
tejón RPG Superstar 2010 Top 16 |

Iron Mage
Role: Iron mages are warriors first and foremost, but they use magic to supplement their attacks and bolster defenses. Though individual specialties might vary, any iron mage is a stalwart ally in battle.
Starting Gold: As fighter.
Starting Age: As wizard.
Alignment: Any.
Hit Die / BAB: d10 / Full
Good Saves: Fortitude, Will
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str)
Skill Ranks per Level: 2 + Int modifier
Spell progression as Paladin/Ranger.
1st: Arcane Strike, school focus, warding 1
2nd: Witching 1
3rd: School power
4th: Read magic, warding 2
5th: Low arcana
6th: Witching 2
7th: School power
8th: Warding 3
9th: Low arcana
10th: Witching 3
11th: School power
12th: Warding 4
13th: Low arcana
14th: Witching 4
15th: School power
16th: Warding 5
17th: Low arcana
18th: Witching 5
19th: Greater Witching
20th: High arcana, warding 6
Weapon and Armor Proficiency: Iron mages are proficient all simple and martial weapons and with light and medium armor and shields (except tower shields). An iron mage does not incur the normal arcane spell failure chance from wearing light or medium armor, or from wearing a shield. Like any other arcane spellcaster, an iron mage wearing heavy armor incurs a chance of spell failure if the spell in question has a somatic component. A multiclass iron mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Arcane Strike: At 1st level, an iron mage gains Arcane Strike as a bonus feat. He can use this feat despite not yet having a caster level.
School Focus: Every iron mage selects a primary school of arcane magic from which he draws the majority of his power. He may choose Abjuration, Evocation, Necromancy or Transmutation, and gains the benefits of the Spell Focus and Greater Spell Focus feats when casting iron mage spells from that school. At 3rd, 7th, 11th, 15th and 19th levels an iron mage gains additional powers from his school of focus. When casting a spell from his school of focus, an iron mage gains a +3 bonus to his caster level (effectively causing his caster level to become equal to his iron mage level).
Warding (Su): An iron mage weaves magic into potent defenses. Once per day as a free action, he can activate a warding of the first rank which lasts for a number of minutes equal to his level, gaining an effect depending on his school focus. At 4th level, and every 4 levels thereafter, the iron mage's warding improves by one rank, improving its effects; see the individual school descriptions for details. Additionally, with each new rank this ability can be used one additional time per day.
Witching (Su): At 2nd level, the iron mage learns to imbue his attacks with greater arcane might. Whenever he activates Arcane Strike, his weapon delivers an additional effect depending on his school of focus. At 6th level and every 4 levels thereafter, the iron mage gains another rank of witching, increasing its effects as specified in the school description. Additionally, extra damage gained from the Arcane Strike feat is equal to the iron mage's witching rank rather than being based on his caster level.
Read magic (Sp): Beginning at 4th level, an iron mage can use read magic at will as a spell-like ability. His caster level for this ability is equal to his iron mage level - 3.
Spells: Beginning at 4th level, an iron mage gains the ability to cast a small number of arcane spells which are drawn from the sorcerer/wizard spell list. An iron mage must choose and prepare his spells in advance.
To learn, prepare or cast a spell, the iron mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an iron mage's spell is 10 + the spell level + the iron mage's Intelligence modifier.
Like other spellcasters, an iron mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on (see Table: Paladin). In addition, he receives bonus spells per day if he has a high Intelligence score. When (see Table: Paladin) indicates that the iron mage gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
An iron mage may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the iron mage decides which spells to prepare.
An iron mage's caster level is equal to his iron mage level - 3.
Spellbooks: An iron mage must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook. A character with levels in both iron mage and wizard can use a single spellbook, and does not need to keep track of which class a recorded spell belongs to.
