Iron Knuckle

Your armor is a second skin to you. Your armor is also your first skin. The iron knuckle has 2 "phases" to their battles. The first is a walking tank with multiple layers of armor, durable and stubborn until you get to the squishy single layer of plate armor underneath. The second is a nimble warrior that gets a boost of adrenaline, feeling light as a feather just after their outer shell is cracked open.

Iron knuckles are practically invincible to being attacked head on while layered up, and must be ganged up on or their armor destroyed. Mages will find a much easier time breaking the outer layer

Art (official Nintendo LoZ)

1 - Metallurgy

You are fused with your metal plate armor. You are permanently treated as though you are wearing heavy armor. It is part of you and cannot be separated without causing extreme damage to you.

You add construct to your creature types. You gain proficiency in the profession (blacksmith) skill.

1 - Layer Up

You can choose to put on an additional layer of heavy armor over the first, providing you with the following benefits after 1 minute of preparation.

  • DR (10+½ lvl) vs poise damage

  • +4 AC

  • You benefit from the Quake technique constantly and it does not consume the buff slot

While layered up you also take a -5 penalty to your speed and cannot fly or hover.

Enemies can remove layer up by either poise breaking you with a sunder maneuver targeting your armor, or by dealing damage that drops you below half hp.

It takes 3 rounds to remove layer up manually.

It requires a set of heavy armor in order to use layer up. When an enemy removes layer up, you cannot use that particular set of heavy armor to layer up again until you repair it.

1 - Light as a Feather

After carrying the weight of incredibly heavy metal armor during the heat of battle, to have the burden removed suddenly fills the iron knuckle with new vigor. When an enemy removes layer up from you, you become light as a feather, gaining the following benefits.

  • You gain (10+2*lvl) temp hp [healing], potentially preventing you from dying from single instances of damage. You are set to 1 hp in such cases.

  • Your speed and jump distance increases by 10 until combat ends.

  • You can choose to be immediately effected by the Unbreakable Advance technique.

  • You gain access to the sudden strike special attack until combat ends.

Special Attack: Sudden Strike - Advance 10 ft towards an enemy [elusive] and make a melee attack. On hit the target is pushed back 5 feet and knocked down. On a graze the target is only pushed back 5 ft. Deals an additional d6/odd lvl damage.

1 - Metallicize

Your armor shifts to steady your stance, and absorbs bits of metal from things you break. You recover 5 poise at the start of your turn. When you sunder metal equipment, or use athetics to break metal objects, recover 10 poise.

2 - Bully

You gain the power pose feat. When you use it, it deals 15 poise damage instead of 10.

If you are layered up then you can use it as an instant action 1/turn. You can use power pose against AoOs an unlimited number of times as an instant action.

You can choose if you want to leave a creature at 1 poise, or poise break them with this ability. If a creature is poise broken by this ability then they are made clumsy 2, or you can sunder the equipment used to attack.

While light as a feather, when a creature misses you with an AoO, or you successfully use acrobatics to evade AoOs, you can make a bully attack as an instant action.

4 - Bull Rush

If you are layered up, when you shove a creature, you can move with them to increase the shove distance by your remaining movement.

While light as a feather, you gain powerful charge.

6 - Adrenaline

If you are layered up then you are immune to fatigue.

You gain the innate technique adrenaline burst while light as a feather.

8 - Invincible

You are immune to attack rolls made by minions while layered up. Any minion that attacks you is instead set to 1 poise automatically as it bounces off of your metal body.

While light as a feather, you gain resistance to damage from failed saving throws. If the ability has no effect other than damage, and does half damage on a passed save, you need not make a saving throw.

10 - Exoskeleton

Your armor creates an even deeper fusion with you while layered up. Layer up can no longer be removed by sundering your armor.

11 - Special Attack: Iron Wave [healing]

Strike at a foe, dealing an additional 6d6 (21) damage. If you are layered up, gain temp hp and poise equal to the total damage dealt. If light as a feather, also immediately layer up again until this temp hp is lost.

Last updated