Skills: The iron mage adds Intimidate, Knowledge (History), and Knowledge (Nobility) to her class skill list. The iron mage gains 4 + Int modifier skills per level.
Saving Throws: The iron mage has good Fortitude and Will saves, and poor Reflex saves.
This modifies saving throws.
Traditions: Choosing the iron mage archetype replaces one of the character’s traditions.
Military Tradition: The iron mage gains the War sphere as a bonus talent, and uses her class level as her casting level with that sphere. This stacks with other caster level sources normally. In addition, at 1st level they gain a bonus feat. This feat must be used to acquire an armor proficiency, shield proficiency, or weapon proficiency they qualify for, or the Improved Unarmed Strike combat feat.
Authority (Ex): The iron mage can call upon reserves of personal strength and tactical skill to perform her tactical duties more effectively and to inspire her comrades to greater feats of daring. At the start of each day, an iron mage gains a number of authority points equal to her casting ability modifier. Her authority changes throughout the day, but cannot go higher than this amount, baring special abilities. The iron mage spends authority by using commands, and regains it by succeeding in her goals.
Whenever an enemy within 60 ft. of the iron mage is reduced to 0 or fewer hit points by the iron mage or one of her allies during combat, she regains 1 point of authority. The enemy must have at least half as many Hit Dice as the iron mage for them to regain authority, and they must not be helpless unless she or her allies made them helpless.
Commands (Ex): Once per round, the iron mage may use a command to enhance her War sphere and other abilities. The iron mage has many different commands available to her, each with its own action cost. Once a command has been used, she can not use another until next turn. If she uses a command outside of her turn, it uses up this action for her next turn, and she can not use another command until after her next turn has ended. The iron mage may not use commands while she is dazed or stunned.
The iron mage gains access to all commands presented here as she levels:
- Answer the Call: At 1st level, the iron mage may spend a point of authority as an immediate action to rally an ally she can see without the need of a totem or mandate. She must still pay the normal spell point cost of the rally.
- Close the Ranks: At 1st level, the iron mage may spend a point of authority as a free action to allow an ally in a mandate she created to move their speed, provided their movement ends adjacent to the ally they are mandated with, or adjacent to an enemy that is adjacent to the ally they are mandated with. This provokes attacks of opportunity normally. Both allies must be within medium range of the iron mage.
- Face the Enemy: At 1st level, as a free action, the iron mage may spend a point of authority to cause a totem she created that is within long range to move to her current location.
- Prepare for Battle: At 5th level, the iron mage may spend a point of authority as a free action to add a number of temporary points to her momentum pool equal to twice her class level. These points are the first points spent when any ally spends momentum, and last until the end of her next turn.
- Pull the Trigger: At 5th level, as a free action, the iron mage may choose an enemy she can see within close range and spend 1 point of authority to trigger every mandate she created which has at least one member within medium range and which has a trigger the is caused by the action of an enemy or the actions of a character on an enemy. Both members of each mandate receive the benefit of the mandate as if the other had just met the trigger condition against that enemy.
- Watch Your Back: At 5th level, the iron mage may spend a point of authority to rally herself as a free action. She may only do this during her turn. The cost of the rally is reduced by 1 spell point (minimum: 0).
- Adapt to the Situation: At 9th level, the iron mage may spend a point of authority as a free action to change a totem she controls into a different type of totem she can create. This still qualifies as creating a totem, so any additional spell point cost of the new totem must be paid, but the new totem inherits any remaining duration from the previous totem, and any metamagic effects it may have had. If a totem is replaced with exactly the same type of totem, creatures within must still make new saving throws required by the totem.
- Commit Your Forces: At 9th level, when the iron mage rallies an ally, she may spend a point of authority as a free action to add the effects of a second, different rally. She must pay the spell point costs of both rallies. The second rally only affects the original target of the rally, even if multiple creatures will be affected by the rally.
- Lead the Charge: At 9th level, when the iron mage rolls initiative, she may spend 1 point of authority to allow any ally in a mandate she created to share their initiative total (d20 roll + initiative bonus) with anyone they are in a mandate with. An ally may share an initiative total they received from someone else with even more allies, if they are in multiple mandates.
- Lend a Hand: At 13th level, when using a sphere ability that targets an ally, the iron mage may spend 1 point of authority to allow her to target any ally she may currently rally, regardless of the usual range restrictions of the ability she is using. This does not increase the number of allies that can be targeted by the sphere ability.
- Muster Your Forces: At 13th level, the iron mage may spend a point of authority as a free action to transfer hit points from one member of a mandate she created to the other member. This can not reduce either member to below 1 hit point. Transferring a single hit point to a dying ally stabilizes them. Temporary hit points my not be transferred.
- Take the Offensive: At 13th level, when combat begins, the iron mage may spend a point of authority to create a totem at the beginning of the first round in which they will get to act. This must be a totem they can create in a full-round action or less, and they lose the action it took to create the totem from their first turn.
- Bring the Pain: At 17th level, the iron mage may spend a point of authority as a standard action to cause a totem they control to explode in a storm of mystical energy. Each enemy within the totem must make a Will save vs a DC equal to 10 + 1/2 the iron mage’s class level + her casting ability modifier or be stunned for 1 round. The totem ends.
- Press the Advantage: At 17th level, the iron mage may spend a point of authority as free action to refill her momentum pool. She must spend a spell point as is normally required.
- Respond to the Situation: At 17th level, the iron mage may spend a point of authority to rally an ally other than herself as if using an immediate action, but without expending her immediate action. She may do this even if she has used her immediate action already, or if she has been deprived of her immediate action (such as at the beginning of combat) but not if she is helpless. She must pay the spell point cost of the rally in addition to the point of authority.
Tradition Secrets: The iron mage may choose from the following secrets in addition to the normal secrets available to them:
- Battle Hardened: You gain the stalwart ability, as the mageknight class feature.
- Decorated Officer: The iron mage’s maximum authority increases by 2. You may take this secret multiple times. Its effects stack.
- Field Tested: The iron mage gains an extra War talent. You may take this secret multiple times. Each time, choose a different talent.
- Imbued Weapon: Choose a weapon with which you have proficiency. You can add your casting ability modifier instead of your Dexterity or Strength modifier to attack rolls when wielding this weapon.
- Sabre Rattling: The iron mage gains one swashbuckler deed of her choice, using her class level as her swashbuckler level and using authority in place of panache for the purpose of this deed. The deed is considered a command, and when used, prevents the use of other commands until the end of the iron mage’s next turn.
Grand Tradition Secrets:
- Battlefield Casting: The iron mage may take 10 on concentration checks to use War sphere abilities.
- High Alert: The iron mage may add her current authority to her initiative rolls.
- Lead from the Front: Whenever the iron mage makes a full-round attack, they receive a +4 insight bonus to their attack rolls.
- Personal Touch: Whenever the iron mage confirms a critical hit on a creature, they regain one point of authority. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the iron mage’s character level does not restore authority.