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ErrantX
2013-06-13, 01:38 PM
The Iron Man

http://i262.photobucket.com/albums/ii99/lythonv66/iron-man.jpg (http://thedurrrrian.deviantart.com/gallery/#/d55tn2d)
Antonius the Invincible, an Iron Man
Picture used by permission of artist, Daniel Kamarudin (http://thedurrrrian.deviantart.com/)

The heavily armored cavalier, the armored knight, the battle-hardened fighter, the staunch paladin. What do all of these men and women have in common? They often wear the heaviest armor available to them to protect themselves in battle against their goes so that they may do their job. Then there are those that take the protection available to these esteemed folk and do what a scientist would do: improve upon it. One part engineer, one part artificer, and entirely a warrior, the Iron Man is a being who refuses to see limits on his armor and uses it for the goals that suit his purposes.
Adventures: An Iron Man adventures to test the limits on his armor and often uses it to protect the people he cares about most, his friends and traveling companions. Some attempt to use their armor for more grand purposes, others for darker, but all seek to test their limits and constantly improve their designs.
Characteristics: If there can be said to be one characteristic that set an Iron Man apart from another warrior is the confidence (bordering on arrogance) that he possesses with his armor. Knowing that this armor is a part of who he is and it is the culmination of all of his work, the Iron Man has extreme self-confidence in his own abilities. If he did not, he would not survive for for long.
Alignment: Any. Any walk of life can be an Iron Man.
Religion: Any. No religion specifically cleaves with the path of the Iron Man, some are paladins of their faiths, others are atheists who believe in their own ingenuity.
Background: All Iron Men have a background in engineering and armorsmithing, with a knowledge of metallurgy and some knowledge of the arcane sciences. Beyond there, no common thread lies between them.
Races: Humans, gnomes and dwarves are the most likely to follow the path of the Iron Man. The dwarves and gnomes with their skills of the forge and imagination, and human kind due to their irrepressible natures. Of the monstrous races, goblins and kobolds occasionally produce Iron Men.
Other Classes: Fighters and wizards find common ground with Iron Men and can find much to share with each other. Paladins can find agreement with them provided they have similar goals.
Role: Iron Men work best when in a defensive role, protecting their allies with their abilities. They work well in offensive roles as well, when specializing in overwhelming firepower.

GAME RULE INFORMATION:
Abilities: Intelligence is a highly valued attribute as it determines the power of the character's armor modification saving throws and skill points. Physical attributes have their place, but eventually the armors beget their own physical power so only Constitution remains incredibly relevent for additional hit points.
Starting Age: As wizard.
Starting Gold: As rogue.

Hit Die: d8
Skills: Iron Men have access to the following skills: Appraise (Int), Craft (Int), Disable Device (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Perception (Wis), Profession (Wis), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Intelligence modifier.

The Iron Man

http://i262.photobucket.com/albums/ii99/lythonv66/IronmanClasstable_zps04d676ed.jpg (http://s262.photobucket.com/user/lythonv66/media/IronmanClasstable_zps04d676ed.jpg.html)

Class Features:
All of the following are class features of the Iron Man.

Weapon and Armor proficiencies: Iron Men are proficient in the use of all simple weapons one handed martial melee weapons, as well as the use of all armor and bucklers.

Armor Modifications (Su): An Iron Man does not prepare or cast spells as other wielders of arcane or divine magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as armor modifications that require him to focus the energy that suffuses his armor to achieve wondrous mechanical effects. An Iron Man can use any modification he has installed at will, with the following qualifications:

A Iron Man’s mods are magical special armor abilities; treat them as if they were part of the armor and do not function if the armor does not function. An Iron Man's initiator level with his armor modifications is equal to his Iron Man level.

The save DC for an armor modification (if it allows a save) is 10 + equivalent spell level + the Iron Man's Intelligence modifier. Since supernatural abilities are not actually spells, an Iron Man cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat.

The three grades of armor mods, in order of their relative power, are least, lesser, and greater. An Iron Man begins with knowledge of three armor mods, which must be of the lowest grade (least). As an Iron Man gains levels, he learns new mods, as summarized on the class progression table and described below. A list of available mods can be found following the class description, and a complete description of each armor mod can be found at the end of this document.

Armor modifications may be traded out on even levels starting at 4th level. One modification per suit at each of these even levels may be changed out with another modification that the Iron Man possesses if the Iron Man chooses to. Additionally, any modification that has differing tiers of strength (such as Flame Thrower) may be upgraded automatically as the Iron Man tinkers with them and improves upon their design to utilize their improved functions in lieu of replacing an existing modification on a suit. If the mod you are trading out is a prerequisite for something else, you may trade it out but you may not use its abilities anymore.

Armor mods and levels in Iron Man do not count as caster levels to qualify for prestige classes or feats. However, Iron Man levels do count as full martial initiator levels should the character multiclass into a martial adept class as armor mods use an initiator level to determine their strength and effectiveness.

Repulsors (Su): The chief weapon of the Iron Man, the repulsor is a magical augmentation made to the character's armor that fires forth a concussive blast of arcane energy. This blast has a partially physical effect that causes physical damage to the target of the attack as bludgeoning damage (and thus is also subject to damage reduction against physical attacks). The Iron Man may summon this energy to his hands at a moment’s notice, allowing him to channel his power through blast of energy as a ranged attack with a range of 40ft. The character must make a ranged attack to use this ability and it can be used to make all attacks on a full attack action, and may add his armor's enhancement bonus as a bonus to attack rolls. The Iron Man's repulsors may not be combined with any other special ability (such as martial maneuvers) unless specifically mentioned (such as armor modifications). The repulsors inflicts 1d6 points of bludgeoning damage at 1st level, and it increases by 1d6 points of damage every odd level (to a maximum of +10d6 at 19th level) and scores a critical threat on a natural 20 and inflicts x2 damage on a confirmed critical. This is a supernatural ability and is not subject to spell resistance. Creatures with damage reduction may apply this to the damage inflicted by this ability.

Suits: At 1st level, the character has forged for himself a masterwork suit of armor, that being a breast plate, suit of half-plate or full plate (or any medium or heavy platemail based armor left to DM discretion), to which he attaches his armor modifications. This armor is crafted by him and does not cost the character anything to acquire. An Iron Man can only utilize armor modifications and repulsors while wearing his armor, when not wearing it he has no access to either ability. Additionally, a suit of armor may only have a number of modifications equal to its armor bonus. The Iron Man may make additional suits at 5th, 9th, 13th, and 17th levels and use different modifications to build each individual suit. These suits also do not cost anything of the character unless he chooses to make them of special materials, like mithral or adamantine, and then the character must pay the material cost for the armor plus the masterwork cost of armor (150gp). If these suits are damaged, they may be repaired as long their hit point total does not exceed a negative number equal to twice his Iron Man level. If this total is exceeded, the armor is destroyed. If damaged below half of the total hit points, they gain the broken condition (as if they were weapon, tool, armor, and charged item like a wand in regards to their battery power pool) until repaired.

The invincible suits of armor built by the Iron Man are unique in that they cannot be enchanted or enhanced as a traditional piece of magical armor. These suits cannot be augmented by Craft Magic Arms and Armor to improve the armor (see Armor class feature for improvements), but can be augmented with specially crafted parts that mimic the functions of wondrous items created by the Craft Wondrous Item feat or the Master Craftsman feat (or Master Armorer class feature, see below). For example, pieces can be installed that mimic the functions of a belt of physical might or a cloak of resistance, and these pieces are interchangeable to other suits of armor with 10 minutes of work per item (install and re-install both) between suits. These wondrous item installations use the same slots as normal wondrous items, and fill their associated slots when installed. Wondrous items crafted in this fashion cannot be items with limited uses, these must be permanently functioning items (such as a monk's robe, not a necklace of fireballs) and they must occupy a body slot (such as a torso or head slot); items without slots cannot be embedded. These wondrous item components are not able to be used with anything that is not an Iron Man armor, so their cost to craft and sell value are 25% less.

Suits of armor that are damage may be repaired by a Craft (armorer) check at DC 15, restoring 1d8 + Intelligence modifier in hit points to the armor's hit points (for every 10 that this DC is exceeded, the armor is restored an additional d8 hit points) for an hour's worth of work. Suits that are destroyed may be rebuilt at the cost of crafting or buying an additional traditional suit of masterwork armor, plus 1 hour of time per modification to be installed. Finally, these suits of armor are far more complicated than a standard suit of armor, so double the time involved to don this armor from the base armor if donned alone, and may not be donned hastily.