Upon gaining 4th level, the iron mage gains a spellbook containing one 1st level spell of his focus school, and an additional number of 1st level spells equal to his Intelligence bonus, which can be of any school. At each new iron mage level, he gains one new spell of any spell level that he can cast (based on his new iron mage level) for his spellbook. At any time, an iron mage can also add spells found in other spellbooks to his own.
Low Arcana: At 5th, 9th, 13th and 17th levels the iron mage learns a low arcanum selected from the list below. An iron mage cannot select an individual low arcanum more than once.
- Front-Line Magic: You gain Combat Casting as a bonus feat.
- Learned By Rote: You gain Spell Mastery as a bonus feat.
- Spell Fluency: Pick a spell you know. You prepare and cast it normally, but when cast it is treated as a supernatural ability: it does not provoke attacks of opportunity, cannot be countered, disrupted or dispelled, and is not subject to spell resistence. You can select this low arcanum more than once, picking a different spell each time.
- Spell Potency: Pick a spell you know. When you cast that spell it is treated as one level higher for all purposes, and you ignore one spell level of increase if you prepare it with metamagic other than Heighten Spell. You can select this low arcanum more than once, but its effects do not stack; you must pick a different spell each time.
- Weapon Component: When holding a weapon with which you are proficient, you gain the benefit of the Eschew Materials feat. Additionally, that weapon can be substituted for any non-costly focus component, and a hand holding a melee weapon with which you are proficient can be used to perform somatic components. These benefits apply only when casting iron mage spells, not spells gained from other classes.
Greater Witching (Su): At 19th level, the iron mage can perform a greater witching attack as a standard action. He makes a single attack which is imbued with Arcane Strike and his witching effect, plus an additional effect depending on his school of focus.
High arcana: At 20th level the iron mage's warding and witching become innate. His warding is always active, except when suppressed by anti-magic. He gains the benefit of Arcane Strike, including his witching effect, on every weapon attack without needing to spend a swift action to activate it.
Schools
Abjuration
Your specialize in hindering the enemy's offense, both magical and physical.
Warding: You gain a +2 (per rank) shield bonus to AC. This is a force effect.
Witching: The target suffers a -2 (per rank) penalty to attack rolls for 1 round. Additionally, your weapon overcomes any damage reduction based on alignment.
Greater Witching: A creature damaged by your attack finds itself pacified for one round. When so affected, it treats all other creatures as if they were protected by the sanctuary spell. The saving throw DC to overcome this protection is equal to 10 + 1/2 your iron mage level + your Intelligence modifier.
School powers:
- Protective Ward (Su): At 3rd level, as a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC for 1 round. This bonus increases by +1 for every five iron mage levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
- Unfettered (Su): Beginning at 7th level, once per day as a swift action, you can touch a creature to bestow the benefits of the freedom of movement spell for a number of rounds equal to 1/2 your iron mage level. You can use this ability an additional time per day at 10th level, and every 5 levels thereafter.
- Greater Dispel Magic (Sp): You can use greater dispel magic as a spell-like ability once per day at 11th level, and twice per day at 17th level.
- Arcane Ablation (Su): At 15th level, you gain spell resistance equal to your iron mage level + 10.
Evocation
Yours is the magic of raw energy and destruction, but also of controlled force.
Warding: You gain a +1 (per rank) deflection bonus to AC.
Witching: You deal +1d4 (per rank) force damage. Additionally, your weapon is considered to have the ghost touch enhancement.
Greater Witching: A wave of force follows your weapon, brutally impacting against any creature struck. This attack doubles your normal witching bonus (including the bonus damage from Arcane Strike), and grants you a free bull rush against the target with a +5 circumstance bonus. If your bull rush is successful the subject flies away from you and falls prone. The target moves the full distance indicated by your bull rush result unless an obstacle prevents it, in which case it falls in the nearest square adjacent to that obstacle, and both your target and the obstacle take 1d6 points of damage. Unlike a normal bull rush, you cannot follow your target.
School powers:
