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Iron Tortoise


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. The Iron Tortoise discipline’s associated skill is Bluff, and its associated weapon groups are axes, heavy blades, and close weapons.

Maneuvers from Iron Tortoise require use of a shield in one hand. Animated shields are not allowed as they do not allow the full range of motions required to use these maneuvers. Tower shields may be used, but cannot be used to perform shield bash maneuvers unless the initiator has the ability to perform shield bashes with tower shields.

Order of Presentation: In the maneuver lists and descriptions, the maneuvers are grouped alphabetically by level.

Initiator Level: Some maneuvers effects depend on the initiator level, which is usually the character’s level in the class that provides access to martial maneuvers. The word “level” in the maneuver lists always refers to initiator level.

Creatures and Characters: “Creatures” and “characters” are used synonymously in the maneuver descriptions.

Discipline Restrictions Some disciplines carry specific restrictions on when they can be used, as well as specific rules for those disciplines, as defined in that discipline’s maneuver list.

Table: 1st Level Iron Tortoise Maneuvers
ManeuverTypeDescription
Angering SmashStrikeMelee attack that causes opponent to suffer -4 to hit any target but you.
Iron ShellCounterDeflect an enemy melee or missile attack with shield with an opposed attack roll plus shield bonus to AC.
Snapping StrikeStrikeMelee attack which deals an additional 1d6 points of damage.
Snapping Turtle StanceStanceShield bashes inflict an additional 1d6 points of damage, and may make shield bashes without losing shield bonus to AC.
Stance of the Defending ShellStanceGain a bonus to shield AC based on initiator level (+1 AC/4 IL)
Throwing ShellStrikeHurl shield at target, inflicting shield bash damage and an additional 1d6 points of damage.

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Table: 2nd Level Iron Tortoise Maneuvers
ManeuverTypeDescription
Defensive ShellCounterUse a shield bash attempt against an opponent’s attack roll to defend an adjacent ally and negate the attack.
Enduring ShellCounterAdd your shield bonus to AC to a saving throw attempt.
Enraging StrikeStrikeMelee attack deals an additional 10 points of damage, chance to make target angry and attack you.
Tactical SnapStrikeMelee attack allows a free trip attempt.
Taunting TurtleBoostPoint out a single enemy and take an aggressive posture forcing the enemy to attack you on a failed Will save.

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Table: 3rd Level Iron Tortoise Maneuvers
ManeuverTypeDescription
Burnished ShellCounterMake 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 StrikeStrikeMelee attack that inflicts an additional 3d6 points of damage, bypasses DR.
Iron Tortoise StanceStanceIncrease 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 DefenseCounterSubtract 10-ft. from your next movement action, and gain DR 20/- against an attack.

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Table: 4th Level Iron Tortoise Maneuvers
ManeuverTypeDescription
Aggravated WoundsBoostAll 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 ShellStrikeThrow shield at target, bouncing it between up to four targets within 10 ft. of each other, inflicting an additional 3d6 points of damage.
Smashing ShellStrikeMake a shield bash that catches an opponent flat-footed, inflicts shield bash damage plus an additional 4d6 damage, chance to daze.
Snapping RiposteCounterMake an opposed shield bash against opponent’s attack roll, if successful, make a counter attack with a +2 bonus to hit.

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Table: 5th Level Iron Tortoise Maneuvers
ManeuverTypeDescription
Quick SnapCounterWhen struck in melee, may make an immediate counter attack and strike does double damage.
Shell ShockStrikeMake a powerful shield bash that inflicts an additional 6d6 points of damage and may knock an opponent 20-ft. away
Turtle Knight’s StanceStanceStance 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 StrikeStrikeMelee attack inflicts an additional 5d6 points of damage, halves opponent’s movement speed for their turn.

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Table: 6th Level Iron Tortoise Maneuvers
ManeuverTypeDescription
Mithral Tortoise StanceStanceArmor worn is considered one category lighter, halve armor check penalty, and gain a +2 dodge bonus to AC and to CMD.
Snapping Turtle RushStrikeMake a charge attack with your shield, strike inflicts an additional 8d6 points of damage and may knock opponent prone.
Steel ShellCounterMake an opposed attack roll plus shield bonus against opponents attack to negate it, if failed gain DR 20/- against the attack.
Throwing Shell CycloneStrikeThrown shield attacks all targets in a 20 ft. radius before returning to discipline, inflicting 12d6 points of damage.

