A Divine warrior class - the Iron Brother

One of my PCs was asking for a divine class with 2 levels of fighting ability.  It took me a while to create a class that fit into my campaign, but here it is - the followers of the Iron God, members of the Iron Brotherhood.

Iron Brother (Fighter 2, Divine 1, HD 1)

Prime Requisite: STR and WIS

Requirements: None

Hit Dice: 1d6

Maximum Level: 14

The Brotherhood of Iron are the followers of the Iron God.  Although the Iron God has been missing for over 200 years, they maintain his mission to protect the world of Telluria from undead and infernal threats.   They continue the training and focus taught to them by the Iron God.  This training allows them to access the divine power of Law directly, without the need for a specific deity (although they do believe in an underlying power without naming it).

Iron Bothers are exceptionally skilled combatants. They are trained in the use of all missile weapons and armor. They are also trained in the use of polearms, axes, hammers, and maces.  They may fight wielding a wielding a two-handed weapon or wielding a single weapon. At first level, warlords hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every three levels of experience (the best progression of any class).  Iron Brothers also increase their base damage roll from successful melee and missile attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level. (unrestricted to broad, 1 power, lose two fighting styles, 2 powers)

As undead and infernal forces often paralyze or drain life with a mere touch, each iron brothers learn to become an expert shot and each of them may shoot into melee with a penalty of -4 (i.e. have precise shooting) (1 custom power).   Like their namesake, they learn to wear their armor like a second skin.  This armor mastery grants them +1 AC when wearing armor chain mail or heavier armor, and effectively reduces the encumbrance value of any medium or heavy armor by 1 stone (1 custom power). 

Iron brothers training, focus, and faith provide them with several divine powers.  They may turn undead like a cleric of the same level (1/2 level from Divine 1, ½ level counts as 1 custom power).  An iron brother can also cast divine spells, create potions, and conduct spell research as a cleric of ½ their level rounded up. 

At 9th level (Marshall), an iron brother can, assuming enough gold is at hand, build a stronghold (as a fighter’s castle) and become a great leader of men, taking a leadership rank in his society. When he does so, up to 1d4+1x10 0th level mercenaries and 1d6 iron brothers of 1st-3rd level will come to apply for jobs and training. If hired, they must be paid standard rates for mercenaries. Through force of arms, the warlord may ultimately control several castles or even entire realms, but must be a capable, strong leader and provide protection. Additional rules for castles are detailed in the Campaign chapter.

Warlord Proficiency List: Apostasy, Alertness, Beast Friendship, Berserkergang, Blind Fighting, Combat Reflexes, Combat Trickery, Command, Contemplation, Diplomacy, Endurance, Divine Blessing, Divine Health, Fighting Style, Intimidation, Laying on Hands, Leadership, Martial Training, Military Strategy, Precise Shooting, Riding, Righteous Turning, Running, Sensing Evil, Siege Engineering, Survival, Unarmed Fighting, Weapon Focus

Save as Fighters

Spell List,

1st – Detect Evil, Light, Holy Weapon, Protection from Evil, Remove Fear

2nd – Bless, Cure Moderate Wounds, Detect Charm, Swift Weapon, Spiritual Weapon

3rd – Continual Light, Cure Disease, Invulnerability to Evil, Striking, Remove Curse

4th – Death Ward, Dispel Magic, Neutralize Poison, Protection from Evil Sustained, Smite Undead

5th – Create Food, Dispel Evil, Flame Strike, Strength of Mind, True Seeing 

 

Experience

Title

Lvl

Hit Dice

Dam

BTH

Spells

Notes

0

Initiate

1

1d6

+1

0

 

Expert Shot, Armor Mastery, Turning

2000

Novice

2

2d6

+1

+1

 

 

4000

Disciple

3

3d6

+2

+1

1

 

8000

Iron Brother

4

4d6

+2

+2

1

 

16000

Sergeant

5

5d6

+2

+3 

2

Battlefield Prowess

32000

Lieutenant

6

6d6

+3

+3

2

 

65000

Captain

7

7d6

+3

+4

2 1

 

130000

Colonel

8

8d6

+3

+5

2 1

 

250000

Marshall

9

9d6

+4

+5 

2 2

Stronghold

370000

Marshall 10th lvl

10

9d6+2

+4

+6

2 2

 

490000

Marshall 11th lvl

11

9d6+4

+4

+7

2 2 1 1

 

610000

Marshall 12th lvl

12

9d6+6

+5

+7

2 2 1 1

 

730000

Marshall 13th lvl

13

9d6+8

+5

+8

2 2 2 1 1

 

850000

Grand Marshall

14

9d6+10

+5

+9

2 2 2 1 1

 

Thanks for posting it, a nice class and write up.

I use half divine casters in my home game too, the axioms 7 article about alternate arcane caster progressions for partial casters led me to recalc half divine using the same rules. I now use the progression here for half divine, feel free to use it if you think it fits your game (it’s the blue table):

https://docs.google.com/spreadsheets/d/1fqiWSFyB6shZ1REk4sRuBEQuVc_0mY2CgCJwsSioLhY

Thanks!  I wondered whether anyone had updated 1/2 divine after the update to the arcane caster updates.