
The discipline known as Iron Tortoise rose up from the need to protect one's self and allies from harm during wartime. Dwarven phalanx fighters knew that their shield protected them as much as their brother, and that a sturdy shield wall could repel almost any harm. Masters of this form of combat came together over the years and traded secrets to their forms and fighting styles that came from many kingdoms ranging from dwarves and men, and many wars, until at last a style of fighting was born. The Iron Tortoise, as it was called, was named this due to it's implacable defensive nature. Blades, arrows, and even spells can be turned aside by a master of this discipline, for both the martial adept and for his allies.
Iron Tortoise disciples learn that their discipline requires their defensive stances to be perfect; they must not be budged from their spot unless they choose to move from them. Shield fighting being as it is, requires them to bear a stout shield in one hand and a swift weapon in the other to strike at their foes with. They also learn that they must be prepared for anything, as well as having perfect footing. To this end, the Iron Tortoise discipline's associated weapons are the shield, shortsword, shortspear, handaxe, battle axe, dwarven waraxe, and the longsword.
Maneuver List
- Snapping Strike: - Melee attack which deals an additional 1d6 points of damage.
- Angering Bite: - Melee attack that causes opponent to suffer -4 to hit any target but you.
- Stance of the Defending Shell: (Stance) - Gain a bonus to shield AC based on initiator level (+1 AC/ 2IL, max +10)
- Iron Shell: - Deflect an enemy melee or missile attack with shield with an opposed attack roll.
2nd level
Enraging Strike: Strike- Melee attack deals an additional 10 points of damage, chance to make target rage and attack you.
Tortoise Trip: Strike- Melee attack allows a free trip attempt.
Turtle Shell Wall: Counter- Provide shield bonus +4 to adjacent ally's AC.
Tortoise Taunt: Boost- Point out a single enemy and take an aggressive posture forcing the enemy to attack you on a failed Will save.
3rd level
Greater Snapping Strike: Strike- Melee attack that inflicts an additional 4d6 points of damage, bypasses DR.
Defensive Shell: Boost- Subtract 5ft of movement per +2 to AC.
Mirror Shell: Counter- Make an opposed attack roll plus shield bonus to AC vs an enemy spellcaster's CL to deny the effects of a targeted spell on you.
Iron Tortoise Stance: Stance- Increase reach for attacks of opportunity while in this stance by 5ft, make additional attacks of opportunity.
4th level
Smashing Shell: Strike- Make a shield bash that catches an opponent flat-footed, inflicts shield bash damage plus an additional 4d6 damage, chance to daze.
Snapping Riposte: Counter- If an opponent misses an attack or is successfully countered, make a counter attack with a +2 bonus to hit.
Taunting Turtle: Boost- All successful melee attacks this round incite a cumulative -4 penalty on attacks to attack any target other than you for the target's turn.
5th level
Vicious Snapping Strike: Strike- Melee attack inflicts an additional 5d6 points of damage, halves opponent's movement speed for their turn.
Stance of the Turtle Knight: Stance- Stance that makes you difficult to move, grants improved uncanny dodge, and improves shield bonus by +2 so long as you do not move.
Shell Shock: Strike- Make a powerful shield bash that inflicts an additional 4d6 points of damage and knocks opponent prone 20ft away.
6th level
Quick Snap: Counter- When struck in melee, may make an immediate counter attack and strike does double damage.
Snapping Turtle Charge: Strike- Make a charge attack with your shield, strike inflicts an additional 8d6 points of damage and may knock opponent prone.
Steel Shell: Counter- Make an opposed attack roll plus shield bonus against opponents attack to negate it, if failed gain DR 20/- against the attack.
7th level
Cyclonic Shell Crush: Strike- Make a shield bash attack against all adjacent enemies which inflicts an additional +4d6 points of damage and has the chance of dazing.
Iron Defender's Riposte: Counter- Make an opposed attack roll plus shield bonus against a foe's attack against an ally; if successful then the attack is negated and you make a counter attack with shield at +4d6 points of damage.
Unlimited Aggression: Boost- By assuming an aggressive posture, force all enemies within 60ft to attack you if they fail a Will save.
8th level
Glorious Shell Shock: Strike- Powerful shield bash that inflicts an additional +5d6 points of damage to up to three adjacent enemies and sends them hurtling 20ft away.
Adamantine Shell: Counter- Make an opposed attack roll plus shield bonus against opponents attack to negate it, if failed gain DR 50/- against the attack.
Adamantine Turtle Lord's Stance: Stance- Halved movement, but shield automatically blocks line and cone effects, +2 AC to shield bonus.
9th level
Invulnerable Shell of the Iron Tortoise: Counter- Negates any and all damage, spells, or harmful effects that would effect the initiator and his adjacent allies.