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Table: 7th Level Iron Tortoise Maneuvers
ManeuverTypeDescription
Cyclonic Shell CrushStrikeMake 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 RiposteCounterMake 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 AggressionBoostBy assuming an aggressive posture, force all enemies within 60 ft. to attack you if they fail a Will save.

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Table: 8th Level Iron Tortoise Maneuvers
ManeuverTypeDescription
Adamantine ShellCounterMake an opposed attack roll plus shield bonus against opponents attack to negate it, if failed gain DR 40/- against the attack.
Glorious Shell ShockStrikePowerful 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 StanceStanceHalved movement, but shield automatically blocks line and cone effects, +2 AC to shield bonus.

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Table: 9th Level Iron Tortoise Maneuvers
ManeuverTypeDescription
Invulnerable Shell of the Iron TortoiseCounterNegates any and all damage, spells, or harmful effects that would effect the initiator and his adjacent allies.

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The Iron Tortoise Discipline

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. The Iron Tortoise discipline’s associated skill is Bluff, and its associated weapon groups are axes, heavy blades, and close weapons.

Maneuvers from Iron Tortoise require use of a shield in one hand. Animated shields are not allowed as they do not allow the full range of motions required to use these maneuvers. Tower shields may be used, but cannot be used to perform shield bash maneuvers.

Angering Smash

Discipline: Iron Tortoise (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: One round

DESCRIPTION

By making a quick shield bash, the disciple taunts and aggravates his foes into striking at him solely. The initiator makes 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 the initiator.

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Iron Shell

Discipline: Iron Tortoise (Counter); Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You

A shield is used for defense primarily, a basic martial truth. It turns aside harm, and the shield of a disciple of the Iron Tortoise can do the same thing in ways that others cannot. The initiator makes an opposed attack roll as if making a shield bash attempt at his full base attack bonus plus his shield bonus to AC against his enemy’s attack roll to deflect a single enemy’s melee or missile attack (that is not a spell or power).

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Snapping Strike

Discipline: Iron Tortoise (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

Disciples 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 disciple may drive home a potent blow. The initiator makes a melee attack, and if successful, this attack inflicts an additional 1d6 points of damage.

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Snapping Turtle Stance

Discipline: Iron Tortoise (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

The disciple of the Iron Tortoise in this stance holds his shield in a manner to deliver punishing shield bashes without sacrificing his ability to defend himself. While in this stance, the initiator may make shield bash attacks without losing his shield bonus to his Armor Class, and shield bash attacks inflict an additional 1d6 points of damage. This bonus damage increases by +1d6 every 8 initiator levels beyond 1st level.

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Stance of the Defending Shell

Discipline: Iron Tortoise (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

An Iron Tortoise disciple learns a valuable stance that forms the core of their discipline, that being the nature of the unbreakable wall. By focusing one’s attention to defense with their shield, their martial skill improves their defense. The initiator gains an additional +1 bonus to his shield AC while in this stance, and this bonus increases by +1 for every 4 initiator levels he possesses after 1st level (+2 at 5th, +3 at 9th, +4 at 13th, and to a maximum of +5 at 17th level).

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Throwing Shell

Discipline: Iron Tortoise (Strike); Level: 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

Using a special technique developed for surprisingly effective ranged attacks, the disciple of the Iron Tortoise knows how to deliver his shield in a powerful throw in a manner similar to a champion discus thrower. The initiator throws his shield (light or heavy shields; this does not work with bucklers or tower shields) with a range increment of 20 ft. as a ranged attack, inflicting damage as if the character had just shield bashed his opponent and inflicting an additional 1d6 points of damage and the shield falls to a space adjacent of his target (the player may choose which space it lands in). If the attacked target is within the first two range increments, then the initiator may catch the shield as a free action and regain use of his shield on his turn.

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Defensive Shell

Discipline: Iron Tortoise (Counter); Level: 2
Initiation Action: 1 immediate action
Range: 5 feet
Target: One adjacent ally

DESCRIPTION

The Iron Tortoise disciple has quick reflexes and a strong shield with which to defend his allies. The initiator makes a shield bash attempt against an enemy’s attack roll that targets an adjacent ally. If the initiator succeeds, he negates the attack against his ally.

