A shaman that selects the metal spirit is often more methodical and rigid in her ways, and her eyes reflect like a polished mirror. When she calls upon the spirit’s abilities, a low roar of a furnace and the clanging of metal can be heard as her skin briefly shimmers like polished steel.
Spirit Magic Spells: lead blades (1st), heat metal (2nd), keen edge (3rd), versatile weapon (4th), major creation (metal items only) (5th), wall of iron (6th), statue (metal statue instead of stone) (7th), repel metal or stone (8th), iron body (9th).
A shaman who chooses the metal spirit can select from the following hexes.
Curse of Blades (Su): The shaman curses a target within 30 feet to be more susceptible to damage. For 1 round, the target takes a -2 penalty to AC, and any time a creature hits the target with a natural or manufactured weapon, the attacker rolls for damage twice and takes the better result. A successful Fortitude saving throw negates this hex. At 8th and 16th levels, the duration of this hex increases by 1 round. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
Dance of the Blades (Ex): The shaman’s base speed increases by 10 feet. At 7th level, she gains a +1 bonus on attack rolls with a metal weapon in any round in which she moves at least 10 feet. This bonus increases by +1 at 11th level, and every four levels thereafter. At 11th level, as a move action, she can maneuver her weapon to create a shield of whirling steel around herself until the start of her next turn; non-incorporeal melee and ranged attacks against her have a 20% miss chance while the shield is active. She must be wielding a metal weapon to use this ability.
Hand of the Forge (Su): A shaman with this hex can instantly repair or destroy an object within 30 feet. If she repairs it, the object is restored 1d6 hit points per two shaman levels; this otherwise functions as make whole. If she chooses to destroy the object, it instead takes 1d6 points of damage per two shaman levels, ignoring hardness and damage reduction. If the object is magical or in a creature’s possession, the item (or its attending creature) can make a Fortitude save to half the damage. Once an object has been targeted by either effect, it cannot be the target of this hex again for 24 hours.
Iron Constitution (Su): The shaman gains a +1 bonus on Fortitude saves. At 7th level, and again at 14th level, this bonus increases by +1.
Skill at Arms (Ex): The shaman gains proficiency in all martial weapons and heavy armor.
A shaman who chooses the metal spirit as her spirit or wandering spirit gains the following ability.
Iron Weapon (Su): The shaman can create a melee simple or martial weapon that lasts for 1 minute for every shaman level she possesses. This weapon is appropriate for her size and entirely made of metal (even if it would normally include non-metal parts, such as a spear’s shaft) but functions as if it were a normal weapon of its type. She is considered proficient with this weapon. The weapon disappears after 1 round if it leaves her grasp. At 3rd level, the blade is made of cold iron. At 7th level, 15th level, and 19th level, the blade gains a +1 enhancement bonus. At 11th level, the blade is made of adamantine. She can use this ability a number of times per day equal to 3 + her Charisma modifier.
A shaman who chooses the metal spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.
Metal Morph (Sp): The shaman can change the material properties of weapons nearby. This functions as a heart of the metal spell, using her shaman level as her caster level and requires no material components. Each weapon she targets is also affected by an alter weapon spell, if she desires. She can use this ability to change the weapons to other forms of metal not listed, such as gold or copper, subject to GM discretion. She can use this ability a number of minutes per day equal to her Charisma modifier. This duration does not need to be consecutive, but must be spent in 1-minute increments.
A shaman who chooses the metal spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.
Heart of Iron (Ex): The shaman’s flesh hardens like metal, granting her DR 5/cold iron. She has a 50% chance of negating any critical hit or sneak attack used against her; this does not stack with any other effect that reduces the chance of a critical hit or sneak attack, such as the fortification enhancement.
Upon reaching 20th level, the shaman becomes a master of iron and steel. She gains the benefits of Weapon Focus, Greater Weapon Focus, and Improved Critical with any one metal weapon that she is proficient with. Her armor is like a second skin to her—while wearing metal armor she is proficient with, the armor’s maximum Dexterity bonus increases by +5 and she takes no armor check penalty. In addition, any metal she creates with her magic (such as wall of iron) has its hardness increased by +10.
Path of Iron, © 2015, Ascension Games, LLC; Author Christopher Moore