- Force Missile (Su): At 3rd level, as a standard action, you can release a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 damage + 1 for every 2 iron mage levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
- Spell channeling (Su): Beginning at 7th level, once per day as a move action, you can imbue your weapon with any evocation spell you have prepared. The spell is expended as if cast. The next successful attack made with that weapon delivers the spell's effects to the creature struck, allowing no saving throw or spell resistance. Regardless of the spell's normal targets or area of effect, only the creature struck is affected. If a successful attack is not made with that weapon within a number of rounds equal to 1/2 your iron mage level, the imbued spell is lost. You can use this ability an additional time per day at 10th level, and every 5 levels thereafter.
- Forceful Hand (Sp): You can use forceful hand as a spell-like ability once per day at 11th level, and twice per day at 17th level.
- Reactive Defense (Su): At 15th level, whenever you take damage from a physical attack, the impact triggers a burst of force which streaks back to the attacker, dealing damage equal to your witching bonus.
Necromancy
You weave dire curses to confound your foes, and fortify your own body with negative energy.
Warding: You gain DR 1/- (per rank).
Witching: The target suffers a -1 (per rank) penalty to attack rolls, saving throws, skill checks and ability checks for 1 round. Additionally, your weapon overcomes any damage reduction based on the type of damage dealt.
Greater Witching: A creature damaged by your attack suffers a severe curse of unluck for one round. Whenever the subject makes an attack roll, a saving throw, or a skill or ability check, it must roll twice and take the worse result.
School powers:
- Grave Touch (Su): At 3rd level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your iron mage level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your iron mage level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
- False Flesh (Su): Beginning at 7th level, once per day as an immediate action, you can gain temporary hit points equal to twice your iron mage level. These hit points vanish after a number of rounds equal to 1/2 your iron mage level. You can use this ability an additional time per day at 10th level, and every 5 levels thereafter.
- Eyebite (Sp): You can use eyebite as a spell-like ability once per day at 11th level, and twice per day at 17th level.
- Eeriness (Su): At 15th level, as a free action at will, you can radiate an aura of necromantic energy which causes all creatures within 30 feet to become shaken for one round unless they succeed on a Will saving throw with a DC equal to 10 + 1/2 your iron mage level + your Intelligence modifier. You can exclude a number of creatures equal to your Intelligence bonus from this effect, and you are immune to your own fear aura.
Transmutation
Your arcane art grants adaptability and tactical advantage.
Warding: You gain a +1 (per rank) enhancement bonus to natural armor and reflex saving throws.
Witching: All of the target's movement speeds are reduced by 5 feet (per rank) for one round, to a minimum of 0. Additionally, your weapon overcomes any damage reduction based on special materials.
Greater Witching: Your weapon momentarily passes through the ethereal plane as you attack, bypassing physical defenses. You ignore any armor, natural armor or shield bonuses to your target's AC, unless those bonuses arise from force effects. Critical hits threatened by this attack are automatically confirmed.
School powers:
- Expedience (Su): At 3rd level, as a free action, you can increase all of your base movement speeds by 5 feet per 2 iron mage levels you possess. This adjustment is treated as an enhancement bonus, and lasts for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
- Distortion (Su): Beginning at 7th level, once per day as a free action, you can change the size of yourself or one creature within 30 feet of you for a number of rounds equal to 1/2 your iron mage level. You may increase or decrease the target's size by up to two categories. An unwilling creature is entitled to a Fortitude saving throw, DC = 10 + 1/2 your iron mage level + your Intelligence modifier. If you choose to enlarge the target and insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it. You can use this ability an additional time per day at 10th level, and every 5 levels thereafter.
- Mage's Lucubration (Sp): You can use mage's lucubration as a spell-like ability once per day at 11th level, and twice per day at 17th level.
- Morphic Reach (Su): At 15th level, your natural reach increases by 5 feet.