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Enduring Shell

Discipline: Iron Tortoise (Counter); Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You

By tightening up behind his shield and dropping low under its protective aegis, the disciple of the Iron Tortoise learns to minimize the risk he suffers from spells and effects that would cause him to rely solely on reflexes. The initiator throws up his shield when he is forced to make a Fortitude or Reflex save and uses it to help mitigate the harm he is about to endure. The initiator may add his total shield bonus to AC to a single Fortitude or Reflex save when using this counter.

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Enraging Strike

Discipline: Iron Tortoise (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature of Intelligence 1 or higher.
Saving Throw: Will partial

DESCRIPTION

The defensive nature of the Iron Tortoise teaches the disciple 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 strike inflicts an additional 10 points of damage. The aggravating pain of this wound can cause a foe to react violently against the initiator, forcing it to make a Will save (DC 12 + initiation modifier) or it must attack him at its next available action. This attack must be a melee attack if the target his anything in hand that could be used as a weapon or an improvised weapon (this includes bows wielded as clubs, and natural weapons), otherwise he may choose a different attack method, but he must attack the initiator. Additionally, he gains a -2 penalty to attack the initiator of this strike due to the anger incited by the initiator.

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Burnished Shell

Discipline: Iron Tortoise (Counter); Level: 3
Prerequisite(s): 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 use Burnished Shield against fireball for example, as it does not specify a target) with the martial disciple as the target. The initiator 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.

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Tactical Snap

Discipline: Iron Tortoise (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

DESCRIPTION

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. As part of this maneuver, the initiator makes a single melee attack. If this attack is successful, he may initiate a free trip attempt with a +2 competence bonus against his opponent that does not provoke an attack of opportunity.

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Taunting Turtle

Discipline: Iron Tortoise (Boost); Level: 2
Initiation Action: 1 swift action
Range: 30 ft.
Target: One creature of Intelligence 2 or higher.
Saving Throw: Will negates

DESCRIPTION

The initiator singles out an enemy on the field of battlefield and through words, postures, or gestures insults and infuriates the foe to attack him on its next available action with whatever means it possesses. The target makes a Will save (DC 12 + initiation modifier) or it must attack the initiator on its next action in some form or fashion. This maneuver only effects creatures with an Intelligence score of 2 or higher.

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Greater Snapping Strike

Discipline: Iron Tortoise (Strike); Level: 3
Prerequisite(s): 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 disciple 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 3d6 points of damage and ignores the creature’s damage reduction (if any).

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Iron Tortoise Stance

Discipline: Iron Tortoise (Stance); Level: 3
Prerequisite(s): 1 Iron Tortoise Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

This stance allows the disciple of the Iron Tortoise greater offensive ability while still remaining on the defensive, protecting himself and his allies. By positioning his footwork to allow for fast lunges and withdrawal, the reach of the martial disciple increases to meet his foes as they try to evade him and he stands imposing, impassable. The martial disciple is considered one size larger for the purposes of determining his CMD while in this stance, and he gains +5 ft. reach for making attacks of opportunity and may make one additional attack of opportunity per round.

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Tortoise Defense

Discipline: Iron Tortoise (Counter); Level: 3
Prerequisite(s): 1 Iron Tortoise Maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round

By focusing on defense, the disciple sacrifices his movement speed for greater protection. The initiator may voluntarily reduce his movement speed by 10 ft. on his next turn to gain damage reduction 20/- against a single attack.

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Aggravated Wounds

Discipline: Iron Tortoise (Boost); Level: 4
Prerequisite(s): 1 Iron Tortoise Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

By making aggravating wounds and aggressive, intimidating postures, the disciple’s attacks possess an unusual amount of threatening power. Each successful melee attack the initiator makes causes those hit by those attacks to suffer a -4 cumulative penalty on attack rolls against any target except the initiator himself.

