Ironbound (3.5e Prestige Class)

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Ironbound

Becoming an Ironbound

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
FortRefWill
1st+0+2+0+0oReady Shield
2nd+1+3+0+0AC Bonus +2
3rd+2+3+1+1oArmored Home(-7)
4th+3+4+1+1Fortress of One / [[#|]]Shield of Faith
5th+3+4+1+1oAC Bonus +3
6th+4+5+2+2Dual Shield
7th+5+5+2+2oArmored Home(any)
8th+6+6+2+2Unhindered / Magic Vestment
9th+6+6+3+3oArmored Will
10th+7+7+3+3Untouchable

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

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.

Ex-Ironbounds


Playing an Ironbound

Combat:

Advancement:

Resources:

Ironbounds in the World


NPC Reactions:

Ironbound Lore

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.

DCResult
11.
16.
21.
26.

Ironbounds in the Game


Adaptation:

Sample Encounter:

EL whatever:


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