You are on page 1of 3

The Iron Fist

The Iron Fist


Written by: Michael Hammes [Mailto: x12b20@cfl.rr.com]
There are many schools of martial arts, but one of the most
physically devastating is that of the Iron Fist. The focus of this Requirements
school is to harness the force of ki to make the body into a living
Alignment: Lawful Good, Lawful Neutral, or Lawful Evil
weapon. The usual test for a prospective applicant is to break
something seemingly impossible, like the trunk of a tree, or a Skills: Tumble 8 ranks, Jump 8 ranks
slab of granite, using only unarmed attacks. This can take days or
Feats: Power Attack, Improved Sunder, Weapon Focus
even weeks as the prospective student kicks and punches away,
(unarmed strike), Improved Unarmed Strike, Stunning Fist
and most give up. Those who succeed are allowed to join the
school. Special: Must possess the flurry of blows special ability
Training consists of learning to focus ki to overcome the
resistance of various objects. Early on students practice Class Skills
strengthening their punches by striking into bowls of sand or
small rocks and later slabs of rock or even plates of steel. Kicks The Iron Fists class skills (and the key ability for each skill) are;
are strengthened by striking ever-harder grades of wood as well Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con),
as rock and steel. The idea is that your blows will become as Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str),
strong as the material you are striking against. In order to test Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex),
their skills, Iron Fists will often join adventures where there is a Perform (Cha), Profession (Wis), Swim (Str), Tumble (Dex).
great likelihood for combat. See Chapter 4 in the Core Rulebook 1 for skill descriptions.
Hit Die: d8 Skill Points at each level: 4+Int modifier

Table The Iron Fist


Class Base Attack Fort Ref Will Special
Level Bonus Save Save Save
1 +1 +2 +2 +0 Iron Fist (Cold Iron), Improved Stunning Attack
2 +2 +2 +2 +0
3 +3 +3 +3 +1 Rapid Stunning Attack
4 +4 +3 +3 +1 Iron Fist (Lawful) , Proficient Stunning Attack
5 +5 +4 +4 +1 Accurate Attack
6 +6 +4 +4 +2 Increased Stunning Attacks
7 +7 +5 +5 +2 Iron Fist (Adamantine), Knockout Attack
8 +8 +5 +5 +2
9 +9 +6 +6 +3 Supreme Stunning Attack
10 +10 +6 +6 +3 Death Blow
Accurate Attack: Beginning at 5th level the Iron Fist’s unarmed
Class Features strikes become more accurate. The threat range for his unarmed
attacks increases by 1 to 19 through 20.
Weapon and Armour Proficiency: No additional weapons
armour or shields. Rapid Stunning Attacks: At 3rd level the Iron Fist may make as
many stunning attacks as he wants to per round.
Iron Fist: Beginning at 1st Level an Iron Fist channelling of Ki is
such that their fists are treated as Cold Iron for the purpose of Proficient Stunning Attack: At 4th level the Iron Fist’s stunning
defeating damage reduction. At 4th level, their fists are treated as attacks stun opponents longer. Instead of being stunned for one
lawful weapons for the purpose of dealing damage to creatures round, an Iron Fist’s opponent is stunned for a total number of
with damage reduction. At 7th level, her unarmed attacks are rounds equal to one plus the Iron Fist’s Wisdom modifier.
treated as adamantine weapons for the purpose of dealing
Increased Stunning Attacks: At 6th level the Iron Fist’s daily
damage to creatures with damage reduction and bypassing
limit of stunning attacks is increased. The Iron Fist adds both his
hardness.
Dexterity and Wisdom modifiers to the total number of stunning
Improved Stunning Attack: At 1st level the Iron Fist gains a attacks he may make per day.
greater ability to stun with his fists. A foe’s Fortitude saving
Knockout Attack: At 7th level the stunning attacks of an Iron
throw DC versus the Iron Fist’s stunning attack is now (DC 10
Fist now have a chance to knock an opponent out in addition to
+total character level + Wisdom modifier).
stunning them. The Fortitude saving throw DC against the

