|Class Level||BAB||Fort Save||Ref Save||Will Save||Special|
|1||+1||+2||+0||+0||Movement bonus +1, Full movement|
|2||+2||+3||+0||+0||Quick Armory, Forged As Brothers +1|
|3||+3||+3||+1||+1||Movement bonus +2|
|4||+4||+4||+1||+1||Advanced Endurance, Forged As Brothers +2|
|5||+5||+4||+1||+1||Movement bonus +3, Iron Within Iron Without|
Magic, ranged weapons, and the spread of effective but lightly armored combat styles mean that heavy armor is often an asset, rather than an advantage, on the battlefield. The Ironclad seeks to turn the tables by mastering the skills needed to move, fight, and if neccessary, die in heavy armors. Rather than simply being large and tough, Ironclads are surprisingly adaptible; an Ironclad will learn to fight with his fellows to form a wall of armor, but he can also roll under a charging adversary to thrust upwards, felling mount and rider alike before diving away. Skilled Ironclads are credited with being able to soumersault or climb the underside of ladders while wearing their full armor.
Most Ironclads come from a background as fighters, but there are a few clerics; and although dwarves were the first proponents of the fighting style, humans, militaristic hobgoblins, and even a few unusual elves have taken to these techniques.
Hit Dice: d12
To qualify for becoming an Ironclad, a character must fulfill all the following criteria;
Base Attack Bonus: +5
Feats: Must be able to use heavy armors, Endurance
Jump: 3 ranks
Tumble: 3 ranks
The Ironclad's class skills are Climb, Intimidate, Ride, Jump, Tumble, Profession (Armorer; most Ironclads repair and maintain their own suits)
Skill points at each level: 2 + Int modifier
Weapon and Armor Proficiency: Ironclads are proficient with all simple and martial weapons, all types of armor, and all shields.
Movement bonus: At 1st, 3rd, and 5th level the Ironclad's practice moving in full armor pays off in reducing his penalties to movement skills including Jump, Climb, Tumble and Ride.
Full movement: An Ironclad has trained to run and fight in his armor. His movement is not penalized for wearing heavy armor, although this doesn't affect dwarf Ironclads.
Quick Armory: By 2nd level, an Ironclad has learned how to quickly arm and disarm himself. It takes only one round for him to don his full armor, and he may ready a shield as a free action.
Forged As Brothers: At 2nd level, Ironclads become so familiar with moving in tandem that, should two or more Ironclads fight together, each Ironclad receives a +1 bonus to armor class. This bonus increases to +2 at 4th level.
Advanced Endurance: At 4th level, an Ironclad has become so accustomed to wearing full armor for days and may wear heavy armor the same way the Endurance feat allows characters to move in medium and light armors.
Iron Within, Iron Without: By 5th level, an Ironclad has become familiar enough with warding magical attacks that he's become skilled in covering himself and in using his armor to ground out spell affects. If required to make a Fort save, an Ironclad may reduce damage to half if unsuccessful, and fully if successful.