+12/+7/+2||2d8||+4||+50ft|
|19th||+14/+9/+4||+11||+11||+6||Iron Dragon Talons||+14/+14/+14/+9/+4||2d8||+4||+60ft|
Class Skills (4+ Int modifier per level, ×4 at 1st level)
All of the following are class features of the Student.
Weapon and Armor Proficiency: Students are proficient with all light weapons. Students are not proficient with any armor or shields—in fact, many of the Student’s abilities require unfettered movement. When wearing armor, using a shield, or carrying a medium or heavy load, a Student loses her AC bonus, as well as her flurry of blows abilities and speed bonus.
Speed Bonus (Ex): A student starts training to be light on her feet and move quickly around the battle field. At 4th level she gains a speed bonus plus ten to her base land speed. This bonus does not affect flying speed. After every three levels her speed improves by ten. (7th +20ft, 10th +30ft, 13th +40ft, 16th +50ft, and 19th level +60ft).
AC Bonus (Ex): A Student is highly trained at dodging blows, and has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the Student adds her Wisdom bonus (if any) to her AC. In addition, a Student gains a +1 bonus to AC at 4th level. This bonus increases by 1 for every four Student levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th level). These bonuses to AC apply even against touch attacks or when the student is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex): When unarmored, a Student may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column. When a Student reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. At level 11 she gains another attack at her highest base attack bonus. A Student must use a full attack action to strike with a flurry of blows. When using flurry of blows, a Student may attack only with unarmed strikes or weapons she is proficient with. She may attack with unarmed strikes and weapons she is proficient with interchangeably as desired.
Unarmed Strike (Ex): Students are highly trained in fighting unarmed, giving them considerable advantages when doing so. At 1st level, a Student gains Improved Unarmed Strike as a bonus feat. A Students’ attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Student may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Student striking unarmed. A Student may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a Students’ unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A Students’ unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and magic weapon spells).
Tiger's Roar (Ex): A student trains her voice to be heard and feared while in battle. At 1st level making a Tiger’s Roar is a standard action. Opponents who can hear your roar and who are within 30 feet of you may become shaken for 1d4 rounds + students Wis modifier. The roar affects opponents with fewer or equal to Hit Dice or levels that you have. An opponent in the affected area can resist the effect with a successful Will save (DC 10 + 1/2 your student level rounded down + your Wis modiﬁer). Students can use Tiger’s roar equal to ½ their level rounded down per day.
Evasion (Ex): A Student of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the student is wearing light armor or no armor. A helpless Student (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Still Mind (Ex): A student of 2nd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment, since her meditation and training improve her resistance to mind-affecting attacks.
Iron Fists (Ex): A Student is always training her fists to deal more damage. At 3rd level you gain the Iron Fists feat even if you don’t meet the requirements.
Ki Strike (Su): At 3rd level, a Students’ unarmed attacks are empowered with Ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s Students’ level. At 6th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 9th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. At 12th level her unarmed attacks can hit and damage incorporeal creatures like normal. She can now interact with force spells and objects. DC to break (STR mod) a force object or spell is 10 + half the caster level (rounded down) + their modifier.
Uncanny Dodge (Ex): At 4th level, a Student retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Student already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Style of Hands (Ex): As a free action a student can switch between three types of damages if she desires. The damages she can choose from are: slashing, piercing, and bludgeoning.
Tiger's Pounce (Ex):Training has allowed the Student to be light on her feet and allow her to fight from the ground. At 5th level a student gains the spring attack and the prone fighting feats even if she doesn’t meet the prerequisites. (Spring Attack) When using the attack action with a melee weapon, you can move both before and after the attack, provided that the total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack. Spring attack cannot be used with flurry of blows. (Prone Attack) You can make an attack from the prone position and take no penalty on your attack roll. If your attack roll is successful, you may regain your feet immediately as a free action and deal damage. Opponents gain no bonus on melee attacks against you while you are prone.
Sticky Hands (Ex): At the start of her training a student is taught how to grappler, trip, and disarm other people and creatures. At 7th level she gains the feats improved grapple and improved disarm. In addition, she also allowed to make a grapple or disarm check after a successful hit or when an opponent provokes an attack of opportunity against her. These do count against her total attacks of opportunities for the round and cannot be used in junction with Flurry of Blows.
Improved Uncanny Dodge (Ex): At 8th level and higher, a Student can no longer be flanked, and opponents gain no benefit from doing so. This defense denies a rogue the ability to sneak attack the Student by flanking her, unless the attacker has at least four more rogue levels than the target has Student levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Improved Evasion (Ex): At 10th level, a Students’ evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but henceforth she takes only half damage on a failed save. A helpless student (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
Mettle (Ex): A Student’s training allows her to shrug off magical effects that would otherwise harm her. At 12th level, if a Student makes a successful Will or Fortitude saving throw that would normally reduce the spell’s effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of “Will partial,” “Fortitude half,” or similar entries can be negated through this ability.
Judo (Ex):As Student has learned to trip and throw. At 13th level she gains improved trip. Also when a Student makes a successful grapple check she can trip or throw her opponent in any direction she wants. If she trips the opponent, then it falls prone in the square she so desires. When thrown, the creature is thrown 10 feet in that direction and is prone. If the student throws the opponent at another opponent, then the opponent must make a Reflex save (DC = 10 + ½ the Students level rounded down + Dex modifier) or fall prone. Both opponents take a 1d6 + Students’ STR modifier of damage.