Battery (Su): By condensing and distilling ambient arcane energies and caging it in a shell of metal and glass, the Iron Man can use this battery to power his armor and the modifications that he wields through it. As the character advances in level, his ability to fine tune his battery improves and allows for him to cage more and more energy for his use. The character's base battery pool is equal to 5 + the character's Intelligence modifier, and he gains two more battery per class level after first level. If the battery power pool reaches 0, then the armor is unable to continue using modifications that require battery power, but may continue to use other modifications. These battery pools are limited to each suit, so if the Iron Man has four suits, then he has a separate battery pool for each suit of armor he maintains. A suit's battery power recharges slowly over a prolonged period of inactivity, requiring an 8 hour period of recharge between uses. If this period is interrupted, then the battery replenishes only one battery point per hour it was left to recharge and not the full amount.

Armor: The Iron Man becomes quite skilled at manipulating his armor, granting it a magical enhancement bonus to increase its protective abilities. Starting at 2nd level gains a +1 enhancement bonus to all of invincible suits of armor gained from this class, and this bonus increases by +1 every four class levels.

Armor Training (Ex): Starting at 4th level, an Iron Man learns to be more maneuverable while wearing his armor. Whenever he is wearing his armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (8th, 12th, 16th, and 20th), these bonuses increase by +1 each time, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed.
In addition, an Iron Man can also move at his normal speed while wearing medium armor. At 8th level, an Iron Man can move at his normal speed while wearing heavy armor.

Bonus Combat Feat: At 4th level, and again at 11th and 18th level, the Iron Man gets a bonus combat feat of his choice. He must meet all prerequisites for this feat to select it.

Master Armorer (Su): An Iron Man of 6th level or higher can use his mechanical know-how to create magic components for his suits of fabulous armor. The character may craft components for the body slots that wondrous items will normally occupy. He may craft wondrous items as if he had the Craft Wondrous Item feat for these embedded component. These wondrous items can only be permanent items that occupy a slot on the body and that have no limited uses (per day or otherwise) and have passive effects. These include: attribute enhancing items, defensive items, saving throw or resistance items. Additionally, if the character possesses the Knuckle Bombs or Weapon Mount armor modifications, he may also enchant these as well as if he had the Craft Magical Arms and Armor feat. He may not craft or enchant any other items that are not directly connected or used with his suits. He can substitute a Knowledge (Engineering) check (DC 20 + spell level) in place of a required spell he doesn't know or cannot cast. If the check succeeds, the iron man can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He cannot retry this Knowledge (Engineering) check for that spell for one week.

Construct Armor (Su): The fantastic suits of armor designed by the Iron Man have surpassed standard suits of armor, having their own systems of mechanical muscles and their own resilience that exceeds standard armor beyond all simple armor that anyone could simply forge in a blacksmith's shop; his armors become almost alive. Suits of class specific armor that are forged by the Iron Man all gain the traits of a creature with the construct type (with an Intelligence of 0 and a Wisdom and Charisma score of 8) and may be affected as such while being worn or if left unattended. Additionally, the armor has a base Strength score of 18 and a base Dexterity of 14; while in the armor, the character uses these attributes if they equal to or exceed the character's base stats; modifications that improve the character's physical abilities improve upon these base attributes from this level on (spells that affect the character, such as bear's endurance of bull's strength affect the character, not his armor and only modifications or wondrous items built into his suit will change these scores). If the character has attributes that exceed 18 Strength and 14 Dexterity, the armor enhances this by adding +2 to both attributes instead. Any suit of armor that is constructed as part of this class has a base hit point total equal to 5 hit points per Iron Man class level plus his Intelligence modifier for each level. When the construct armor is worn, these hit points are treated like a separate hit point total from the character's total hit points that may be replenished by any ability that would repair or restore a construct. When the Iron Man suffers hit point damage, split the damage in half between the armor's hit points and the character's hit points, but the character treats this damage as subdual damage (subtract from the armor's hit point total first, then from the Iron Man's hit point total) Any attack that inflicts negative energy damage, attribute damage, or energy drain bypasses this protection, and anything that would negate metal armor (such as a brilliant energy weapon) will do direct damage to the character himself instead of the armor.

If the armor's hit points are reduced to 0, the armor has suffered critical damage and the character suffers gains the broken condition while in continued operation (treat as if it were both armor and weapon, tool and item with charges in regards to the broken condition). The armor can continue to function in a critically damaged fashion for a number of rounds equal to the Iron Man's initiator level or until it runs out of battery power; after that, it fails entirely and becomes inert, rendering the Iron Man entangled and the Iron Man's armor modifications and repulsors go offline, being unable to be used until the armor is repaired or until the Iron Man uses a different suit of armor. The rules of Construct Armor supersede the rules in the Suits class feature where applicable (such as when the armor's hit point total is reduced to half or lower, with construct armor it no longer gains the broken condition until it reaches 0 hit points).

Construct armor may not be disabled by spells such as dispel magic, as the suit's own magic resists attempts to suppress its powers (including modifications or other embedded components), but if the character were to become subjected to an antimagic field, the character's armor would suffer while in this area, and he would suffer a -4 penalty to all d20 rolls while in the area of effect and lose one point of battery per round. Once the battery power is reduced to 0, consider the armor inert and the character is entangled as above.

Modular Armor (Ex): The Iron Man develops a super-heavy form of his armor to take on extreme targets that require additional firepower at the cost of maneuverability and battery power. This super-heavy armor may be attached to a single suit of armor that is then designated as the character's favored armor (for use with class features such as Extremis armor, see below). The character's size increases by one category (with the summary benefits and penalties of this size increase) while this Modular Armor is in effect, and gains a +8 size bonus to Strength, a -2 size penalty to Dexterity, increases the suit's armor bonus to AC by +4, two slam attacks that inflicts 2d6 plus Strength modifier damage, and has access to an additional four armor mods of the character's choosing at the time of construction (these may be changed once when the character gains access to greater armor mods). To don modular armor, the character may install these pieces over his currently worn armor in a process that takes 4 minutes with assistance, and is impossible to do alone without the benefits of the Extremis class feature, requiring one additional person to help him don it. To remove the Modular Armor is a process that can be done alone and takes 2 minutes, or the armor can be blown free as a standard action with the expenditure of a point of battery power (but rendering the Modular Armor components inert until repaired, spending two hours and making a DC 25 Craft (armorer) check). While Modular Armor is being worn, the character has access to any armor mods that his favored suit of armor has access to. Additionally, the strain of using Modular Armor drains the character's battery reserve, costing the character ten points of battery power to fuel the armor's abilities once donned, and the character may use modular armor for a number of hours equal to his Constitution modifier, beyond that he is fatigued and must remove the Modular Armor. The Iron Man may not operate the Modular Armor again until he has rested for an hour.

Extremis (Su): The character's constant tinkering and manipulation of his marvelous armors have gifted the Iron Man with a marvelous psychic talent to communicate with his armor and other constructs. The character may make a Knowledge (engineering) check as if he were making a Diplomacy check with his armor or a construct, even if it is unintelligent (influencing them as if they had an Intelligence score of 8 if their Intelligence is 3 or lower). Additionally, with the power of Extremis he may don one of his armors a full round action if he is capable of touching, calling the armor to assemble itself around him at a simple thought, or donning Modular Armor as a full round action over his designated suit. The character may also use Extemis to influence intelligent magical items or constructs, being able to substitute his initiator level for his Will save on Ego checks to resist the item's influence if he chooses to or to oppose a construct's controller.

Extremis Armor (Ex): At 20th level, the Iron Man has found a secret to break down a chosen suit of armor to store it in the hollows of his very bones, being able to call it into being over his body with a simple thought. The character selects one suit of armor to be his chosen suit of favored armor and once chosen, this choice cannot be unmade. The character is so profoundly by this change that a myriad of changes occurs to both him and his armor. The character may call this favorite suit of armor over his body as a move action, and his armor benefits from spells of the healing subschool at half effectiveness. The Iron Man gains the benefits of the Endurance feat and a +4 bonus to Fortitude saves, as the mechanical inner workings of his body allows him to soldier on without fear of his biology failing him. The construct armor's base attributes improve to 22 Strength and 16 Dexterity at a base as well, as the armor becomes more like humanoid musculature instead of external servos. This favorite suit of armor must also be the same suit from the Modular Armor class feature, and he permanently may add an additional armor modification to to the favored suit, exceeding its given limit by one.