Simcha |

Looks fine on first sight.
I like the approach with the Spell-list, I think it might even work with spontaneous casting.
It has a Warblade/Swordsage-feel, but not in a bad way.
A little on the tough side: Spell Focus AND Greater Spellfocus for FREE? Not so happy with that, to be honest.
I'd prefer it if the spell-failure decreased gradually.

Sean FitzSimon |

A little on the tough side: Spell Focus AND Greater Spellfocus for FREE? Not so happy with that, to be honest.
I'd prefer it if the spell-failure decreased gradually.
Tough? Really? I'd say it's cute, flavorful, and quickly useless. This class has 4 levels of spells and is casting with a secondary/tertiary stat. Spell DCs will be bad, even when they first get their spells. The wording is also careful to state that it only applies to spells from this class.
I agree about the spell failure, though. Duskblades did it well.

Hayden |

That's very good, tejon. Only a minor issue imho is:
Weapon Component: When holding a weapon with which you are proficient, you gain the benefit of the Eschew Materials feat. Additionally, that weapon can be substituted for any non-costly focus component, and a hand holding a melee weapon with which you are proficient can be used to perform somatic components. These benefits apply only when casting iron mage spells, not spells gained from other classes.
This power is so good and flavorful for this class that I think it should be a class ability instead of an optional one.
ps. Other than that, I can perfectly see a iron mage that focuses on other schools, such as Conjuration (es. a warding based on the ability of shifting to evade attacks) and divination (a warding based on the ability of foreseeing attacks and evade them) etc.
Good job!

SmiloDan RPG Superstar 2012 Top 32 |

I really like this!
I also think the Weapon Component should be a stand alone class ability. Maybe given at 4th level when it gets spells? Also, I'd like to see a gradual increase in armored casting. Maybe Light Armor and Light Shields at level 4, Heavy Shields at level 8, Medium Armor at level 12, and Heavy Armor at Level 16.
Also, I'd like to see it get Cantrips.

Kolokotroni |

I really like this!
I also think the Weapon Component should be a stand alone class ability. Maybe given at 4th level when it gets spells? Also, I'd like to see a gradual increase in armored casting. Maybe Light Armor and Light Shields at level 4, Heavy Shields at level 8, Medium Armor at level 12, and Heavy Armor at Level 16.
Also, I'd like to see it get Cantrips.
I would leave out cantrips, that is for primary casters. Paladins and rangers dont have orisons, they should be used as a guide in my opinion.
I think the this progression for spell failure is a good one. Its pretty close to what i did with my class. I dont think the class should just be able to plunk down with a breastplate and a heavy steel sheild at level 2. Doesnt seem an even balance to me.

Anburaid |

I love a lot of the ideas for this class, especially the school specialization. in the spirit of cooperation I might shamelessly steal much of this for my next gish incarnation ;)
the title for that thread might be "if the ironmage and the weirbrand had a baby ...."
or possibly "gish will eat itself"
edit- hmmm, what do people think of mixing different versions of the gish? not to threadjack (of gishjack for that matter) but if the original authors are cited, is it alright to cannibalize the classes posted to the forums here, and then post them back?

Kolokotroni |

I love a lot of the ideas for this class, especially the school specialization. in the spirit of cooperation I might shamelessly steal much of this for my next gish incarnation ;)
the title for that thread might be "if the ironmage and the weirbrand had a baby ...."
or possibly "gish will eat itself"
edit- hmmm, what do people think of mixing different versions of the gish? not to threadjack (of gishjack for that matter) but if the original authors are cited, is it alright to cannibalize the classes posted to the forums here, and then post them back?
I am pretty sure no one is going to have a problem with this. The whole point of posting stuff like this on the forums is to share ideas and get input.