Diamond Body (Ex): At 14th level the student has gained complete control over her metabolism that she is now immune to all types of poisons.
Forceful Strikes (Ex): The student has improved the force behind her unarmed melee attack. At 14th level, her unarmed critical modifier is now permanently a times three (x3) on a critical.
Dragon's Roar (Ex): The student has strengthened her voice. At 16th level, when you make a Dragon’s Roar, it is a standard action and your opponents are feared for 2d4 rounds unless they succeed on Will saves (DC 10 + 1/2 your student level rounded down + your Wis modiﬁer) then they are shaken for 1d6 rounds. The area of effect for the roar is 30 foot radius centered on you. The roar affects only opponents with fewer or equal to Hit Dice or levels that you have. Dragon’s Roar replaces Tiger’s Roar and you can only use it certain times per day equal to ½ the students’ level.
Red Tiger's Boost (Su): Students that have known people for some time want to fight for them but also protect them as best they can. At 17th level a student can take a full round action to channel her Ki into a 30ft burst centered on her. This burst fills her allies with vigor and alertness. They are healed 3d8 + students Wis modifier and gain +5 competence bonus to their AC for number of rounds equal to the half the students level rounded down. A student is allowed to use this ability two times plus her Wis modifier per day. If an ally is affected by this ability again and still has the AC bonus then they do not gain the AC bonus again instead they get healed doubled their level.
Diamond Soul (Ex): At 18th level the student has gain spell resistance equal to her student level plus ten.
Iron Dragon Talons (Ex): A Student trained on her fists has gone so far that she can deal even more damage than humanly possible. At 19th level add 1d8 to damage on a successful hit. This does multiply on a critical hit. This 1d8 replaces the 1d6 from Tiger Claws. In addition to this her unarmed critical threat range doubles and this effect does stack if she has improved critical for unarmed strike. (Example: A level 19 student has improved critical for unarmed strike making her critical threat range 19-20. She also has dragon Talons making it a 17-20 critical threat range.)
Timeless Boday (Ex): Upon attaining 20th level, a Student no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the Student still dies of old age when her time is up.
Ex-Student of the Iron dragon and Red Tiger
If a student has turned evil or Chaotic. They do keep their level and all abilities but cannot level up anymore in this class. They can, however seek atonement for their evil deeds or chaotic behavior, if they do so then they must seek someone willing to train them again. If a student chooses to take a level in another class then they cannot level in this class anymore for the Iron Dragon and Red Tiger teachings require full up most dedication.
Epic Level Student of the Iron Dragon and Red Tiger
|22nd||Red Tiger's Flurry|
|26th||Iron Dragon's Hide|
|28th||Improved Dragon Strike|
|30th||Improved Forceful Strikes|
4 + Int modifier skill points per level.
Speed Bonus: The students’ speed bonus continues to increase every two levels starting at 21st level. (21st +70ft, 23rd +80ft, 25th +90ft, 27th +100ft, 29th level +110ft).
AC Bonus: A students’ AC bonus continues to increase every two levels by one starting at 22st level. (22st +6, 24rd +7, 26th +8, 28th +9, 30th level +10).
Red Tiger's Flurry (Ex): The student has mastered flurry of blows and learned how the tiger attacked so fast. At 22nd level, you now add two extra attacks at your highest base attack bonus to flurry of blows. (+15/+15/+15/+15/+15/+10/+5).
Dragon Strike (Su): The student has channeled her Ki to imitate a Dragons breath attack, but for her fists. At 24th level, as a standard action she may choose to imbue her fists with one of the following energies: Fire, Lightning, cold, or sonic. Each energy adds 2d6 of damage from that energy type. This damage does not multiply on a critical. This ability lasts for 1d8 + students’ Wis modifier rounds. She can use this ability a total of 10 times per day.
Iron Dragon"s hide (Ex): The student has harden her skin beyond humanly possible. At 26th level, +4 to natural armor bonus (this does stack with any other natural armor). Also she gains damage reduction 10/--.
Improved Dragon Strike (Su): The student has mastered her Ki. At 28th level, she now can sustain Dragon strike for a longer time. 2d8 + students Wis modifier rounds. Each energy now adds 2d8 of damage from that energy type. This damage does not multiply on a critical. This ability still takes one standard action and she can only use it 10 times per day.
Improved Forceful Stikes (Ex): The student has improved the force behind her attack even more so. At 30th level, her critical modifier is now a times four (x4) permanently for unarmed damage.
Playing a Student of the Iron dragon and Red Tiger
Religion: They are allowed to follow any that are non-chaotic and non-evil. But they do not tend to worship the deities for they follow their own path.
Other Classes: Students like to hang out with others like them, on some rare occasions you might see students “fighting” each other to learn from one another or pester a monk to train with them. If there is no other person like them then they will be quiet and distant until they get to know them. Sometimes if the party has been through many things then the student will start to think of them as brothers and sisters and will fight and protect them until death.
Combat: Students can speed in and out of combat or engage in prolonged melees. They can scout head and report if needed.