PLAYING AN IRON MAN:

Iron Men fill the role of the striker and defender, and best find themselves in those roles. They have excellent defensive abilities that allow them withstand a great deal of damage, and they do well with their repulsors and physical might. The skills you learn and the mods selected for various suits of armor will help you customize what areas you will excel at and what abilities you will bring to the table. When in the role of the striker, the Iron Man chooses new ways to use his repulsors and gathers enhancements to it, or he picks up ballistic equipment and choose to go for more direct sorts of damage as a walking firearms platform. Others could use their armor for more clandestine purposes and build a suit for stealth missions, or make suits for varying environments.
Combat: With fists and repulsors, the Iron Man is a capable combatant, even with his moderate base attack bonus. His knowledge and ability to build different suits of armor for difference situations, as well as the modifications he can build into them make him a very versatile character who can fill either a front line role, taking hits and dishing out punishment, or as more of a long range character to support his front line. Specialization is key with the Iron Man, as mastering your role will only help you in the long run.
Advancement: The Iron Man benefits most from staying single classed or multiclassing into a class that utilizes an initiator level. That being said, the magus can find a home with the Iron Man class as well with multiclassing, bringing their spell strike abilty to the table with their arcana, but may find issue when attempting to cast their spells while wearing the restrictive armor unless specially made.
Resources: The one thing an Iron Man will always need is money, so resources become very important in the creation of more suits and in maintaining them. Finding friends with money or finding good employment is key, if strong personal wealth is not an option.

IRON MEN IN THE WORLD
“'Iron Man'. That's kind of catchy. It's got a nice ring to it.”
- Antonius the Invincible

Iron Men are a mystery to the world largely, having surpassed what normal magical armor can do by making it a lifestyle choice. They are engineers, scientists, thinkers, and dreamers who make their theories and dreams come alive in the form of iron and steel and even in some more exotic materials. While without their armor they are limited in their ability to perform at the same level as fighters or wizards, he may make up for his physical loss of prowess by the sharpness of his mind. Above all, Iron Men think on their feet and let their minds be the most powerful tool at their disposal, armor or not.

All Iron Men come from a background of need, one does not simply build a suit of fantastic armor on a lark. Most have some sort of reason, be it personal or more altruistic, for why they built their first suit of invincible armor and found the call to battle in it.
Daily Life: Your average Iron Man is likely to be spending the majority of his day being fairly mundane, outside of his armor and seeing to his day to day life. He spends time tinkering in his workshop or armory, building armor and upgrading his. He may build suits of armor for his friends and allies, but reserves his fantastic suits of battle armor for his own use, and rarely lets it out of his sight. Many are professional types as metallurgists or engineers, others are simple blacksmiths who have gone beyond mere forging of iron horseshoes.
Notables: Iron Men call attention where ever they go, their armor cannot help but bring notice. Some simply go by appellations and do not reveal their identities, but others relish the attention that their armor brings them. Antonius the Invincible is a well known Iron Man, having made a name for himself for being a one man peacekeeping force for his homeland and a notorious womanizing engineer before joining with a team of adventurers to combat threats that could reach global scale. Conversely, a villainous Iron Man known only as the Iron Monger is a force of destruction that pilots a behemoth of metal fury with a suit of adamantine plates and steam-belching armaments that terrorizes a kingdom before someone drives him away to make his repairs and rise again another day.
Organizations: There is no true organization of Iron Men in the world, some work with teams to help them or provide aid to nations, or they simply adventure with other like minded individuals. While there is no true organization, there are some groups that do arise with like circumstances or similar discoveries, where the equipment perhaps has things in common or where they follow a similar philosophy. There are the Generator Knights, a group of Iron Men who have become infected by the machine plague who are able use their builds and blue prints with their Modifications, becoming one with their fantastic armor. Finally, a group of misfit Iron Men that have learned to harness the fury of the sky in their forging hammers with their magic, calling themselves the Magus Loricatus, and they eschew the use of repulsors in favor of their forge implements and spells.


Originally posted here, but moved for more space. (http://www.giantitp.com/forums/showthread.php?t=258113)

ErrantX
2013-06-13, 01:39 PM
IRON MAN ARMOR MODIFICATIONS
Iron Men choose the armor mods they learn as they gain levels, much like warlocks choose which invocations to learn. However, an Iron Man's repertoire is even more limited than that of a sorcerer, and his mods are supernatural abilities, not spells.

In addition to its grade (least, lesser, or greater), every modification has a spell level equivalent, which is used in the calculation of save DC’s and for other purposes. A least modification has a level equivalent of a 2nd level spell; a lesser 4th, greater 6th. The level equivalent for each modification is given in its description below. In the case where a modification may replicate a spell, use the Iron Man's initiator level in place of a caster level.

Least Modifications

Elemental Repulsors – The Iron Man has adapted his repulsor technology to a single elemental energy affinity, changing the damage type to inflict cold, electric, fire, or sonic damage. Once this has been installed, the repulsors may do either bludgeoning or energy damage by toggling between types as a swift action.
Compacted Form – By spending one battery point from the armor's battery pool, the armor is able to contract or expand out to be secured over its wearer as a full round action, and does not require any additional attendants or helpers to get him into it, as it is automated. When in its compact state, it often resembles either a metallic turtle-shell like backpack or a heavy metal briefcase weighing the same as the base suit of armor. (Note: This modification may only be used on a breastplate-based suit of armor and often are built of mithral.)
Elemental Resistance – (Prerequisites: Force Shield) By reinforcing his armor to protect him from various forms of energy damage, the Iron Man may calibrate his force shield to protect him from the destructive energies of spells, breath weapons and the occasional campfire accident. When activated, the character must spend one battery point and the force shield now becomes attuned to a designated energy type (fire, cold, acid, or electrical damage types), gaining resistance equal to his initiator level (minimum of 1) against damage from that type as an immediate action and lasting for one round per two initiator levels.
Perception Matrix – With this enhancement, the Iron Man has crafted his helmet in such a way as to provide enhancement to his senses with artificial means and tools. The character gains a bonus on Perception checks equal to half of his initiator level (minimum of 1). In addition, the character gains darkvision of 60ft, or adds +30ft to darkvision he already possesses.
Extreme Environments – The armor has been modified to thrive in an extreme natural environment of the Iron Man's choosing, and once selected the modification cannot be changed. Environments include extreme cold, extreme heat, undersea, or even vacuum. If taken as a greater armor modification, this can even insulate the character against excessively hostile environments found in the Outer Planes, such as the Negative Energy plane or layers of the Abyss. Count it as the character having the endure elements spell in effect and resistance of 20 to damage of a type that is relevant to the environment if applicable (such as cold in tundra armor, but vacuum having no real type would get cold due to the extreme cold of space).
Force Shields – By spending a point of battery power as a swift action, the Iron Man generates a passive field of force-based energy to protect himself from harm. This shield can even protect him from touch attacks made by incorporeal creatures. The character gains a shield bonus to AC equal to 1 + 1 per four initiator levels the character possesses, and this shield stays passively in place for one hour.
Tractor Beam – By adjusting his repulsors to have magnetic components, the character may manipulate objects made of at least 50% or more metallic components or targets wearing metal medium or heavier armor as if he was using the spell telekinesis, using his initiator level as his caster level to determine the effect. This ability costs one battery power point per use.
Knuckle Bombs – By equiping his armor with heavy, reinforced gauntlets and boots meant for delivering punishing blows, the Iron Man with this modification is a capable combatant without a weapon or a repulsor blast. The character gains a powerful unarmed strike that inflicts 1d8 points of damage plus Strength modifier with a critical threat range of 19-20/x2 and counts as a light weapon for the purposes of feats and special abilities. This modification also adds the collision special weapon property to damage of the gauntlets (+2 equivalent ability, adds +5 points of damage). These gauntlets and boots, being integrated into the armor, gain the armor's enhancement bonus to AC as an enhancement bonus to hit and damage. Additionally, when the character successfully scores a critical hit, the character may ignites a small repulsor grenade mounted on the character's knuckles or shins that inflicts the character's repulsor damage to the target (do not multiply this damage). Alternately, the character may elect to spend a point of battery power to ignite a repulsor grenade on a successful hit that does not score a critical threat and inflict repulsor damage in addition to the strike's normal damage.
Targeting Matrix – Upon selecting this modification, the range of the character's repulsors increases to 80ft due to increased cohesion of the beam and better targeting, and the character gains a +2 insight bonus on attack rolls when using the repulsors as a ranged weapon. This bonus improves by +1 for every six initiator levels the character possesses (max of +5). By spending a point of battery power, the character may spend a full round action to fire a single repulsor strike with a range of 200ft that inflicts additional damage equal to his initiator level, and the character may add his Intelligence modifier to the attack roll as an insight bonus in addition to the normal bonus.
Jump Jets – Boot mounted repulsors are installed into the armor that allow the wearer to make powerful leaps (or the off-repulsor blast from the feet if the situation calls for it). The character may add his initiator level to Acrobatics checks for Jumping. This modification is always in effect and is reflexive, and the character is always treated as if he has a running start even if he does not have one. Special note: If the character is wearing armor with the environmental adaptation for underwater or in area of low to no gravity, this mod can allow you some ability of motion by adding its bonus to your Swim checks instead.
Recharge Matrix – This modification installs a series of channels into the armor that help direct certain types of energies to funnel directly into the character's main battery reactor. Spells or supernatural effects (or even naturally occurring lightning) that would inflict electrical damage to the character may instead charge the character's battery pool. The character must make a Fortitude save before receiving damage against the level of the effect (natural lightning is a 4th level effect) that is inflicting electrical damage, and if successful, negates the damage and instead regains 1 point of battery per level of the effect. This requires the use of an immediate action.
Defensive Matrix – (Prerequisites: Jump Jets) This armor modification allows the armor some passive autonomous say in how to defend its wearer best, aiding him in avoiding attacks. The character gains a +1 dodge bonus to AC and a +1 insight bonus to Reflex saves per five initiator levels (minimum of 1). If the character must make a Reflex save against a spell or effect for half damage (such as with spells like fireball or lightning bolt, or a breath weapons) and has the power matrix modification, the character can elect to spend a point of battery power to grant himself the evasion class feature for the attempt (must be spent before making the save) as an immediate action.
Light Ballistic Housings – The Iron Man installs a set of firearm barrels into wrist mounted firing channels that allows him to make attacks as if he had an advanced firearm built into his armor, acting as a revolver with a magazine capacity of 24 shots (there are two barrels on each wrist) before needing to reload both arms. Reload time is as a revolver, and the character can use the Targeting Matrix modification with this modification in lieu of repulsor attacks. These components may be enchanted separately, unlike other portions of the armor, as they are uniquely designed to be removable pieces for cleaning and maintenance and thus are as fully integrated. These may be used as a ranged attack as per normal ranged attack rules and systems.
Weapon Mount - The character installs melee weapon pieces that collapse or fold into the armor to store a piece of melee weaponry, taking advantage of the greater physical strength often found in using this armor. The character can mount in his arms a single one-handed weapon or light melee weapon for use in the suit that is proficient with. This weapon is constructed and fitted to the armor and thus is not removeable without uninstalling the modification to the suit. This weapon may be enchanted by use of the Master Craftsman feat or by Craft Magical Arms and Armor as normal, but may be sold only at 25% of its value due to its nature. Mounted weapons may be drawn as a swift or move action. Weapons mounted in this fashion may not be disarmed, but they can be sundered.
Trap Sensors - (Prerequisites: Perception Matrix) The character's perception matrix is so finely tuned that the character is able to spot traps as if he were a rogue equal to his Iron Man level. Additionally he gains Trap Sense equal to his Armor bonus to his suits from his Armor class feature.
Armor Fortification – The character gains the light fortification armor special quality when selecting this armor modification. If taken as a lesser modification, he gains the moderate fortification special quality, and if taken as a greater modification, he gains the heavy fortification special quality.
Flame Throwers – The Iron Man attaches a small pressurized tank on his back with hoses that lead to a pair of nozzles attached to the underside of his gauntlets. These nozzles spray burning gas from them, inflicting 2d4 points of fire damage when fired in a 20ft cone (Reflex for half) or if directed as a focused stream of fire (as a ranged touch attack with a range of 50ft) inflicting 3d4 points of fire damage. The gas takes a moment to replenish pressure, and may only be used once every 1d4 rounds, or 1d4+2 rounds if used as a focused stream. If taken as a Lesser modification, the Flame Thrower is improved, inflicting 4d6 points of damage in a 30ft cone (Reflex for half) and the focused stream inflicts 7d6 points of damage, and if taken as a Greater Modification the Flame Throws inflict 8d6 fire damage in a 50ft cone (Reflex for half) and the focused stream inflicts 14d6 fire damage with a range of 80ft.