Maneuver Descriptions
Snapping Strike
Iron Tortoise (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Initiates of the Iron Tortoise school learn basics of the style, and that is to keep one’s shield high and one’s weapon low. By making a quick and vicious strike, the adept may drive home a potent blow. Make a melee attack, and if successful, this attack inflicts an additional 1d6 points of damage.
Angering Bite
Iron Tortoise (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: One round
By making a quick shield bash, you taunt and aggravate your foe into striking at you solely. Make a melee shield bash attempt upon a creature, and if successful, they suffer a -4 penalty on attack rolls to attack any other target but yourself. Targets of this maneuver must possess an Intelligence score of 1 or more.
Stance of the Defending Shell
Iron Tortoise (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
An Iron Tortoise initiate learns a valuable stance that forms the core of their discipline, that being the nature of the Defending Shell. By focusing one’s attention to defense with their shield, their martial skill improves their defense. The martial adept gains an additional +1 bonus to his shield AC bonus for every 2 initiator levels he possesses (minimum of +1 to a maximum of +10).
Iron Shell
Iron Tortoise (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
A shield is used for defense primarily, as is the shell of the humble turtle. It turns aside harm, and the shield of an initiate can do the same thing. Make an opposed attack roll using your shield (base attack bonus + Strength modifier + shield AC bonus) against your enemy’s attack roll to deflect a single enemy’s melee or missile attack (that is not a spell or power).
2nd level
Enraging Strike
Iron Tortoise (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature of Intelligence 1 or higher.
Saving Throw: Will save (partial)
The defensive nature of the Iron Tortoise teaches the initiate to protect his allies, and to do so, he must focus the attentions of his foes on him. Make a melee attack, and if successful, the strikes inflicts an additional 10 points of damage. The aggravating pain of this wound can cause a foe to react violently at the initiator, forcing him to make a Will save (DC 12 + Intelligence modifier) or he must attack him at his next available action. This attack can be of the target’s choice, but he must attack the initiator. Additionally, he gains a +2 morale bonus to attack the initiator of this strike due to the anger incited by the character.
Tortoise Trip
Iron Tortoise (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
The turtle, when it on it’s back, is helpless to defend itself and is immobilized unless it can right itself. The disciple of this discipline learns to use this inspirational creature’s weakness as a potent weapon by making a low and powerful strike that may knock his opponent prone. If your melee attack is successful you automatically gain a free trip attempt against that target without provoking attacks of opportunity (on a failed trip attempt, the enemy also does not gain the ability to attempt to trip the initiator in return).
Turtle Shell Wall
Iron Tortoise (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: 5 feet
Target: One adjacent ally
The Iron Tortoise initiate has quick reflexes and a strong shield with which to defend his allies. Use of this counter allows you to provide your shield bonus to AC +4 to an adjacent ally’s AC as a shield bonus (which stacks with any shield bonus they may possess).
Tortoise Taunt
Iron Tortoise (Boost)
Level: 2
Initiation Action: 1 swift action
Range: 30ft
Target: One creature of Intelligence 3 or higher.
Saving Throw: Will negates
The initiator points out an enemy on the field of battlefield and through words, postures, or gestures insults and infuriates the foe to attack him at his next available action with whatever means he possesses. The target makes a Will save (DC 12 + Intelligence modifier) or he must attack the initiator on his next action in some form or fashion. On a successful save, the target still suffers a -2 penalty to attack any other target but the initiator. This maneuver only effects creatures with an Intelligence score of 3 or higher.
3rd level
Greater Snapping Strike
Iron Tortoise (Strike)
Level: 3
Prerequisites: 1 Iron Tortoise Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
A decisive strike is often times what ends a battle or duel, and the adept of the Iron Tortoise knows to keep his wits about him and wait for the moment to strike hard and strike true. Make a melee attack, and if successful, this strike inflicts an additional 4d6 points of damage and ignores the creature’s damage reduction (if any).
Defensive Shell
Iron Tortoise (Boost)
Level: 3
Prerequisites: 1 Iron Tortoise Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
By focusing on defense, you sacrifice your movement speed. You may voluntarily reduce your movement speed by 5ft increments to increase your shield bonus to AC by +2 per 5ft reduced. You may reduce your movement speed by no more than half.
Mirror Shell
Iron Tortoise (Counter)
Level: 3
Prerequisites: 1 Iron Tortoise Maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
By angling one’s shield correctly and stepping into an enemy spell’s effect, he may deflect the power of the spell that targets him. Spells or powers countered by this ability must be targeted spells (one cannot Mirror Shell a fireball as, for example, it must be specifically targeted at the character) with the martial adept as the target. The character makes an attack roll using his base attack bonus plus his shield bonus to AC opposing the enemy’s caster level check. If successful, the spell or effect is negated.