Community 3e Downloads http://community3e.com


The Iron Fist
knockout is (DC 10 +1/2 the Iron Fist’s total character level +
Wisdom modifier).
Note, even if the Iron Fist’s opponent saves against the knockout,
he may still fail to save versus the stunning attack. The length of
the knockout is the same as the length of the stunning attack, i.e.
one plus the Iron Fist’s Wisdom modifier. Opponents who are
knocked out are considered to be helpless (see Helpless
Defenders Core Rulebook 1).
Like stunning attack, the knockout attack is a supernatural
ability.
Supreme Stunning Attack: At 9th level an Iron Fist’s stunning
attack has reached its highest level of effectiveness. Constructs,
oozes, plants, undead, incorporeal creatures and creatures
immune to critical hits are now subject to the effects of an Iron
Fist’s stunning attacks, excluding the knockout.
Death Blow (Su): Once per day an Iron Fist may channel all his
ki to deliver a deadly unarmed blow but they must announce
their intent before making the attack roll. Constructs, oozes,
plants, undead, incorporeal creatures, and creatures immune to
critical hits cannot be affected. Otherwise, if the monk strikes
successfully and the target takes damage from the blow, the
quivering palm attack succeeds. The target must then make a
Fortitude saving throw (DC 10 + ½ the monk’s level + the
monk’s Wis modifier), it dies. If the saving throw is successful,
they survive.
The Iron Fist forgoes all other attacks for the round in which he
is making the Death Blow. The Iron Fist must successfully strike
the foe, if he misses the opportunity is lost.

Multi-class Notes
While the Iron Fist may not freely multi-class with that of monk
(once on the path of the Iron Fist he can no longer advance in
Monk levels), two aspects intertwine:
Iron Fist levels are counted toward the advancement of Unarmed
Damage as per Core Rulebook 1. That means that a medium-
sized 7th level Monk/1st level Iron Fist would be considered to be
the equivalent of an 8th level Monk for the purposes of
determining unarmed damage.
Iron Fist levels stack with Monk levels for purposes of
determining the total number of stunning attacks per day. Thus
the aforementioned 7th level Monk/1st level Iron Fist would be
capable of 8 stunning attacks per day.
No other aspects of the Monk class intertwine. That means that
Unarmoured Speed does not increase, nor does an Iron Fist
continue to advance in AC bonus or gain any of the other class
features of a Monk.