Lesser Modifications

Flight repulsors – (Prerequisites: Jump Jets) The character's mastery of repulsor technology has increased to allow for actual flight, but does require him to have both of his hands free to fly correctly. The character gains a flight speed of 60ft with average maneuverability. These can be activated as a swift action. If used in an underwater or low to no gravity area, these can still be used to for flying or swimming at half speed. This can be improved by a character with the power matrix modification, increasing flight speed by 20ft per point of battery power spent for one minute but risking system failure with increased speed.
Unibeam – By building a direct port from his chest mounted battery compartment into a repulsor blaster of incredible power, the character is capable of releasing a devastating blast of destructive force. As a full round action, the character must spend two points of battery power and the character unleashes a horrifyingly powerful blast of repulsor energy, inflicting twice the character's repulsor dice in damage in a 120ft line (Reflex for half damage). If the character has a power matrix modification, the character may augment this blast by spending four additional points to increase this to triple the dice, or eight points of battery power to quadruple this damage. Once this blast is used, the character cannot use the unibeam again for another 1d4 rounds, +1 for every additional two battery power points spent to increase its damage. The power of this blast can mimic the effects of a disintegrate spell for the purposes of destroying effects like a wall of force if the damage dice equal 24 dice or more.
Repulsor Blade – As a move action, by focusing his palm mounted repulsors into a resonating pattern, the character can form a single one-handed beam of energy that roughly resembles a longsword. This weapon may benefit from high Strength or feats that utilize a character's Strength score (such as Power Attack) to increase a weapon's damage and can benefit from feats that improve his use of a longsword, and from feats like Combat Reflexes or Improved Sunder. All aspects, treat this weapon as a longsword wielded one-handed in regards to feats, and inflicts damage as a repulsor blast. This weapon scores a critical threat and inflicts damage as the character's repulsor blast.
Augment Strength – The character's armor has reinforced servo motors that increase the character's physical power exponentially, and allows for incredible feats of might. This modification increases the base Strength of the armor by +6 when this modification is selected. If the character possesses the power matrix modification, he may elect to increase his Strength by two for every point of battery power he spends for a single attack, feat of strength or other Strength based roll that he makes, but may cause system failure as a result.
Cloaking Device – (Breastplate based suit only) The Iron Man builds stealth capabilities into a suit of armor, allowing it to generate a spell-like invisibility effect on his armor for 1 point of battery power per ten minutes of use. Use of the repulsors for anything beyond flight (such as combat uses) or any aggressive action will break the stealth unless the character spends 1 battery point to immediately reinvigorate the invisibility field as an immediate action.
Enduring Shields – (Prerequisites: Force Shield) By funneling battery power into the shields of his armor, the Iron Man assures his safety by granting his shield a battery of hit points that protects him from not only physical attacks but any attack that would inflict hit point damage against him. The character's shields gain a number of hit points for the purposes of damage absorption equal to five times his initiator level. Damage inflicted upon the character is split in half; half to the shields and half to the character's armor (damage mitigated in this fashion does not get split between the armor and the character as subdual if the armor is a Construct Armor as described in the Construct Armor class feature). These hit points replenish slowly, 10 hit points per minute, but can be restored faster by spending 1 battery point per 10 hit points to be restored as a move action.
Power Matrix – (Prerequisites: Recharge Matrix) While not of much direct use itself, the power matrix is used to augment other abilities but with the risk of system failure, as the power matrix is an overriding system that surpasses system safety and limitations to do the extraordinary. At a base, when the power matrix is engaged to augment an ability, there is a base 5% chance that the armor shorts out and goes dead for 1d6 rounds while the system needs to replenish its power, and this chance increases by 5% per power point spent to augment the modification in question. Any modification that uses Power Matrix as a prerequisite must have a power matrix installed in the armor, and therefore this modification cannot be traded out.
Powerful Build – (Full Plate only) The armor is built up with additional servos and height to make the wearer larger, stronger, and overall, more potent. The character counts as one size category larger for the purposes of determining bonuses for CMB and CMD, as well as the size of weapons he can wield. This does not improve the Iron Man's reach, nor does it cause him to take up more space, nor does he take size bonuses or penalties to attributes or attack roll penalties for his size. If the character is donning Modular Armor, this continues to carry through, allowing the Modular Armor to wield weapons sized two larger than the base creature and count as two sizes larger for the purposes of CMB and CMD checks.
Remote Summons – (Prerequisites: Flight Repulsors, Extremis class feature) The Iron Man who has built this function into his armor can summon his armor from up to 1 mile away with a small device that tracks to his location as if tracking the Iron Man by the locate creature spell, but does not get foiled by running water. The armor flies at its top speed to his location and once it arrives, it immediately begins to assemble itself around the character, taking 5 rounds to assemble around him fully. This can be sped up by the character spending 1 point of battery power per round to shave off to a minimum of one full round.
Medium Ballistic Spray – (Prerequisites: Light Ballistic Housing) The character installs an advanced firearm into his upper arm armor housing (between the revolver barrels) that acts as a shotgun with a magazine of 12 shots per arm. Reload time is as a shotgun, and the character can use the Targeting Matrix modification with this modification in lieu of repulsor attacks. These components may be enchanted separately, unlike other portions of the armor, as they are uniquely designed to be removable pieces for cleaning and maintenance and thus are as fully integrated. These may be used as a ranged attack as per normal ranged attack rules and systems.