tejón RPG Superstar 2010 Top 16 |

if the original authors are cited, is it alright to cannibalize the classes posted to the forums here, and then post them back?
Wouldn't have posted under Community Content if I didn't mean for it to be public domain. Steal, gobble, regurgitate! :D
I'm honestly surprised (and thrilled) at an overwhelmingly positive reaction so far, thanks guys! I spend less time at this than many, guess I expected to have made more mistakes than I did. Of course, the hardcore CharOp wonks may not have gotten around to it yet. ;)
To address a few things which have been questioned, but I think I have solid basis for:
Spell Focus - what Sean said. Unlike a ranger or paladin, this guy's targeting other people. He gets his spells late, and Intelligence is only a secondary or even tertiary attribute. Even with the free +2, he's probably only threatening a DC 15 with his best spells at 5th level, compared to a wizard who's easily rocking 17 or 18 without the feats... and it only goes downhill from there. Spell Potency pushes it just a little farther, but in the long run your effective magical onslaughts are going to come from Evocation (no-save channeling) and Necromancy (big save penalties), while Alteration and Transmutation rely more on buffs and utility.
Armored casting progression - the reason I didn't phase that in is that this isn't a full-casting class. It's meant to fill a fighter or paladin role; if not for Warding, they'd need heavy armor. Not to mention that spell failure is not an issue for the first three levels... are they supposed to downgrade at 4th? Gradually overcoming it seemed clunky. Careful study of armored casting techniques is a large part of why they don't start casting until 4th level in the first place!
Weapon Component - this is not a class feature for two reasons. First, it's only useful for sword-and-board or dual-wielding builds; a two-handed or ranged specialist can release one hand (at least under any GM I've ever played with), and there's always the option (especially for the Abjuration focus, which gets a free super-shield) of just leaving one hand empty. It's a really, really good feature -- so good I'm still tempted to split Eschew Materials into a separate selection -- which even bards don't get despite shield proficiency; but it's not essential for every build, so why not leave the option of picking something else? I think the other low arcana are worth the sacrifice if you have another solution to the free hand problem! (Still want to come up with at least one more of those, too.)
Other schools - The limitation to those four schools has to do with toe-stepping, primarily. Divination, enchantment and illusion belong to the bard, and I think the bard does a damn fine job with them. Conjuration is a more nuanced case: IMO it rightfully belongs to full casters. I just don't think a half-caster should be allowed to specialize there. Summoning is useless without full progression, and inherently ignoring spell resistance pretty much all the time is probably a little over the top for those who only do magic part-time. (That's what the sword is for!) Besides, four schools made for a nice spread on overcoming DR with Witching. :)
Cantrips - I actually had them in there initially, one preselected cantrip per school (resistance, ray of frost, touch of fatigue, message) gained at 1st level. Just didn't work out that well. Resistance becomes obsolete pretty early, ray of frost is inferior to a bow and breaks the force effects theme, touch of fatigue would be amazing forever except for the saving throw. (Message is great, but dragged down by its peers.) Changing them to scaling supernatural abilities would be redundant with the 3rd-level school powers, not to mention making every wizard jealous. I decided it was better to just scrap them.

SmiloDan RPG Superstar 2012 Top 32 |

I just thought of another "Lower Arcana."
Critical Potency (Su). If you score a successful critical hit against an opponent (whether or not they are susceptible to additional damage on a critical hit), that opponent suffers a penalty on saving throws against any Iron Mage spell you cast at them for the 1 minute per Iron Mage level.
For example, if an 8th level Iron Mage scores a successful critical hit against his opponent with his greataxe, the opponent suffers a -3 on all saves against the Iron Mage's spells for 8 minutes.

SmiloDan RPG Superstar 2012 Top 32 |

Spell Fluency is rubbing me a bit raw...
I'm just ify about a spell that that can't be countered, dispelled, resisted or anything else.
Just my 2cp.
I think it's OK. In Tome of Magic, the binder class is built around supernatural abilities that can't be countered, dispelled, or subjected to spell resistance. Also, the shadowcaster eventually learns to cast its lower level mysteries (spells) as supernatural abilities, so there is precedent in converting a spell to a supernatural ability. And besides, it's one spell.

Carnivorous_Bean |
Spell Fluency is rubbing me a bit raw...
I'm just ify about a spell that that can't be countered, dispelled, resisted or anything else.
Just my 2cp.
I agree that it raises my eyebrow a bit, too. Although I like the idea in a way, also -- probably because the save DCs are going to stink for the Iron Mage a lot of the time.
Perhaps if it was phrased as "2/day - you can use one of your spells as a supernatural ability that cannot be countered, dispelled, resisted, etc. You must pick one of your spells which you are permanently 'fluent' in -- you do not choose your fluency at the time of casting. You may pick this arcanum more than once for different spells."
That way, you could have the supernatural ability advantage for certain spells, without it being 'always on.'
__________________________________________________________
With that said, I love this, and I'd have say -- bravo! :) Consider it grabbed for playtesting. ;)

tejón RPG Superstar 2010 Top 16 |

Note that Spell Fluency does not remove the saving throw.
And as SmiloDan mentioned, it's only one spell... and an X/day mechanic is built in (extremely low spell slot count).
Edit: Thematically, I could see requiring that you've already taken Spell Mastery for the spell you select; mechanically, that might be too constricting. Not sure.