Iron Tortoise Stance
Iron Tortoise (Stance)
Level: 3
Prerequisites: 1 Iron Tortoise Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
This stance allows the adept of the Iron Tortoise greater offensive ability while still remaining on the defensive, protecting himself and his charges. Like the extending neck of the snapping turtle, the reach of the martial adept increases to meet his foes as they try to evade him. The martial adept gains +5ft reach for making attacks of opportunity and may make a number of attacks of opportunity equal to his Intelligence modifier per round.
4th level
Smashing Shell
Iron Tortoise (Strike)
Level: 4
Prerequisites: 1 Iron Tortoise Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial
The Iron Tortoise adept is a master of using his shield both for offense and defense. By bringing his shield to bear and stepping in to meet a foe with a powerful and unexpected shield bash, the adept may daze his foe into defeat. The character makes a shield bash attempt against his opponent, if successful this strike inflicts an additional 4d6 points of damage and has a chance to daze the target on a failed Fortitude save (DC 14 + Intelligence modifier).
Snapping Riposte
Iron Tortoise (Counter)
Level: 4
Prerequisites: 1 Iron Tortoise Maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: One creature
By searching for openings in an opponent’s defenses when they reach to attack, the Iron Tortoise adept learns to bite through this opening to score a vicious wound. If an attacking opponent misses you, you may make an immediate counter attack against them with a +2 bonus to hit.
Taunting Turtle
Iron Tortoise (Boost)
Level: 4
Prerequisites: 1 Iron Tortoise Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
By making aggravating wounds and aggressive, intimidating postures, your attacks for the round possess an unusual amount of threatening power. Each successful melee attack you make causes those hit by those attacks to suffer a -4 cumulative penalty on attack rolls against any target except you.
5th level
Vicious Snapping Strike
Iron Tortoise (Strike)
Level: 5
Prerequisites: 2 Iron Tortoise Maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
A skilled adept of the Iron Tortoise knows the secrets to slowing his opponents down to match his heavily armored speed. By landing a powerful, mobility reducing blow, the martial adept keeps his enemy close. Make a melee attack, and if successful, the strike inflicts an additional 5d6 points of damage and halves the opponent’s movement speed for their turn (to a minimum of 5ft).
Stance of the Turtle Knight
Iron Tortoise (Stance)
Level: 5
Prerequisites: 2 Iron Tortoise Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By planting his feet, staying low to the ground with his shield at the ready, the martial adept roots himself firmly in place, immovable. While in this stance, the character may not move from his spot, but gains several benefits for doing so. He gains a circumstance bonus equal to his initiator level to resist being bull rushed, tripped, or overrun, he gains the improved uncanny dodge special ability (with a rogue level equal to his initiator level), and his shield bonus to AC improves by +2. Voluntarily moving ends this stance. This stance ends immediately should the adept move (willingly or unwillingly).
Shell Shock
Iron Tortoise (Strike)
Level: 5
Prerequisites: 2 Iron Tortoise Maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Reflex (partial)
The Iron Tortoise disciple has in his arsenal a stout shield and strong arms, and a will to decisively win a battle. By bringing all of his strength to bear, the Iron Tortoise disciple steps up to his foe with a devastating shield bash that sends him flying. Make a shield bash attempt, if successful, the attack inflicts an additional 4d6 points of damage and knocks the opponent up to 20-ft away where he will land prone (Reflex save DC 15 + Intelligence modifier negates the knock back effect). The initiator may only knock back opponents who are smaller than he, equal in size, or up to one size category larger. The direction to where his opponent is flung is decided by the character.
6th level
Quick Snap
Iron Tortoise (Counter)
Level: 6
Prerequisites: 2 Iron Tortoise Maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: One creature
Inevitably, a warrior will receive a wound in battle, and when that happens, those skilled in the ways of the Iron Tortoise make the best of it. By briefly trapping an enemy’s weapon within his defenses, the martial adept may deliver a powerful counter attack. If struck in melee combat, the character may make an immediate counter attack which inflicts double damage.
Snapping Turtle Charge
Iron Tortoise (Strike)
Level: 6
Prerequisites: 2 Iron Tortoise Maneuvers
Initiation Action: 1 standard action
Range: One melee charge attack
Target: One creature
Saving Throw: Reflex (partial)
By charging forward to gain momentum, the martial adept may make a powerful shield bash that may knock his foes to the ground, crippled with injuries. The martial adept must make a charge attack using his shield, if successful, the strike inflicts an additional 8d6 points of damage and knocks his foe prone on a failed DC 16 + Intelligence modifier Reflex save.
