Monday, May 13, 2013

The Iron Chaplain



"I find your lack of faith disturbing."


Prime Requisite: STR and WIS
Requirements: STR 9, DEX 9, CON 9
Hit Dice: 1d6
Maximum Level: 10

The iron chaplains began as fearsome creations, often having skull-like visages and a skeletal appearance intended to instill dread. They were built for war, able to operate in darkness, with reduced downtime. Their iron plating seems to attract oil and soot more readily, adding to their inhuman appearance. However, some iron chaplains have progressed beyond the circumstances of their creation. They learn, live, work and adventure like any being might do, albeit awkwardly on occasion.

At first level, iron chaplains hit an unarmored foe (AC 0) with an attack throw of 10+. Like fighters, they advance in attack throws by two points every three levels of experience. However, like clerics, they advance in saving throws by two points every four levels of experience. Chaplains are trained in the use of all weapons and armor. They may fight wielding a weapon and shield, wielding a two-handed weapon, or wielding a weapon in each hand. Iron chaplains increase their base damage roll from successful missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th and 9th level.

An iron chaplain may turn undead as a cleric. Iron chaplains may cast divine spells as a divine caster. See the iron chaplain’s spell repertoire below. Beginning at 5th level, an iron chaplain may brew potions, scribe scrolls, and research spells. Upon reaching 9th level, the iron chaplain gains the ability to create magic items such as weapons, rings, and staffs.

Iron chaplains may use any magic item usable by clerics or fighters.

When an iron chaplain reaches 5th level, his implacable resolve inspires those who follow him. Any henchmen and mercenaries hired by the iron chaplain gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with any modifiers from the iron chaplain’s Charisma or proficiencies.

Due to an iron chaplain’s inhumanity, the character suffers a -3 penalty to the reactions, loyalty, and morale of humans and demi-humans. The character gets a +3 bonus to the reactions, loyalty, and morale of intelligent constructs. As an intelligent construct, the character is unaffected by poison. Note that as an intelligent construct, the character is affected by hold, charm, or sleep spells. However, the character gains a +1 bonus on saving throws versus Spells. The character doesn't need to breathe, eat, or sleep, but he may choose to do so, typically to gain a specific benefit. An iron chaplain’s iron plating provides the character with a base unarmored AC of 4 instead of 0. However, the character has a base movement rate of only 60’. When brawling (see ACKS p. 109), the character may deal lethal damage, 1d3 with a punch or 1d4 with a kick. He can punch or kick characters in metal armor without himself taking damage. An iron chaplain has infravision to a range of 120’. An iron chaplain requires only four hours of sleep to be rested each night, reducing downtime during days of self-repair.

When an iron chaplain reaches 9th level, he can attract tinmen from far and wide by constructing his own tinman forge (also called a manufactory). A total of 3d6x10 tinmen of 1st level will arrive to help maintain and defend the forge at no cost to the chaplain. An iron chaplain is expected to employ only tinmen guards and militia, but may hire members of other races for other tasks. Tinman forges are otherwise identical to fighters’ castles, as detailed in the Campaign chapter of the ACKS Rulebook.

Iron Chaplain Proficiency List (32): Alertness, Battle Magic, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, force back, knock down, overrun, sunder), Command, Contemplation, Divine Blessing, Divine Health, Dungeon Bashing, Endurance, Fighting Style, Knowledge (history), Laying on Hands, Leadership, Loremastery, Magical Engineering, Mystic Aura, Precise Shooting, Prestidigitation, Profession (judge), Prophecy, Quiet Magic, Repair, Righteous Turning, Sensing Power, Theology, Unflappable Casting, Weapon Focus




Experience
Level
Title
Hit Dice
Damage Bonus
Special Abilities
1
2
3
4
5
0
1
Iron Catechist
1d6
+1






2,550
2
Iron Acolyte
2d6
+1
Divine spellcasting
1




5,100
3
Iron Chaplain
3d6
+2

3




10,200
4
Iron Chaplain, 4th lvl
4d6
+2

3
1



20,400
5
Iron Chaplain, 5th lvl
5d6
+2
Magic research (minor)
3
3



40,800
6
Iron Chaplain, 6th lvl
6d6
+3

3
3
1
1

80,000
7
Iron Chaplain, 7th lvl
7d6
+3

3
3
3
1
1
160,000
8
Iron Chaplain, 8th lvl
8d6
+3

4
4
3
3
1
320,000
9
Iron Lord
9d6
+4
Forge, magic research
4
4
4
3
3
640,000
10
Iron Lord, 10th lvl
9d6+1*
+4

5
5
4
4
3
*Hit point modifiers from constitution are ignored



Iron Chaplain Spells

First Level Divine Spells

1              Command Word
2              Cure Light Wounds*
3              Light*
4              Remove Fear*
5              Resist Cold

Second Level Divine Spells

1              Bless*
2              Hold Person
3              Resist Fire
4              Righteous Wrath
5              Spirtual Weapon

Third Level Divine Spells

1              Continual Light*
2              Cure Disease*
3              Ogre Power
4              Remove Curse*
5              Striking

Fourth Level Divine Spells

1              Cure Serious Wounds*
2              Dispel Magic
3              Divination
4              Smite Undead*
5              Vigor

Fifth Level Divine Spells

1              Commune
2              Giant Strength
3              Strength of Mind*
4              Sword of Fire
5              True Seeing


Custom Class Build Information

Hit Dice
Fighting
Thievery
Divine
Arcane
Tinman
1
1 [+1 = 2]
0
2
0
3

Trade-Offs

Custom: exchange full spell progression and a spell list of 10 spells per level for 133% spell progression and a spell list of 5 spells per level

XP Calculation: 500 + 500 + 500 + 1050 = 2550 at 2nd level

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