Greater Modifications


Stinger Rockets – The Iron Man installs a small barrage of arcane missiles within compartments cleverly hidden along his ribs and shoulders (for a total of four compartments) that each hold five missiles. As a swift action, the character can spend one battery power point to release a container of these missiles that unerringly hit their targets as if they were magic missiles, and inflict 3d4 points of damage per missile and have a range of close. These cannot be reloaded in combat, and take a full ten minutes to reload the armor. These can be fired all simultaneously if the character possesses a power matrix for two power points, and each missile bay can be used to target an individual target as a standard action, but individual missile targets cannot be assigned.
Arc Reactor – (Prerequisites: Power Matrix) The character has perfected battery technology on his armor and has created a self-perpetuating reactor of battery power. The character's battery pool replenishes at one point of battery power every ten minutes, and system failure chances are reduced by 10%.
Bunker Buster – (Prerequisites: Medium Ballistic Spray, Targeting Matrix) The character has a single, powerful, shoulder mounted rocket that can be fired at a target at long range. This rocket can be guided using the Targeting Matrix, and where it strikes, inflicts a 30ft radius blast of explosive fire damage equal to 20d6 points of damage (Reflex save for half damage). This missile is launched as a standard action and costs one battery power point to launch, and cannot be reloaded in combat.
Adamantine Cutting Beam – (Prerequisite: Arc Reactor) This powerful armor modification hones the Iron Man's repulsors to a razor fine edge, allowing for it to slice through and bypass damage reduction and hardness as if it were adamantine at the cost of one battery power point per round. There is a 1 in 4 (1 on a 1d4 roll) chance per round that this is used that the fuses that hone this blow, and are immediately ejected. These cannot be changed in combat.
Heavy Ballistic Cannon - (Prerequisites: Medium Ballistic Spray) The character has a shoulder mounted cannon that fires out a hail of bullets in a 100ft line for the cost of a battery power point as a standard action or as part of a full attack action. This is a line attack that inflicts 10d10 points of damage to targets within its terrible range (Reflex save for half damage) and only has an ammo cache that can support three displays of its strength, and cannot be reloaded in combat. As this is not integrated under the armor of the Iron Man, it can be targeted and sundered as if it were a pepperbox rifle, and gains hardness and hit points based on the character's armor enhancement bonus.
Repair Nanites – (Prerequisites: Power Matrix) The Iron Man is capable of willing tiny particles of the character's armor and repair damage dealt to the armor itself, spending one point of battery to restore 10 hit points to the armor, and this can be done as a swift action.
Telepresence Armor – (Prerequisites: Enduring Armor, Power Matrix) Through the miracle of Extremis, the Iron Man is capable of directing his awesome armor from a position of safety through supreme concentration at range. The character can be at long range (400ft plus 10ft per initiator level) and is considered helpless due to his supreme concentration on controlling his fantastic suit of armor at this range. The armor uses its own hit points only, as the Iron Man isn't inside of it, but every other ability the character has from his Iron Man class levels can be used as if he were inside the suit. Due to his disconnection from the armor, every attack roll, saving throw, skill check, or related d20 check suffers a -2 penalty, and if the armor is destroyed, the character is stunned for 1d4 rounds due to the violent disconnect.

ErrantX
2013-06-13, 01:41 PM
FEATS

Extra Armor Modification [General]
You have had a spontaneous burst of inspiration, gaining the knowledge of another modification.
Prerequisites: Ability to use lesser armor mods, Knowledge (engineering) 5 ranks.
Benefit: You learn another armor mod of any level of you capable of using. You may choose to install this modification on any suit of armor you possess, increasing the maximum potential of the armor by 1.
Special: This feat may be taken multiple times for additional armor mods, but may not continue to increase the maximum number of modifications further than by the initial one.

Extra Battery Power
You have improved on your battery technology, learning how to squeeze more power out of them.
Prerequisites: Battery power pool, Knowledge (engineering) 4 ranks.
Benefit: You add 2 more battery power to your available battery pool.
Special: This feat may be taken multiple times.

Extra Suit [General]
You have built another powerful suit of invincible armor.
Prerequisites: Iron Man class level 12th, Craft (armorer) 12 ranks, Knowledge (engineering) 10 ranks.
Benefit: You have another suit of armor to build and modify, and this suit does not cost you any gp to craft.
Special: This feat may be taken multiple times for additional suits of armor.

Flight Mastery [General]
You have mastered your repulsor flight abilities and an aerial expert.
Prerequisites: repulsor flight armor modification, Fly 10 ranks
Benefit: On a suit of armor that has the repulsor flight modification installed, the character's flight speed increases by 20ft and his maneuverability improves from average to good.

Lend Armor [General]
You can lend one of your fantastic suits to another with the proper training.
Prerequisites: Two or more suits of armor
Benefit: You may lend one of your suits of armor to an ally with heavy armor proficiency to use its fantastic abilities. If the character has Iron Man levels, he can use this armor without penalty and uses his initiator level to determine its effects, but your Intelligence modifier for saving throws. If the character does not have Iron Man levels, he suffers a -2 penalty on d20 checks while wearing the armor, and his initiator level is equal to half of his total character levels.

ARCHETYPES
Repulsor Lord
Repulsor Lord, focuses on the Repulsors for combat, sacrificing mods, armour and even Battery power for the ability to become deadlier with Repulsor Blasts, Flight and Blades. The Repulsor Lord's savings throws are Good Reflex, Poor Fortitude and Will. Acrobatics becomes a class skill.

Bonus Feats:The Repulsor Lord gains the feat Rapid Shot and Two Weapon Fighting at first level, even if he does not meet the prerequisites of the feat, that may only be used with his repulsors.

Suits: Gain additional suits on 6th, 12th, and 18th levels. The character's primary suit of armor must contain repulsor blades, flight repulsors, and unibeam modifications.

Armor Modifications: Gain 1 less modification at 9th and 15th level. Lose access to the ballistic modifications, bunker buster and stinger rocket, and unarmed combat modifications, must take repulsor blade at 1st level and may take it as a least modification. At 8th level, the character must take flight repulsors, and 10th level the character must take the unibeam modification.

Battery: The character's base battery power pool is 1 + the character's Intelligence modifier instead of the usual 5.

Repulsor Blade: The character may instead of making one repulsor blade, the character may manifest a pair of repulsor blades, one in each hand. The character may treat his Intelligence score as his Dexterity score for the purposes of qualifying for Two-Weapon Fighting and its subsequent feats. Additionally, the character's repulsor blades are focused to a fine edge, giving them even deadlier power. The repulsor blades inflict 1d8 points of damage plus the character's Strength modifier and scores a critical threat on an 19-20 with a x2 critical modifier. The character always adds his repulsor blast damage to these strikes in addition, and the damage may be doubled on a successful critical hit.

Flight Repulsors: The base flight speed of the Repulsor Lord's flight repulsors are 80ft instead of 60ft with good maneuverability.

Modular Armor: The character does not gain the Modular Armor class feature.

The Steel Shadow
Steel Shadow, improve the Cloaking Device modification, and uses subterfuge, trickery and decoys to his advantage. The Steel Shadow's savings throws are Good Reflex, Poor Fortitude and Will. Stealth becomes a class skill.

Suits: The character gains additional suits at 6th, 12th, and 18th level. At least half of the character's suits of armor must possess the Cloaking Device modification.

Armor Modifications: The character may not take any of the ballistic modifications, and may not select flame throwers, powerful build, or stinger rocket modifications either.

Cloaking Device: The character must select Cloaking Device as a modification at 1st level, and treats it as a least modification. At 8th level, the character may empower his Cloaking Device to act as greater invisibility at the cost of 1 battery power point per minute of use, and may switch between invisibility and greater invisibility as a swift action. Time remaining between types of invisibility is lost.

Decoy Armor: The character's cloaking device becomes advance enough that the character may cast the blink and mirror image spells as spell-like abilities at at the cost of one battery power and uses the character's initiator level as the caster level. This replaces Modular Armor.

The Iron Titan
Iron Titan, focusing on smashing fists and defensive abilities become a wall of steel, repel attackers with shields and a skin of steel. The Iron Titan's saving throws are Good Fortitude, Poor Reflex and Will.

Suits: The character gains additional suits at 6th, 12th, and 18th level. The character's suits must all be full plate, and all have the powerful build modification at 1st level.

