Iron Hand Mastery

Prerequisites: Non-chaotic alignment, Dodge, Fast Movement, Flurry of Blows, Great Leap, Improved (or Enhanced) Unarmed Strike, Iron Will, Stunning Fist, 9 ranks in Tumble. Must gain admission to the monastery of the Iron Hand.

Training benefit: The base number of stunning attacks you can make per day becomes equal to your base attack bonus.

Social benefit: Monks of the Iron Hand are well-regarded as advocates and defenders of the common people. You gain a +2 circumstance bonus on Diplomacy skill checks when dealing with anyone not of the upper classes, but also a –4 penalty on the same when dealing with evil nobles. If your long-term behaviour doesn’t match this reputation (DM’s call), you lose the bonus, but not the penalty.

Iron Hand mastery is a prerequisite for taking the Master of the Iron Hand prestige class.


Master of the Iron Hand

Prerequisites

Alignment: Lawful good or lawful neutral.

Special: Must have achieved mastery of the Iron Hand style (see above).

Class Statistics

Hit Die: d8

Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Tumble (Dex).

Skill Points/Level: 4 + Int modifier.

Level

Base Attack Bonus

Fort
Save

Ref
Save

Will
Save


Special

1

+0

+2

+2

+2

Still Mind, Evasion

2

+1

+3

+3

+3

Improved Trip

3

+2

+3

+3

+3

Blinding Strike

4

+3

+4

+4

+4

Purify Body, Fast Movement

5

+3

+4

+4

+4

Enhanced Unarmed Strike (+2), Diamond body

6

+4

+5

+5

+5

Paralyzing strike

7

+5

+5

+5

+5

Improved evasion, Fast Movement

8

+6

+6

+6

+6

Abundant step

9

+6

+6

+6

+6

Quivering palm

10

+7

+7

+7

+7

Grand mastery, Enhanced Unarmed Strike (+3), Fast Movement

Special Abilities

Weapon and armor proficiency: The master of the Iron Hand gains no weapon or armor proficiencies beyond what he already has.

AC bonus: The master of the Iron Hand can stack his prestige class levels with his martial artist levels for the purpose of determining his level-based dodge bonus to AC.

Still Mind (Ex): At 1st level, the master of the Iron Hand gains this as a bonus feat, if he does not have it already.

Evasion (Ex): At 1st level, the master of the Iron Hand gains evasion. If exposed to any effect that allows a Reflex saving throw for half damage, he takes no damage on a successful save. Evasion can only be used if the character is wearing light or no armour.

Improved Trip (Ex): At 2nd level, the master of the Iron Hand gains this as a bonus feat, if he does not have it already. He does not have to meet the usual prerequisites.

Blinding Strike (Ex): At 3rd level, the master of the Iron Hand learns to use his stunning attacks to blind humanoid opponents. When an opponent fails their save against the master’s stunning attack, the master can choose to blind them for 1 round per class level instead of stunning them. In addition to the obvious effects, blinded creatures suffer a 50% miss chance in combat (all opponents have full concealment), lose any Dexterity bonus to AC, grant a +2 bonus on attackers’ attack rolls, move at half-speed, and suffer a –4 penalty on most Strength- and Dexterity-based skills. The master must declare his intention to make a blinding strike before the attack is made.

Fast Movement (Su): At 3rd level, the master of the Iron Hand gains the Fast Movement feat, stacking with any times he may have taken the feat already. He gains this feat again at 7th and 10th level.

Purify Body (Ex): At 4th level, the master of the Iron Hand gains this as a bonus feat, if he does not have it already. He does not have to meet the usual prerequisites for the feat.

Enhanced Unarmed Strike (Ex): At 5th level, the master of the Iron Hand gains this feat for free, stacking with any previous times he may have taken the feat. He gains this feat again at 10th level.

Diamond Body (Su): At 5th level, the master of the Iron Hand is in such control of his metabolism that he gains immunity to poisons of all kinds.

Paralyzing Strike (Ex): At 6th level, the master of the Iron Hand learns to use his stunning attacks to paralyze humanoid opponents. When an opponent fails their save against the master’s stunning attack, the master can choose to paralyze them for 1d4 rounds instead of stunning them. A paralyzed creature stands rigid and helpless, unable to move or act physically. He has effective Strength and Dexterity scores of 0 but may take purely mental actions. The master must declare his intention to make a paralyzing strike before the attack is made. He can use this ability up to three times per day.

Improved Evasion (Ex): At 7th level, the master of the Iron Hand’s evasion ability improves. He still takes no damage on a successful Reflex save, but now he only takes half damage on a failed save.

Abdundant Step (Sp): At 8th level, the master of the Iron Hand can slip magically between spaces, as per the spell dimension door, once per day. This is a spell-like ability.

Quivering Palm (Su): At 9th level, the master of the Iron Hand gains the ability to slay opponents by lethally disrupting the flow of ki within their bodies. Using this ability uses up all the master’s stunning attacks for the day, and he must have at least one stunning attack left with which to deliver the quivering palm.

The master must declare his intention to use the quivering palm before the attack is made. If the attack hits and deals damage, instead of attempting to stun the target, the master can try to slay the target at any time within the next ten days. He merely wills the target to die (a free action), at which point they must make a Fortitude save (DC 10 + 1/2 the master’s character level + his Wisdom modifier) or be slain immediately. If the save is successful, the target is no longer in danger from that particular quivering palm attack (but may be affected by another one at a later time).

Grand Mastery: A master of the Iron Hand who reaches 10th level is a grand master of the order. He has gained such control over his ki that he has transcended his normal being. His type changes to “outsider”, gaining him effective immunity from spells and effects that target humanoids such as charm person, and he gains DR 20/+1. Unlike true outsiders, the master can still be brought back from the dead.

Ex-Masters

A master of the Iron Hand who violates the alignment prerequisites for this prestige class, but remains non-chaotic, retains his special abilities. A master who becomes chaotic loses all his special abilities, including his mastery ability. In both cases, he may not advance further in this prestige class.


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