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Ricochet Shell

Discipline: Iron Tortoise (Strike); Level: 4
Prerequisite(s): 1 Iron Tortoise Maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: Up to four creatures within 10 ft. of each other

By hurling his shield at his foes with the speed and force of a giant-tossed boulder, the disciple of the Iron Tortoise bounces his shield between a few targets with rapid speed and punishing force. The initiator makes a ranged attack, hurling his shield with a range increment of 20 ft.. If successful, this attack inflicts damage as a shield bash and inflicts an additional 3d6 points of damage and may bounce to another valid target using the same attack roll within 10 ft. of the target. This second target suffers damage as a shield bash plus an additional 2d6 points of damage for the second target, an additional 1d6 points of damage for the third target, and normal shield bash damage for the fourth and final target. At the end of the attack, the shield returns to the initiator who may catch it as a free action and resume its use that round.

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Smashing Shell

Discipline: Iron Tortoise (Strike); Level: 4
Prerequisite(s): 1 Iron Tortoise Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial

DESCRIPTION

The Iron Tortoise disciple 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 disciple may daze his foe into defeat. The initiator 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 + initiation modifier).

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Snapping Riposte

Discipline: Iron Tortoise (Counter); Level: 4
Prerequisite(s): 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 disciple learns to strike through this opening to score a vicious wound. The disciple makes a shield bash attempt against his foe’s attack roll. If successful, he may make an immediate counter attack against them with a +2 competence bonus to hit at his full attack bonus with his main hand weapon.

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Quick Snap

Discipline: Iron Tortoise (Counter); Level: 5
Prerequisite(s): 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 disciple may deliver a powerful counter attack. If struck in melee combat, the initiator may make an immediate counter attack which inflicts double damage if successful.

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Shell Shock

Discipline: Iron Tortoise (Strike); Level: 5
Prerequisite(s): 2 Iron Tortoise Maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Reflex partial

DESCRIPTION

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 which if successful inflicts an additional 6d6 points of damage and if the target fails a Reflex save (DC 15 + initiation modifier) knocks the opponent up to 20-ft away where he will land prone. Foes that succeed this saving throw are still pushed back 5-ft away from the disciple. The direction to where his opponent is flown is decided by the initiator.

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Turtle Knight’s Stance

Discipline: Iron Tortoise (Stance); Level: 5
Prerequisite(s): 2 Iron Tortoise Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

By planting his feet, staying low to the ground with his shield at the ready, the martial disciple roots himself firmly in place, immovable. While in this stance, the initiator may not move from his spot, but gains several benefits for doing so. He gains a circumstance bonus equal to his initiator level to CMD, 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 +4. Voluntarily moving beyond a 5-ft. step per round ends this stance automatically, but should he be moved not of his own violation, he retains the stance.

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Vicious Snapping Strike

Discipline: Iron Tortoise (Strike); Level: 5
Prerequisite(s): 2 Iron Tortoise Maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

A skilled disciple 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 disciple 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.

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Mithral Tortoise Stance

Discipline: Iron Tortoise (Stance); Level: 6
Prerequisite(s): 2 Iron Tortoise Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

The Iron Tortoise disciple has become so comfortable in his armor that is like a second skin to him, and he is capable of moving better than most while wearing it. While in this stance, the initiator treats armor he is wearing as one type lighter (i.e. heavy armor is treated as medium armor, and this stacks with the mithral material bonus, treating heavy mithral armor as light armor), increases his maximum Dexterity modifier by +2, and his total armor check penalty is halved while in this stance (any armor check penalty from armor, shields, or encumbrance). Finally, due to being stronger from wearing his burden of metal so much, the initiator moves more freely, and gains a +2 dodge bonus to his AC and to his CMD.

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Snapping Turtle Rush

Discipline: Iron Tortoise (Strike); Level: 6
Prerequisite(s): 2 Iron Tortoise Maneuvers
Initiation Action: 1 standard action
Range: One melee charge attack
Target: One creature
Saving Throw: Reflex partial

DESCRIPTION

By charging forward to gain momentum, the martial disciple may make a powerful shield bash that may knock his foes to the ground, crippled with injuries. The martial disciple must make a charge attack using his shield which if successful inflicts an additional 8d6 points of damage and knocks his foe prone on a failed Reflex save (DC 16 + initiation modifier).

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Steel Shell

Discipline: Iron Tortoise (Counter); Level: 6
Prerequisite(s): 2 Iron Tortoise Maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You

By steeling himself against an attack behind the wall of his mighty shield, an Iron Tortoise disciple may attempt to negate or reduce an incoming attack. The initiator makes an opposed attack roll using his base attack bonus plus shield bonus to AC against the opponent’s attack roll. If successful, the attack is negated. If the opposed check is failed by the martial disciple, he instead gains DR 20/- to resist the attack.