Hartbaine |

I think it's OK. In Tome of Magic, the binder class is built around supernatural abilities that can't be countered, dispelled, or subjected to spell resistance. Also, the shadowcaster eventually learns to cast its lower level mysteries (spells) as supernatural abilities, so there is precedent in converting a spell to a supernatural ability. And besides, it's one spell.
I was inclined to agree until the Vestige and Shadowcaster argument came up. From what I can tell, based on what you've written, the Iron Mage does not gain their power from a Vestige or from any alternate plane of existence. They are drawing their power from the same place and from the same energies that Divine and Arcane spellcasters do, wherever that might be.
Binders and Shadowcasters are unique in where they draw that power from, no one does it like they do, which is why their powers can 'evolve' into something that is unusual or supernatural.
"Well... so and so can do it." is certainly one way of looking at it, but a lot times people tend to look at what a class can do and then mesh that into another class without really taking into consideration where that power or ability comes from. What makes it important? What makes that ability necessary or unique to that class. How does it define it?
Can you give the Iron Mage that a ability? Sure, but I don't see where exactly in all the flavor that ability is necessary. Dolling out the ol' "Well so and so can do it." and distributing their abilities through out any and all classes takes away what makes those classes unique. When everyone is a special snowflake, no one is.
If it works for you though, seriously, have at it. I'm telling you it's wrong as much as I'm telling you it's right, we all have our own style of play and if that is okay with you don't let any of us stop ya. I'm just one of the goons on the firing squad offering up his bits of nit-pickery.

tejón RPG Superstar 2010 Top 16 |

A few specific concerns with the school benefits, if anyone wants to take a look:
Abjuration, arcane ablation - is this too weak compared to the other 15th-level school powers? To be honest I rarely play into the teens, and have limited hands-on experience with the ins and outs spell resistance.
Transmutation, greater witching - likewise; it's nearly a guaranteed hit, but it's a single attack with no extra punch. Maybe double the witching effect as with evocation (rank 5 becomes 50 feet speed reduction)? Or on a successful hit, the target's defenses become insubstantial for a round, allowing everyone else easy hits too?
Transmutation, distortion - originally this was one round only, which is why I made it a free action (allowing you to get big and also Arcane Strike in the same round). With a duration, should I drop it to swift or even standard?
Edit: Hartbaine - I do agree that the flavor is slightly questionable on Spell Fluency, even if it's mechanically reasonable. As mentioned above, I could see it being thematically appropriate to require Spell Mastery first, but I think that's too heavy a restriction for the benefit. What if I didn't call it supernatural, and only made it non-provoking, the idea being that you've really practiced casting this spell under pressure? (I'm worried that it would be too weak at that point, but some other minor boost could probably be worked in. Hell, maybe it could just be merged with Potency...)
Edit++: See two posts down. :)

