The discipline known as Iron Tortoise rose up from the need to protect one’s self and allies from harm during wartime. Phalanx fighters knew that their shield protected them as much as their brother, and that a sturdy shield wall could repel almost any harm. 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. Iron Tortoise requires its practitioners be proficient with a shield, and many of its maneuvers can only be used with a shield or shield-like device.
Key Skill: Bluff
Associated Weapons: Axes, Heavy Blades, Close Weapons
Level 1 Maneuvers
Maneuvers | Type | Description |
Angering Smash | Strike | Melee attack that causes opponent to suffer -4 to hit any target but you. |
Iron Shell | Counter | Deflect an enemy melee or missile attack with shield with an opposed attack roll plus shield bonus to AC. |
Snapping Strike | Strike | Melee attack which deals an additional 1d6 points of damage. |
Snapping Turtle Stance | Stance | Shield bashes inflict an additional 1d6 points of damage, and may make shield bashes without losing shield bonus to AC. |
Stance of the Defending Shell | Stance | Gain a bonus to shield AC based on initiator level |
Throwing Shell | Strike | Hurl shield at target, inflicting shield bash damage and an additional 1d6 points of damage. |
Level 2 Maneuvers
*Requires level 3
Maneuvers | Type | Description |
Defensive Shell | Counter | Use a shield bash attempt against an opponent’s attack roll to defend an adjacent ally and negate the attack. |
Enduring Shell | Counter | Add your shield bonus to AC to a saving throw attempt. |
Enraging Strike | Strike | Melee attack deals an additional 10 points of damage, chance to make target angry and attack you. |
Tactical Snap | Strike | Melee attack allows a free trip attempt. |
Taunting Turtle | Boost | Point out a single enemy and take an aggressive posture forcing the enemy to attack you on a failed Will save. |
Level 3 Maneuvers
*Requires level 5
Maneuvers | Type | Description |
Burnished Shell | Counter | Make an opposed attack roll plus shield bonus to AC vs an enemy spellcaster’s CL to deny the effects of a spell targeted on you. |
Greater Snapping Strike | Strike | Melee attack that inflicts an additional 3d6 points of damage, bypasses DR. |
Iron Tortoise Stance | Stance | Increase reach for attacks of opportunity while in this stance by 5 ft., make additional attacks of opportunity, act as one size larger for CMD. |
Tortoise Defense | Counter | Subtract 10-ft. from your next movement action, and gain DR 10/- against an attack. |
Level 4 Maneuvers
*Requires level 7
Maneuvers | Type | Description |
Aggravated Wounds | 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. |
Ricochet Shell | Strike | Throw shield at target, bouncing it between up to four targets within 10 ft. of each other, inflicting an additional 3d6 points of damage. |
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 | Make an opposed shield bash against opponent’s attack roll, if successful, make a counter attack with a +2 bonus to hit. |
Level 5 Maneuvers
*Requires level 9
Maneuvers | Type | Description |
Quick Snap | Counter | When struck in melee, may make an immediate counter attack and strike does double damage. |
Shell Shock | Strike | Make a powerful shield bash that inflicts an additional 6d6 points of damage and may knock an opponent 20-ft. away |
Turtle Knight's Stance | Stance | Stance that makes you difficult to move, grants improved uncanny dodge, and improves shield bonus by +4 so long as you do not move. |
Vicious Snapping Strike | Strike | Melee attack inflicts an additional 5d6 points of damage, halves opponent’s movement speed for their turn. |
Level 6 Maneuvers
*Requires Level 11
Maneuvers | Type | Description |
Mithril Tortoise Stance | Stance | Armor worn is considered one category lighter, halve armor check penalty, and gain a +2 dodge bonus to AC and to CMD. |
Snapping Turtle Rush | 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. |
Throwing Shell Cyclone | Strike | Thrown shield attacks all targets in a 20 ft. radius before returning to discipline, inflicting 12d6 points of damage. |
Level 7 Maneuvers
*Requires level 13
Maneuvers | Type | Description |
Cyclonic Shell Crush | Strike | Make a shield bash attack against all adjacent enemies which inflicts an additional +7d6 points of damage and has the chance of dazing for 1d4 rounds. |
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 60 ft. to attack you if they fail a Will save. |
Level 8 Maneuvers
*Requires level 15
Maneuvers | Type | Description |
Adamantine Shell | Counter | Make an opposed attack roll plus shield bonus against opponents attack to negate it, if failed gain DR 40/- against the attack. |
Glorious Shell Shock | Strike | Powerful shield bash that inflicts an additional +8d6 points of damage to up to three adjacent enemies and sends them hurtling 20 ft. away. |
Turtle General's Stance | Stance | Halved movement, but shield automatically blocks line and cone effects, +2 AC to shield bonus. |
Level 9 Maneuvers
*Requires level 17
Maneuvers | Type | Description |
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. |