Armor Modifications: The character must take the Knuckle Bombs modification at 1st level and may shield bash with the Force Shield modification as if it were heavy steel shield using the character's armor enhancement bonus as an enhancement bonus to hit and damage as an off-hand attack, and this does not cause him to lose the AC bonus from the Force Shield. He may not take the compacted form, targeting matrix, stinger rocket, bunker buster, or any ballistic modification.

Damage Reduction: The Iron Titan's armor grants him DR 2/- at 3rd level, and this increases by additional 2 at 7th, 11th, 15th, and 19th level.

Natural Forger (by Madara (http://www.giantitp.com/forums/member.php?u=64174))
While many of the races who become an Iron Man work hard to enjoy the benefits of their craft, some very rare individuals cultivate their Suits straight out of the ground. These individuals cultivate their suits in a wide variety of manners, from taking it out of a tree to mining it out of stone. The most important factor is that the suit is powered by divine energy, which makes it act in a different manner.

Suits (Su): : The Natural Forger is unable to make suits out of special materials except natural materials such as darkwood or wyrwood, but they can create a suit in any natural environment, even if they wouldn't normally be considered to have the proper resources or tools to craft armor. The rules for crafting suits does not change except that the character may do so with any natural materials. The treatment of these natural materials to be as strong as steel is a secret only known to Iron Men. The treatment enables any natural material to have the same statistics as a standard suit of the intended armor, excect when modified by the use of special materials. Special material modify the armor as if it was a standard of its type. Craft checks, as applicable, still apply when repairing damage to a suit. This ability modifies the normal Suits ability of an Iron Man. All instances where abilities rely on the Intelligence score, now rely on the Wisdom score. Additionally, due to the unique nature and reaction of the life energy powering his suits, an Iron Man's suits benefit fully if targetted by conjuration (healing) magic.

Life Force(Su): Each Armor Suit a Natural Forger cultivates is imbued with energy from the forest. This life force acts the same as the Battery ability of an Iron Man. It can be used to power modifications, and it can be drained. The only exception is that the Life Force of a suit is treated like a living creature and is subject to positive energy effects. For every 4 HP a positive energy effect heals the Iron Man or his suit, the suit gains 1 Life Force. The character's base Life Force pool is equal to 3 + the character's Wisdom modifier, and he gains two more battery per class level after first level. This ability replaces the normal Battery ability of an Iron Man.

Natural Surge(Su): At third level, the Natural Forger begins to learn how to give life energy, rather than just receive it. Once per day for each point of Wisdom bonus the Iron Man has, they can heal with a touch. With one use of this ability, an Iron Man can heal 1d6 hit points of damage for every two Iron Man levels he possesses. Using this ability is a standard action, unless the Iron Man targets himself or his armor, in which case it is a swift action. This ability replaces the increase in repulsor damage at 3rd level. From that point on, the Natural Forger does 1d6 less damage with their repulsor than a normal Iron Man. Additionally, the Iron Man may take the Extra Lay on Hands feat as if he were a Paladin. This feat gives him two extra uses per day of his Natural Surge ability.

Scrap Smith (by Madara (http://www.giantitp.com/forums/member.php?u=64174))
For the Goblins who are often inventors, the Iron Man class seems ideal. However, the question arises of the lack of funds and social position of the goblin race. Normally, the social and fiscal standing of these Goblins would prevent their taking on the mantle of the great Iron Man. But, there is a legend of a Goblin who built an Invincible Suit of Armor in a cave, with a box of scraps in order to escape his Orcish captors. Since then, a small tradition of using scraps to create an incredible weapon has begun among the goblins, they are the Scrap Smiths. This Archetype is only available to Goblin Iron Men.

Scrap Shot(Su): Rather than waste the raw energy it takes to use repulsors, the Scrap Smith creates a launcher of sorts that shoots bits and pieces of scrap metal. This spray acts very simularly to the normal Repulsor ability of an Iron Man, but it does piercing damage rather than bludgeoning damage. In addition, the Scrap Shot forms shrapnel. A creature hit by the Scrap Shot must make a reflex save (10+ number of d6 in attack +Int Modifier) or recieve 1 point of bleed (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed) damage per die of the Scrap Shot. The Scrap Smith must make a range attack with a range of 40ft. to hit, but the Scrap Shot isn't perfectly engineered, so the Scrap Smith takes a -1 penalty on attacks with the Scrap Shot. Because the Scrap Smith lacks actual repulsors, they cannot take the Flight Repulsors modification. This ability replaces Repulsors

It'll Work(Su): Because their Suit isn't made to the highest standards, the Scrap Smith learns to improvise to keep their Suit working.Once each day for each point of intelligence modifier the Scrap Smith possesses to a maximum of four, the Scrap Smith can deal 5 points of damage to his armor to generate 1 exta battery point. This ability replaces the 4th level bonus combat feat.

The War Machine (by zhdarkstar) (http://www.giantitp.com/forums/member.php?u=68872)
Sometimes an Iron Man chooses to sacrifice a significant portion of his repulsors' offensive capabilities to push his integrated weapon systems further than his brethren ever could. The War Machine's saving throws are Good Fortitude, Poor Reflex and Will.

Gunsmithing: At 1st level, the War Machine gains Gunsmithing as a bonus feat. It can only be used on firearms and ammunition for integrated ballistic weapons. All four barrels of the Light Ballistic Housings gained at 1st level are battered like the gun received by the Gunslinger. Each barrel must be restored individually.

Bonus Feats:The War Machine gains the feat Rapid Shot and Two Weapon Fighting at first level, even if he does not meet the prerequisites of the feat, that may only be used with his integrated weapon systems.

Suits: The character gains additional suits at 6th, 12th, and 18th level. The character's suits must all have the Targeting Matrix modification at 1st level, as well as at least two non-repulsor-based integrated weapon systems by 8th level.

Armor Modifications: Gain 1 less modification at 9th and 15th level. Lose access to Repulsor Blade, Elemental Repulsors, Adamantine Cutting Beam, and unarmed combat modifications. Must take Targeting Matrix and Light Ballistic Housings at 1st level. At 8th level, the character must take Medium Ballistic Spray, at 14th level the character must take the Heavy Ballistic Cannon modification, and at 16th level the character must take the Bunker Buster modification.

Repulsors: The War Machine's repulsors lose the damage increases at 3rd, 7th, 11th, 15th, and 19th levels. In exchange he gains the following class features: Fire-Linked Weapon Systems, Ballistic Training, Double Buster.

Fire-Linked Weapon Systems: At 3rd level, the War Machine adjusts his Targeting Matrix to fire multiple ranged weapons systems simultaneously to optimize the damage potential. As a full-round action, a War Machine can attack a single target with as many non-repulsor ranged weapon systems as he chooses. Weapons that require attack rolls are all made at the highest BAB but incur a cumulative -1 penalty for every weapon fired beyond the first, regardless of if the weapon requires an attack roll. Each barrel of the Light Ballistic Housings and Medium Ballistic Spray modifications can be linked together, but count as a single weapon for each barrel fired. Weapons that do not require an attack roll gain a +1 bonus to their save DC for every two weapons linked in the attack. Use of this ability expends 1 battery point for every four weapons linked, or 3 battery points to fire all weapons if augmented with a Power Matrix. A War Machine can only use this ability a number of times per day equal to his Intelligence modifier and must wait 1d6 rounds in between uses.

Ballistic Training: Starting at 7th level, a War Machine gains a bonus equal to his Dexterity modifier on damage rolls when attacking with his Light Ballistic Housings. Furthermore, when he misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. At 11th level, these bonuses are also applied to the Medium Ballistic Spray. At 15th level, the Heavy Ballistic Cannon gains the bonus damage, but gains a +2 bonus to the save DC instead of the misfire penalty reduction, as it does not require an attack roll.

Double Buster: At 19th level, the War Machine has managed to modify the Bunker Buster shoulder mount to add a second rocket by using slightly smaller rockets. The damage decreases to 15d6 but the burst radius and save DC remain unchanged.

Modular Armor: The character does not gain the Modular Armor class feature.

ErrantX
2013-06-13, 01:42 PM
Prestige Classes

The Mecha Senshi (http://www.giantitp.com/forums/showthread.php?t=290953) - Some Iron Men like to work in a team and have found ways to combine their invincible suits to form a powerful ally. (by zhdarkstar (http://www.giantitp.com/forums/member.php?u=68872))

-X

ErrantX
2013-06-13, 05:08 PM
I'd say they get less crazy than your other invoking based classes actually; they're a bit harder to kill but way easier to disable than the ebon knight, and way less versatile than them; the modular armor is quite strong, but only in conjunction with the fists and that mode needs to be in melee to do much of anything, and burns through batteries like nothing. Would a potential fix be say weakening repulsors while using it?
My plan was to have Knuckle Bombs increase base melee damage while having the ability to nova it out. Comparing to the Ebon Initiate or the Channeler, yes, they do less damage but as you stated, they are distinctly harder to kill. Different focus, really, at the end of the day. If Knuckle Bombs aren't your thing, well, use the Weapon Mount or the Repulsor Blade.