tejón RPG Superstar 2010 Top 16 |

Proposed replacement.
Low Arcana: Upon reaching 5th level, the iron mage pursues techniques to more effectively utilize his spells in combat. He can follow one of two methods: spell fluency or weapon component. Once the method is chosen, it cannot be changed. The benefits of low arcana apply only when casting iron mage spells, even if the iron mage can cast the same spells with slots from other classes.
An iron mage who pursues spell fluency practices certain spells until casting them is second nature. He chooses one known 1st-level spell. From that point on, he can prepare this spell without referring to a spellbook and does not provoke attacks of opportunity when casting it. When cast, this spell it is treated as one level higher for all purposes. Finally, if he prepares it with metamagic other than Heighten Spell, the iron mage ignores one spell level of increase. He gains this benefit again at 9th level with a 2nd level or lower spell, at 13th level with a spell of 3rd level or less, and at 17th level with any spell of up to 4th level.
If he chooses the weapon component method, the iron mage carefully refines his martial techniques in tandem with spellcasting, working them into a single cohesive discipline. When wielding a melee weapon with which he is proficient, he gains the benefit of the Eschew Materials feat and can use the weapon in place of any non-costly focus component. Additionally, he can perform somatic components using the weapon as if it were a free hand. Finally, when wielding such a weapon he gains a +1 competence bonus to all caster level checks. This bonus increases to +2 at 9th level, +3 at 13th level, and +4 at 17th level.

tejón RPG Superstar 2010 Top 16 |

Second draft here. Applies the low arcana change, and tweaks the three abilities I mentioned above: arcane ablation bumped up slightly to SR 12 + level, equivalent to the Spell Resistance spell; Transmutation's greater witching benefits allies' attacks for a round if it hits; distortion is now a move action.

Sean FitzSimon |

Ok, so something I'm having issues with is that you give them Arcane Strike without actually having a caster level. You say that they can use it, but the feat is entirely dependent on a caster level to function, so including some wording like "Treat your caster level as 1 for the purposes of using this feat until 4th level" or something would be worthwhile. Secondly, I don't like the idea of them getting to use an arcane feat without actual arcane power. But my *real* issue with this feat is that the class essentially has 2 caster levels (school & non-school), which adds some initial complication to the feat. Which CL to use?
My solution to this is to give them 4 cantrips: Resistance, Ray of Frost, Touch of Fatigue, & Mending. Give every iron mage these 4 cantrips, right from level 1 (don't give them any options). Word the feat Arcane Strike to use their caster level for their favored school, so they get the full benefit. Problem solved.
Honestly, I don't see the issue with giving the class cantrips when paladins and rangers don't get them. Cantrips become quickly useless, and only the awesome ones (ghost sound, prestidigitation, light, detect/read magic, & mage hand) see any play past 5th or so. Even though these cantrips will be useless pretty quickly, it goes with the flow of the class.

tejón RPG Superstar 2010 Top 16 |

Sean, that was almost exactly my original design (I only gave the one school-appropriate cantrip, otherwise identical). I scrapped the cantrips for reasons mentioned above, and I was going to put in special CL wording on Arcane Strike but then I read the feat again. Other than the prerequisite of simply having one (circumvented by making it a bonus feat), it doesn't have anything whatsoever to do with caster level until you've got CL 5.
So considering that, and with no cantrips to muck it up at early levels, I changed some wordings to avoid exactly that double-CL confusion you're talking about: iron mage caster level is always level - 3, and you get a +3 bonus when casting spells from your focused school... just like a 3.5 healing-domain cleric got a +1 CL bonus for those spells, it doesn't raise CL for any other purpose.
As for how Arcane Strike progresses, check the full text of Witching. After 5th level, they actually get improvements faster than anyone else. :)

Sean FitzSimon |

Sean, that was almost exactly my original design (I only gave the one school-appropriate cantrip, otherwise identical). I scrapped the cantrips for reasons mentioned above, and I was going to put in special CL wording on Arcane Strike but then I read the feat again. Other than the prerequisite of simply having one (circumvented by making it a bonus feat), it doesn't have anything whatsoever to do with caster level until you've got CL 5.
So considering that, and with no cantrips to muck it up at early levels, I changed some wordings to avoid exactly that double-CL confusion you're talking about: iron mage caster level is always level - 3, and you get a +3 bonus when casting spells from your focused school... just like a 3.5 healing-domain cleric got a +1 CL bonus for those spells, it doesn't raise CL for any other purpose.
As for how Arcane Strike progresses, check the full text of Witching. After 5th level, they actually get improvements faster than anyone else. :)
Ah, didn't catch that. Serves me right for reading stuff on barely any sleep. :)