Community 3e Downloads http://community3e.com


Open Game License 1.0a
The following text is the property of Wizards of the Coast, Inc. and is or co-adaptability with any Trademark or Registered Trademark in
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights conjunction with a work containing Open Game Content except as
Reserved. expressly licensed in another, independent Agreement with the owner of
such Trademark or Registered Trademark. The use of any Product
1. Definitions: (a)”Contributors” means the copyright and/or trademark Identity in Open Game Content does not constitute a challenge to the
owners who have contributed Open Game Content; (b)”Derivative ownership of that Product Identity. The owner of any Product Identity
Material” means copyrighted material including derivative works and used in Open Game Content shall retain all rights, title and interest in
translations (including into other computer languages), potation, and to that Product Identity.
modification, correction, addition, extension, upgrade, improvement,
compilation, abridgment or other form in which an existing work may 8. Identification: If you distribute Open Game Content You must clearly
be recast, transformed or adapted; (c) “Distribute” means to reproduce, indicate which portions of the work that you are distributing are Open
license, rent, lease, sell, broadcast, publicly display, transmit or Game Content.
otherwise distribute; (d)”Open Game Content” means the game 9. Updating the License: Wizards or its designated Agents may publish
mechanic and includes the methods, procedures, processes and routines updated versions of this License. You may use any authorized version of
to the extent such content does not embody the Product Identity and is this License to copy, modify and distribute any Open Game Content
an enhancement over the prior art and any additional content clearly originally distributed under any version of this License.
identified as Open Game Content by the Contributor, and means any
work covered by this License, including translations and derivative 10 Copy of this License: You MUST include a copy of this License with
works under copyright law, but specifically excludes Product Identity. every copy of the Open Game Content You Distribute.
(e) “Product Identity” means product and product line names, logos and 11. Use of Contributor Credits: You may not market or advertise the
identifying marks including trade dress; artifacts; creatures characters; Open Game Content using the name of any Contributor unless You have
stories, storylines, plots, thematic elements, dialogue, incidents, written permission from the Contributor to do so.
language, artwork, symbols, designs, depictions, likenesses, formats, 12 Inability to Comply: If it is impossible for You to comply with any of
poses, concepts, themes and graphic, photographic and other visual or the terms of this License with respect to some or all of the Open Game
audio representations; names and descriptions of characters, spells, Content due to statute, judicial order, or governmental regulation then
enchantments, personalities, teams, personas, likenesses and special You may not Use any Open Game Material so affected.
abilities; places, locations, environments, creatures, equipment, magical
or supernatural abilities or effects, logos, symbols, or graphic designs; 13 Termination: This License will terminate automatically if You fail to
and any other trademark or registered trademark clearly identified as comply with all terms herein and fail to cure such breach within 30 days
Product identity by the owner of the Product Identity, and which of becoming aware of the breach. All sublicenses shall survive the
specifically excludes the Open Game Content; (f) “Trademark” means termination of this License.
the logos, names, mark, sign, motto, designs that are used by a 14 Reformation: If any provision of this License is held to be
Contributor to identify itself or its products or the associated products unenforceable, such provision shall be reformed only to the extent
contributed to the Open Game License by the Contributor (g) “Use”, necessary to make it enforceable.
“Used” or “Using” means to use, Distribute, copy, edit, format, modify,
THE FOLLOWING IS HEREBY DESIGNATED AS OPEN GAME
translate and otherwise create Derivative Material of Open Game
CONTENT, IN ACCORDANCE WITH THIS LICENSE:
Content. (h) “You” or “Your” means the licensee in terms of this
agreement. The Iron Fist Written by: Michael Hammes [Mailto:
2. The License: This License applies to any Open Game Content that x12b20@cfl.rr.com]
contains a notice indicating that the Open Game Content may only be Copyright Communit3e.com Open Game License v 1.0a Copyright
Used under and in terms of this License. You must affix such a notice to 2001, Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
any Open Game Content that you Use. No terms may be added to or Inc. d20 System rules and Content Copyright 2000, Wizards of the
subtracted from this License except as described by the License itself. Coast, Inc.; Authors Jonathan Tweet, Monte Cook, and Skip Williams,
No other terms or conditions may be applied to any Open Game Content based on original material by E. Gary Gygax and Dave Arneson. System
distributed using this License. Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors
3. Offer and Acceptance: By Using the Open Game Content You Jonathan Tweet, Monte Cook, Skip Williams, based on original material
indicate Your acceptance of the terms of this License. by E. Gary Gygax and Dave Arneson. a) All spells, monsters, races,
classes, prestige classes, feats, their names, weapons, special abilities,
4. Grant and Consideration: In consideration for agreeing to use this and related mechanics, (Difficulty Class, etc.), are Open Game Content.
License, the Contributors grant You a perpetual, worldwide, royalty- The following elements in this item are hereby identified as “Product
free, nonexclusive license with the exact terms of this License to Use, Identity”: all unique character, item, and place names, histories, and all
the Open Game Content. unique named events, as well as all artwork and graphic design, and the
5 Representation of Authority to Contribute: If You are contributing Community3e Name and Logo.
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient This Product Identity is not Open Game Content, and, reproduction or
rights to grant the rights conveyed by this License. retransmission without written permission of the copyright holder is
expressly forbidden, except for the purpose of reviews. b) Other game
6. Notice of License Copyright: You must update the COPYRIGHT mechanics wholly derived from the d20 System Reference Document,
NOTICE portion of this License to include the exact text of the including alignment, abilities, saving throws, Armour Class, hit points,
COPYRIGHT NOTICE of any Open Game Content You are copying, points of damage, miss chance, damage reduction, spell resistance,
modifying or distributing, and You must add the title, the copyright ability score damage, reach, and experience points, are Open Game
date, and the copyright holder’s name to the COPYRIGHT NOTICE of Content.
any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate compatibility

Community 3e Downloads http://community3e.com

You might also like