Yes wand sheaths aren't in Pathfinder. The item itself is still priced accordingly and if one WAS to price it out the price would be about the same as the affore mentioned component. For example, the feather token tree was 400 in 3.5, and in Pathfinder it is the same price. This (and the rest of the mirrored gear) is precedence. So while the item TECHNICALLY doesn't exist in Pathfinder, I feel like for someone to ignore this obvious precedence would be... fool hardy at best.
Simple fix would be to make it statistically the exact same as wand sheaths from 3.5 but with the stipulation that you can only put in a wand that a "Caster X" of equivalent level could cast the spell. Aka, at level 1-2 you could only have 1st level spells, level 3-4 only 2nd and so forth. An even better balancing feature would be to make it you class level -3 is your effective "Caster X class levels" and make the feature gained at level 4 with the wand limitations being one per arm of course.

What makes this class so strong in my eyes, is the ability to have your armor take damage instead of yourself in combination with the "bonus 30 hp" armor mod. You effectively get a "free man" on a daily basis. Repairing the armor is insanely easy as well. At level 10 with Skill Focus and a 10,000 gp +10 to craft magic item you have a +29 before adding Int. Adding the Prodigy feat gives us another +4 and I won't even look into Traits. Let's say +3 Int makes it a 36 plus (average) 10 roll give us 46 for 4d8+3 every hour of repair work. Average of 19 hp an hour. You don't have to do this consecutively either. Adding in the "Wand of Repair X Damage" and blowing the last of your battery for the day should have your free man sitting at full hp every single day.

I love the class. I and my DM simply find it too strong in it's current iteration.
Well, you've successfully made me dislike using wands in the base class with all of the 3.5 math you've brought to this so I'm pulling wands completely. I will likely put a strictly controlled version in the Magus Loricatus class, as I think it fits better there anyway.

As far as your repair issues and armor having hit points, etc. So? If you want to spend all those skill points, feats, and gold on being able to fix your armor really well and be able to put your battered armor together again in quick hurry, then, well, that's on you. You've spent the money on the items, valuable mod slots, you've burnt valuable feat slots on skill enhancers, and you want this be what you do? Fine by me, but it's boring to me and if you've got time enough outside of combat to spend HOURS fixing suits and burning wands and the like, then great.

Mostly, I've gotten some good input but mostly it's seemingly very negative. I am glad you like the class, I'm sorry you don't like some of it, whatever it is, but if someone wants to min-max a class, they will. That can't be helped. I appreciate you doing the math and trying to show me something, but numbers alone don't impress me. If you have a complaint, great, but be constructive with it and give your opinion or advice on how to fix the issue instead of saying, "if you min-max this way, you can break the class". That doesn't help me fix the issues and balance it out more. Suggestions on a better way to do it would be appreciated :smallsmile: As of now, in a game my friend is running, there is a player who is using the class so I will FINALLY get some playtest data.


I think this was brought up before, but how precisely would this work for Warforged? Would the armour be immune to sundering due to it being part of the Warforged? Would you have to house-rule rules for sundering its chassis?

Warforged don't exist in Pathfinder. If you were to port this to 3.5, you'd have to have a Warforged with the Unarmored Body feat because Warforged can't wear armor nor can they easily peel their bodies apart to put on other parts without dying. Think of it like an unarmed 'forged who has multiple suits of composite plating it can install over its frame instead.


How about just the one sheath, and it does use battery charge but takes 10 mins to change the wand, and it uses battery charges equal to the floor of 1.5*the spell level (1,3,4,6); extended use of the wand would burn through charge starting at second level spells, but it represents a gizmo stark prepped in advance

Wands are gone, to reappear in the Magus Loricatus class.

---

I have made some changes to Suits, Construct Armor, added the Weapon Mount mod, tweaked Repulsor Lord and Iron Titan and a few other mods, made changes on Natural Forger, added the Extra Battery feat.

What else am I missing or need to be doing there? As a slight aside, I was thinking of changing the class archetypes above into Armor archetypes, sacrificing a suit or something to only get this specific sort of thing. Not sure.

-X

Deviston
2013-06-13, 06:35 PM
but be constructive with it and give your opinion or advice on how to fix the issue

I didn't have (at the time) a thought on how to fix the "free man" issue I was just pointing it out. Also, all the math isn't 3.5, it's Pathfinder.

I think that pulling wands as a gimme is wise. Changing it to a Armor Mod would be a simple fix tbh. I also provided a suggestion as how to fix the wand situation.

In regards to the "free man", I would suggest removing it completely and changing the mechanic to DR. I would leave the hit points of the armor as is (since it can still be broken and what not) but instead of getting the hit points as temps hp's, get your class level +Int mod in DR/- with the caveat that this DR functions against spell damage or some such. It ends up actually being stronger in the long run, but makes a lot more sense (IMO obviosuly) and is... more standard.

Also, your reply to my "min/max" situation was "So?" Let me explain why it's significant. The class is balanced around the concept that the armor can be destroyed/damaged/taken out of commission. With the availability to ensure a single armor is fully functional every day, it allows the player to be as wreckless as he chooses with impunity. The main reason his ability to heal a single suit to full is an issue is that he can't really be whittled down without the DM making special considerations for him (i.e. the similar arguement about why VOP monks don't work in Pathfinder) and if he DOES get whittled, guess what... he has another whole suit of hit points in his pocket, or maybe even two!

With Extra Suit and 12th character level, he can have 4 suits (obviously). With an INT of +3 this gives him 96 Temporary HPs for each suit.
With Enduring Armor that's 126 Temporary HPs for each suit.
With Enduring Shields that's an extra 186 HPs per suit.
Totalling up to roughly 744 Temporary HPs IN A SINGLE COMBAT. Not really... such a bad thing in some people's eyes, but when you add DR on top (which anyone can fenagle into getting via Magic Items which this guy can make himself for the most part) it become even more annoying.

This is done with the very adaptable suit below:
Breastplate- Any 5 Least Armor Mods, Compacted Form, Force Shields, Any 1 Lesser Armor Mod, Enduring Armor, Enduring Shields.

Now, this being said, I doubt you will see many people doing this. The problem is that when one makes a class, one attempts to build it so that it is unable to be GOD broken (like this) when combined with the core rule books. As is, one wouldn't even need the core rulebooks to attain godly damage soak. Just 4 mods.

Sorry for the long drawn out explanation. But this is why I think just a flat DR is better than TEMP HPs.

One more thing, if I offended you or came off offensive I apologize. I thought I did a good job of speaking in Vulcan Voice but it seems not. For future reference, attempt to read all my posts in "Vulcan" aka emotionless recitation of words with no concept of feelings, just words.

devlingreye
2013-06-13, 06:52 PM
I think at the end of the day people want to fly and shoot lasers being Iron Man. The class as it is has some holes for abuse but all classes have some whether hard to find or not.

Its like the saying "You can't kill a prepared Wizard" well an Iron Man speced to have all those Hit point will be hard to kill until he runs out battery or they kill the man inside.


Any attack that inflicts negative energy damage, attribute damage, or energy drain bypasses this protection, and anything that would negate metal armor (such as a brilliant energy weapon) will do direct damage to the character himself instead of the armor.

ErrantX
2013-06-13, 07:16 PM
In regards to the "free man", I would suggest removing it completely and changing the mechanic to DR. I would leave the hit points of the armor as is (since it can still be broken and what not) but instead of getting the hit points as temps hp's, get your class level +Int mod in DR/- with the caveat that this DR functions against spell damage or some such. It ends up actually being stronger in the long run, but makes a lot more sense (IMO obviosuly) and is... more standard.

I see what you're saying here, but in response, I would put to you that I could easily through being an elf (+2 Int) with 16 Int (so now 18) at level 12 with a +6 Int booster and 3 more points into Int (27 now) could have a DR of 20/-. That's really not hard to get, as you can see here. If I take 5 hits in combat, that's 100 points of damage I didn't take. If I go by the stock formula of a 4 encounter day, I can reasonably assume I will be hit between 5-8 times. That's 100-160 hit points I didn't take in damage. It's about the same, when you think about it, at least to me, and it strikes me that doing it this way removes one of the things that makes Iron Man interesting, in that he's a dude in a metal suit, and if you take that suit away, he's just a dude. By making the armor ablative with temp HP, you can take his power away from him.

