Realms of Acadecia
Iron Fist Disciple
There are dozens of monasteries across Acadecia, but the oldest by far is the Iron Fist Monastery hidden deep in the peaks of the Shor-dal Mountains in No-kiu. The style of Iron Fist has since made its way into the various monasteries further south. Inspired by the potent ores beneath their feet, the disciples of the Way of the Iron Fist seek to emulate the strength and durability of metal to overcome adversity.
Role: Iron Fist Disciples fill a similar role to monks, and most of them come from that class (though pugilists are certainly not unheard of). While their mobility is limited in the Iron Stance that is their trademark ability, they are capable of taking greater punishment than the average monk, and can therefore also take on a more defensive role.
Hit Die: d8.
|1||+0||+1||+0||+1||+1||Iron Fist Code, Iron Stance 1/Day, Stonebreaker, Unarmed Combat|
|2||+1||+2||+0||+2||+1||Iron Fist (enhancement bonus)|
|3||+2||+2||+1||+2||+1||Water Crane Dance, Iron Stance 2/Day|
|4||+3||+3||+1||+3||+2||Iron Fist (merciful)|
|6||+4||+4||+2||+4||+2||Iron Fist (defending), Iron Stance 3/Day|
|8||+6||+5||+2||+5||+3||Iron Fist (ghost touch)|
|9||+6||+5||+3||+5||+3||Iron Stance 4/Day, Mystic’s Grace|
|10||+7||+6||+3||+6||+4||Iron Fist (thundering), Iron Fist Master|
Base Attack Bonus: +6.
Class Features: Flurry of Blows class feature.
Faction: Cannot be from the Chainbreaker, Prisoner, or Retribution factions.
Feats: Improved Unarmed Strike, Stunning Fist.
Skills: Diplomacy 2 ranks, Knowledge (religion) 8 ranks, Survival 2 ranks.
The following are class skills for the Iron Fist Disciple: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int Mod.
Weapon and Armor Proficiency: The iron fist disciple gains no new weapon or armor proficiencies.
Iron Fist Code: Along with any other codes or vows the iron fist disciple swore to before becoming a disciple, he must also adhere to the Iron Fist Code. Disciples of the iron fist are taught that the body is a weapon, and like all weapons, discretion must be used in its application of force. The mountain is the womb of the metals they seek to emulate, and so they seek to emulate the mountain as well. The Code is as follows:
The sword is not violent. The wielder is violent.
I am not the wielder, I am the sword.
The mountain is not violent. The storm that harries it is violent.
I am not the storm, I am the mountain.
This means that an iron fist disciple can never instigate violence. She can put herself in harm’s way of others, and she can defend herself as necessary—even if that means killing an opponent—but she will never throw the first punch and will always seek a peaceful path if one is available. Once an attacker has made his intentions clear, however, the iron fist disciple will not hesitate to fight back.
Because of the code, the iron fist disciple cannot be the first to attack in combat. She may place herself in harm’s way of companions, take the total defense action, or attempt to demoralize opponents in hopes of stopping the fight before it starts, but she cannot attack in any way until she herself has been attacked.
An iron fist disciple who breaks her code loses her Iron Fist ability (see below) and all other abilities from this class until she has spent 24 hours in complete rest and meditation. All other class features (hit dice, base attack bonus, class defense bonus) are retained during this time.
Unarmed Combat (Ex): The iron fist disciple’s unarmed combat abilities continue to progress. Her disciple levels stack with any monk or pugilist levels to determine her unarmed strike damage, unarmed AC, flurry of blows, stunning fist save DC, and stunning fist uses per day. She does not gain any other benefits of gaining levels in her previous class, however (such as Abundant Step or additional Sucker Punch damage).
Iron Stance (Ex): Once per day as a swift action, the iron fist disciple can enter into an Iron Stance. While in the Iron Stance, she becomes difficult to move. She gains DR/adamantine equal to half her class level (minimum 1) and a +4 bonus to her CMD against any combat maneuvers meant to move the disciple against her will (such as Bull Rush or Reposition). During an Iron Stance, the disciple cannot take more than a five-foot step. If an outside force causes the disciple to move five or more feet, her Iron Stance immediately ends and she cannot re-enter Iron Stance for the duration of combat, even if she has more than one use of the ability available. If she willingly moves more than five feet, she may re-enter Iron Stance again the next round as a swift action, provided she has additional daily uses left. An “outside source” includes any attack or combat maneuver that forces the iron fist disciple out of her current square (being on a moving platform, for example, does not end her iron stance, though a successful bull rush would).
The Iron Stance lasts until combat ends or the disciple moves more than five feet, whichever comes first. At 3rd level and every three levels thereafter, the disciple can use Iron Stance an additional time per day, to a maximum of 4 per day at 9th level.
Stonebreaker (Su): Iron fist disciples learn to channel the strength of the deep mountain ores, breaking through stone and other materials with ease. When attacking an object, she ignores 1 point of hardness per class level.
Iron Fist (Su): At 2nd level, the iron fist disciple begins to learn the secret ways of the deep metals and the inherent magic residing in the earth. Her unarmed strikes gain an enhancement bonus equal to 1/2 her class level (rounded down) and function in all ways as magic weapons. At later levels, her unarmed strikes gain special weapon properties. She may only have one of these special properties active at a time. She may switch properties as a free action at the beginning of her turn.
At 4th level, she may grant her unarmed strikes the keen special weapon property, even though they deal bludgeoning damage.
At 6th level, she may grant her unarmed strikes the defending special weapon property.
At 8th level, she may grant her unarmed strikes the ghost touch special weapon property.
At 10th level, she may grant her unarmed strikes the thundering special weapon property, but the save DC is equal to her Stunning Fist save DC.
Water Crane Dance (Ex): At 3rd level, while the iron fist disciple is in Iron Stance, she gains a +4 dodge bonus to her AC. Unlike other types of bonuses, dodge bonuses stack with each other.
Mountain’s Fury (Ex): At 5th level, while in Iron Stance, the iron fist disciple gains a +2 bonus to the save DC of her Stunning Fist attacks. This bonus also applies to her thundering special weapon property.
Mithral Fist (Su): At 7th level, when an iron fist disciple performs a flurry of blows during an Iron Stance, she may make one additional attack as if her unarmed strikes had the speed special weapon property. She may only use this ability when making unarmed strikes. Additional attacks from similar sources (such as the haste spell) are not cumulative. Furthermore, she may move up to half her normal movement per round without breaking her Iron Stance. Movement caused by outside forces still cause her to lose her Iron Stance. This does not count toward her iron fist ability’s limit on special weapon properties to her unarmed strikes.
Mystic’s Grace (Su): At 9th level, while the iron fist disciple is in Iron Stance, she gains Spell Resistance equal to 11 + her class level and any levels in monk or pugilist she may possess. She may raise or lower this Spell Resistance as a free action.
Iron Fist Master (Ex): At 10th level, the disciple has graduated to a Master of the Way of the Iron Fist. The first unarmed strike she attempts in every round bypasses all forms of damage reduction. This has no effect if the attack misses. Furthermore, if she begins and ends the round in the same space during Iron Stance, her DR/adamantine doubles until the beginning of her next turn.