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Throwing Shell Cyclone

Discipline: Iron Tortoise (Strike); Level: 6
Prerequisite(s): 2 Iron Tortoise Maneuvers
Initiation Action: 1 full-round action
Range: 20 ft.
Area: 20 ft. radius burst, centered on initiator
Saving Throw: Reflex half

DESCRIPTION

The disciple of the Iron Tortoise levels his shield out and spins, releasing it to strike out as his foes in a flurry of clanging steel as it ricochets mercilessly against all within his range and lands firmly back in his waiting hand. The initiator throws his shield and it ricochets between all enemy targets within a 20 ft. burst of his position as a full-round action before returning to his hand. This attack inflicts 12d6 points of damage to all targets who fail to make a Reflex save (DC 16 + initiation modifier) for half damage.

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Cyclonic Shell Crush

Discipline: Iron Tortoise (Strike); Level: 7
Prerequisite(s): 2 Iron Tortoise Maneuvers
Initiation Action: 1 standard action
Range: One melee attack
Target: All adjacent foes
Saving Throw: Fortitude partial

DESCRIPTION

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. The initiator makes a shield bash attack against all adjacent foes, each successful attack inflicts an additional +7d6 points of damage and may daze the target on a failed Fortitude save (DC 17 + initiation modifier) for 1d4 rounds.

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Iron Defender’s Riposte

Discipline: Iron Tortoise (Counter); Level: 7
Prerequisite(s): 2 Iron Tortoise Maneuvers
Initiation Action: 1 immediate action
Range: One ally within 20-ft
Target: One creature
Saving Throw: Fortitude partial

DESCRIPTION

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 disciple may rush up 20 ft. 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 and dazes them if the target fails a Fortitude save (DC 17 + initiation modifier).

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Unlimited Aggression

Discipline: Iron Tortoise (Boost) [mind-affecting]; Level: 7
Prerequisite(s): 2 Iron Tortoise Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: All enemies within 60 ft. with an Intelligence score of 3 or higher
Saving Throw: Will negates

By assuming an aggressive posture and taunting his foes, the Iron Tortoise challenges all foes to face him if they dare. All enemies within 60 ft. must make a Will save (DC 17 + initiation 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 disciple, but they must attack him.

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Adamantine Shell

Discipline: Iron Tortoise (Counter); Level: 8
Prerequisite(s): 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. The initiator makes an opposed attack roll using his base attack bonus plus shield bonus to AC which if successful negates the attack. On a failed opposed attack roll, instead gain DR 40/- against that attack.

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Glorious Shell Shock

Discipline: Iron Tortoise (Strike); Level: 8
Prerequisite(s): 3 Iron Tortoise Maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Up to three adjacent creatures

By sweeping his shield in a deadly arc, the martial disciple may send up to three adjacent foes flying away with bone-shattering force. The initiator makes a single shield bash attempt and applies the attack roll to up to three adjacent foes; any successful attacks to these targets inflict an additional +8d6 points of damage and send them hurtling up to 20 ft. away. The initiator determines which direction his foes are hurled to.

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Turtle General’s Stance

Discipline: Iron Tortoise (Stance); Level: 8
Prerequisite(s): 3 Iron Tortoise Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

This stance represents the Iron Tortoise warrior’s ability for self sacrifice for the defense of others. While in this stance, the initiator may set his shield against incoming cone and line effects, making an attack roll with his shield against the attack roll or caster level (whichever applies, attack roll for breath weapons for example, or caster level for lightning bolt for another example) which if successful, line attacks immediate end upon the initiator’s shield. Cone effects are negated in a line behind the disciple from the direction of the attack. Additionally, while in this stance the initiator gains a +2 bonus to his shield armor class bonus.

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Invulnerable Shell of the Iron Tortoise

Discipline: Iron Tortoise (Counter); Level: 9
Prerequisite(s): 4 Iron Tortoise Maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You, plus any adjacent allies
Duration: Instant

DESCRIPTION

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 initiator 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. This is a supernatural maneuver.

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