Some engineers eschew the study of automatons, turning instead to living creatures for inspiration, improvement, and introspection. They enhance their own bodies with cybertech and training, and learn to efficiently repair – or destroy – the bodies of others.
The iron fist is an archetype of the engineer class.
Archetype Main Ability Scores:
The iron fist mainly focuses on STR and DEX for martial combat and INT for their class features.
Archetype Feature Replacements:
1st – Automaton, Crafter, Technologist. 2nd – Tinkering, Engineer Trick. 3rd – Demolish, Rough and Ready. 4th – Support Droid, Engineer Trick. 6th – Engineer Trick. 8th – Engineer Trick. 10th – Salvage Expert, Engineer Trick. 12th – Engineer Trick. 13th – Precise Timing. 14th – Engineer Trick. 16th – Engineer Trick. 18th – Engineer Trick. 20th – Engineer Trick.
Martial Prowess
An iron fist’s base attack bonus increases by one step (from 3/4 BAB to full BAB), and his hit dice increase from d8 to d10.
This ability modifies the engineer’s hit die and base attack bonus and replaces Technologist.
Limit Break (Su)
At 1st level, the iron fist receives the Limit Break (Ironbound Fists).
Ironbound Fists (Su): This Limit Break allows the iron fist to perfectly flow his ki around his body, sharpening both mind and body to a fine edge. For a duration of 1 round + 1 round per four engineer levels after 1st, the iron fist gains a +1 competence bonus to his attack rolls and ignores damage reduction and hardness up to his engineer level when using unarmed strikes. For every four engineer levels attained after 1st, he gains an additional +1 competence bonus to his attack rolls. This limit break requires only a swift action.
This ability replaces the Limit Break (Overdrive).
Iron Body (Ex)
At 1st level, an iron fist gains Improved Unarmed Strike as a bonus feat. He also gains an amount of temporary hit points at the beginning of each day equal to the total implantation value of cybertech installed in him. These temporary hit points are refreshed each day, and stack with temporary hit points gained from other sources.
This ability replaces automaton.
Steel Mind (Ex)
At 1st level, an iron fist gains a competence bonus equal to half his engineer level (minimum 1) to all Craft skill checks made to create or enchant electronic, mechanical, and/or technological objects (including cybertech, constructs, etc.), as well as to his Constitution and Intelligence scores for the purpose of determining the maximum implantation value of cybertech he may have installed. In addition, the iron fist may use his total bonus to Repair skill checks in place of his total bonus for Heal skill checks, including using his Intelligence modifier instead of his Wisdom modifier.
This ability replaces crafter.
Iron Defense (Ex)
While wearing light or no armor and not wearing a shield, an iron fist adds 1 point of Intelligence bonus (if any) per engineer class level as a dodge bonus to his AC. If the iron fist is caught flat-footed or otherwise denies his Dexterity bonus to AC, he also loses this bonus.
This ability replaces tinkering.
Iron Talents
At 2nd level and every even level thereafter, the iron fist gains either an engineer trick or a monk talent.
These abilities may replace engineer tricks.
Percussive Maintenance (Ex)
At 3rd level, an iron fist understands the mechanics of the body, and can repair it like a machine. The iron fist can deal his unarmed strike’s minimum damage (including his Strength modifier as normal) to a willing, living target as nonlethal damage; this damage cannot be healed in any way except a full night’s rest, after which it is removed automatically. When he deals nonlethal damage to an ally this way, he may activate his repair ability on that ally, healing them as if they were a construct. When using this ability on himself, he deals 1 point of nonlethal damage instead of his unarmed strike’s minimum damage. The iron fist can activate this ability once per day at 3rd level, plus an additional time per day for every three levels beyond 3rd.
This ability replaces demolish.
Evasion (Ex)
At 3rd level, if an iron fist makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if an iron fist is wearing light or no armor. A helpless iron fist does not gain the benefit of evasion.
This ability replaces rough and ready.
Iron Fists (Ex)
At 4th level, the iron fist gains the unarmed strike damage of a monk of his engineer level – 3.
At 10th level, the iron fist’s unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are also treated as adamantine for the purpose of overcoming damage reduction.
This ability replaces support droid.
Steel Fists (Ex)
At 10th level, the iron fist gains the unarmed strike damage of a monk with a level equal to his engineer level.
This ability replaces salvage expert.
Improved Evasion (Ex)
At 13th level, the iron fist’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon, but henceforth he takes only half damage on a failed save. A helpless iron fist (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
This ability modifies precise timing.