"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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