Steel Shell
Iron Tortoise (Counter)
Level: 6
Prerequisites: 2 Iron Tortoise Maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
By steeling himself against an attack, an Iron Tortoise disciple may attempt to negate or reduce an incoming attack. Make an opposed attack roll using your base attack bonus plus shield bonus to AC against the opponent’s attack roll. If successful, negate the attack. If the opposed check is failed by the martial adept, instead gain DR 20/- to resist the attack.
7th level
Cyclonic Shell Crush
Iron Tortoise (Strike)
Level: 7
Prerequisites: 2 Iron Tortoise Maneuvers
Initiation Action: 1 standard action
Range: One melee attack
Target: All adjacent foes
Saving Throw: Fortitude (partial)
By making a wide, spinning strike with his shield, the Iron Tortoise master may bash all foes who surround him, teaching them that while he may be surrounded, he will not give up without a fight. Make a shield bash attack against all adjacent foes, each successful attack inflicts an additional +4d6 points of damage and may daze the target on a failed DC 17 + Intelligence modifier Fortitude save.
Iron Defender’s Riposte
Iron Tortoise (Counter)
Level: 7
Prerequisites: 2 Iron Tortoise Maneuvers
Initiation Action: 1 immediate action
Range: One ally within 20-ft
Target: One creature
The Iron Tortoise master is wary of the danger to his charges that his enemies represent, and he is ready to spring into motion to defend them. By using this maneuver when an ally within 20-ft is attacked, the martial adept may rush up 20ft to become adjacent his ally. Once there, he may make an opposed attack roll using his base attack bonus plus his shield bonus to AC to negate the attack to his ally. If successful, the attack is negated and he may make an immediate counter attack against that foe which inflicts an additional +4d6 points of damage.
Unlimited Aggression
Iron Tortoise (Boost)
Level: 7
Prerequisites: 2 Iron Tortoise Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: All enemies within 60ft with an Intelligence score of 3 or higher
Saving Throw: Will (partial)
By assuming an aggressive posture and taunting his foes, the Iron Tortoise challenges all foes to face him if they dare. All enemies within 60ft must make a Will save DC 17 + Intelligence modifier to resist attacking the Iron Tortoise master on their next available action. Victims who fail this saving throw are free to choose how they will attack the Iron Tortoise adept, but they must attack him. Those who successfully save against this maneuver still suffer a -4 penalty to attack any other target but the initiator.
8th level
Glorious Shell Shock
Iron Tortoise (Strike)
Level: 8
Prerequisites: 3 Iron Tortoise Maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Up to three adjacent creatures
Saving Throw: Reflex (partial)
By sweeping his shield in a deadly arc, the martial adept may send up to three adjacent foes flying away with bone-shattering force. Make a single shield bash attempt and apply the attack roll to up to three adjacent foes (who must be adjucent to each other as well); any successful hits to these targets inflicts an additional +5d6 points of damage and sends them hurtling up to 20-ft away (Reflex save DC 18 + Intelligence modifier negates the knock back effect). The initiator may only knock back opponents who are smaller than he, equal in size, or up to one size category larger. The character determines which direction his foes are flung.
Adamantine Shell
Iron Tortoise (Counter)
Level: 8
Prerequisites: 3 Iron Tortoise Maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
By seemingly empowering his shield with his will and perfectly setting himself against an attack, the Iron Tortoise master may attempt to render almost any attack against his person harmless. Make an opposed attack roll using your base attack bonus plus shield bonus to AC, if successful negate the attack. On a failed opposed attack roll, instead gain DR 50/- against that attack.
Adamantine Turtle Lord's Stance
Iron Tortoise (Stance)
Level: 8
Prerequisites: 3 Iron Tortoise Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
This stance represents the Iron Tortoise warrior’s ability for self sacrifice for the defense of others. While in this stance, the character may set his shield against incoming cone and line effects, making an attack roll with his shield against the attack roll or caster level, or hit die of the creature of the ability which is being used (whichever applies, attack roll or hit die for breath weapons for example, or caster level for lightning bolt for another example), if successful, line attacks immediate end upon the character's shield. Cone effects are negated in a line behind the adept from the direction of the attack. Additionally, while in this stance the character gains a +2 bonus to his shield armor class bonus.
9th level
Invulnerable Shell of the Iron Tortoise
Iron Tortoise (Counter)
Level: 9
Prerequisites: 4 Iron Tortoise Maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You, plus any adjacent allies
Duration: Instant
The ultimate technique of the Iron Tortoise discipline, the master of this discipline learns to use his unbreakable will to bolster his shield to defend himself and his allies from any attack. He plants his feet holds his shield aloft against the oncoming attacks and weathers the storm, unbreakable. By initiating this counter, any and all damaging or harmful effects that could effect the character and any of his adjacent allies are instantly negated as he and his wards take shelter under his shield and unshakable will. The initiator of this maneuver must be aware of the attack to be able to counter it, thus he must not be caught flat-footed by it.