The problem I see is this, assuming you don't build for overwhelming hit points, you're faced with this: Low armor HP meaning it's easy to take the suit out (not at all what is promised on the box), or the loss of what I feel is the flavor of the Iron Man armor in that it shields the wearer and it gets broken down so the wearer doesn't. The only other option would be to say that critical hits maybe bypass the armor HP, getting rid of the enduring armor mod (as that's a flat 30hp every time), and reduce Iron Man's own HP to a d6 and leave the BAB alone (something that is never done in PF save in the barbarian with its d12 hit die). That would maybe keep the ablative nature of the armor, but also retain some degree of being what its like in the comics / movies.



One more thing, if I offended you or came off offensive I apologize. I thought I did a good job of speaking in Vulcan Voice but it seems not. For future reference, attempt to read all my posts in "Vulcan" aka emotionless recitation of words with no concept of feelings, just words.

You're fine dude, I'm just abrasive as all get out. I appreciate you working with me :smallbiggrin:

-X

Deviston
2013-06-13, 07:28 PM
What if he takes subdual for half what his armor takes minus his AC from the suit?

Aka, you take 30 damage. The AC bonus to the suit is 11 (I grabbed a random number). The suit takes 40 damage, and you take 9 subdual Not a massive number and maybe a little math heavy, but it would add up and make sense IMO. When your suit gets hit by a truck, you WILL be feeling some of that even if it's just aches and bruises.

Or maybe some other mechanic to represent that, heck i don't know...

userpay
2013-06-13, 07:38 PM
I'm curious. Will this class always be limited to breastplate, half-plate, and full-plate or is there any chance of changing the wording to something along the lines of 'plate based armor'? Asking because if someone were to either homebrew or reverse engineer this class for 3.5 there are several armors that could qualify potentially (dwarven armors I'm looking at you).

genericwit
2013-06-13, 07:47 PM
I have two questions about the mechanics of this class [which I think is incredibly cool, by the way].

Do wondrous items built into the suit also effect the character? For example, would a belt of physical perfection added to a construct armor increase the strength and dexterity of the construct armor, as well as the constitution of the character? Say an Iron Man has a strength of 10, dex of 10, and a constitution of 16, and while wearing a suit of construct armor would be treated as having a strength of 18, dex of 14, and constitution of 16. Would a belt of physical perfection +6 built into a construct armor suit increase only the strength and dexterity of the suit, or would it also increase the wearer's constitution? So, would the ability array look like 24-20-22 or would it still look like 24-20-16?

Also, what happens when you replace things used as prerequisites? For instance, to get Flight repulsors you need jump jets first... Say you attain flight repulsors, could you then exchange jump jets for the defensive matrix? So basically, do these function more like warlock invocations [which you can easily swap for a more useful invocation once you've learned its upgraded form] or fighter feats [which can be switched out when they become useless but still exist as prerequisites for other feats later in the chain]?

Finally, when determining how many modifications you can have on a suit, do you use the base armor bonus, or the armor bonus + enhancement? So, would a full plate suit created by a level 10 have a maximum of 9 modifications [for the base armor] or 12 [base armor + enhancement bonus]? I would totally get the base armor bonus being the limiting factor, 'cuz it's like the total space of actual armor, but I'm just curious.

Deviston
2013-06-13, 07:48 PM
I'm curious. Will this class always be limited to breastplate, half-plate, and full-plate or is there any chance of changing the wording to something along the lines of 'plate based armor'? Asking because if someone were to either homebrew or reverse engineer this class for 3.5 there are several armors that could qualify potentially (dwarven armors I'm looking at you).

In an earlier post in the original thread this was addressed.

"Ask your DM." Was the response. Wise. Sage. Enlightening even.

IMO, I would look at any plate based armor and say "Yep, that's Tony. Slap a self absorbed ego under that hunk of metal and you've got Iron Man."

@genericwit: Good questions. ::looks up at Daddy Errant:: Well? What do you have to say for yourself?

ErrantX
2013-06-13, 07:48 PM
What if he takes subdual for half what his armor takes minus his AC from the suit?

Aka, you take 30 damage. The AC bonus to the suit is 11 (I grabbed a random number). The suit takes 40 damage, and you take 9 subdual Not a massive number and maybe a little math heavy, but it would add up and make sense IMO. When your suit gets hit by a truck, you WILL be feeling some of that even if it's just aches and bruises.

Or maybe some other mechanic to represent that, heck i don't know...

That's not a bad idea, but maybe say, split the damage to half the armor and half to the player as subdual? Keeps it simpler? And as I said, ditch enduring armor as a mod and have crits bypass the armor as well. Makes that fortification mod look more attractive to boot.


I have two questions about the mechanics of this class [which I think is incredibly cool, by the way].

Do wondrous items built into the suit also effect the character? For example, would a belt of physical perfection added to a construct armor increase the strength and dexterity of the construct armor, as well as the constitution of the character? Say an Iron Man has a strength of 1O, dex of 1O, and a constitution of 16, and while wearing a suit of construct armor would be treated as having a strength of 18, dex of 14, and constitution of 16. Would a belt of physical perfection +6 built into a construct armor suit increase only the strength and dexterity of the suit, or would it also increase the wearer's constitution? So, would the ability array look like 24-2O-22 or would it still look like 24-2O-16?

It would effect it yes, so using your example character it would be 24-20-22.


Also, what happens when you replace things used as prerequisites? For instance, to get Flight repulsors you need jump jets first... Say you attain flight repulsors, could you then exchange jump jets for the defensive matrix? So basically, do these function more like warlock invocations [which you can easily swap for a more useful invocation once you've learned its upgraded form] or fighter feats [which can be switched out when they become useless but still exist as prerequisites for other feats later in the chain]?

Well, you need to know how to crawl before you can walk or run, so you build Jump Jets, for example, and you know how to make those, and advance to Flight Repulsors. When you make your new suit, you could put them both in, or use one or the other.

Armor modifications may still be traded out, so if you dump something that's a prereq, you still keep the other mod. I am going to need to make a few adjustments now to some mods because you can't dump the power matrix for those prereq abilities...


I'm curious. Will this class always be limited to breastplate, half-plate, and full-plate or is there any chance of changing the wording to something along the lines of 'plate based armor'? Asking because if someone were to either homebrew or reverse engineer this class for 3.5 there are several armors that could qualify potentially (dwarven armors I'm looking at you).

In an earlier post in the original thread this was addressed.

"Ask your DM." Was the response. Wise. Sage. Enlightening even.

IMO, I would look at any plate based armor and say "Yep, that's Tony. Slap a self absorbed ego under that hunk of metal and you've got Iron Man."

Great response :smallbiggrin:

Your DM is freely allowed to put whatever armors you want to ask for. I usually stick to core rules for things like this, because not everyone may have access to those books or rules. That's an easily houseruled thing.

-X

Deviston
2013-06-13, 07:54 PM
Half and half sounds awesome, but another question comes to mind. Enduring Shields reduces damage to hit points in half (half to shield half to character) but would that effect the subdual? I personally would vote "Kinda".

Here is how I see it working. Half of initial damage goes to shields, other half pushes through effecting the suit/character. Half of the secondary damage hits the suit, and the other half (aka quarter) hits the character as subdual. Sound about right?

userpay
2013-06-13, 08:00 PM
In an earlier post in the original thread this was addressed.

"Ask your DM." Was the response. Wise. Sage. Enlightening even.

IMO, I would look at any plate based armor and say "Yep, that's Tony. Slap a self absorbed ego under that hunk of metal and you've got Iron Man."

Great response :smallbiggrin:

Your DM is freely allowed to put whatever armors you want to ask for. I usually stick to core rules for things like this, because not everyone may have access to those books or rules. That's an easily houseruled thing.

-X

Very true... Very true... I suppose even if you added 'plate based armors' people would still need to get an okay from the DM at least on a few but it never hurts to toss it in there to get people thinking.

ErrantX
2013-06-13, 08:14 PM
Half and half sounds awesome, but another question comes to mind. Enduring Shields reduces damage to hit points in half (half to shield half to character) but would that effect the subdual? I personally would vote "Kinda".

Here is how I see it working. Half of initial damage goes to shields, other half pushes through effecting the suit/character. Half of the secondary damage hits the suit, and the other half (aka quarter) hits the character as subdual. Sound about right?

Oye, back in Mathland again! :smallyuk:

Alright, hmm... howsabout this: I change the wording on Enduring Shield to say it splits the damage, half to the shield, and half to the character's armor. Keeps it simple and it states that the damage is directly hitting the armor, not the armored character.


Very true... Very true... I suppose even if you added 'plate based armors' people would still need to get an okay from the DM at least on a few but it never hurts to toss it in there to get people thinking.

Since a lot of people have asked this, I'll put in a variable caveat about it.

-X

themourningstar
2013-06-13, 08:53 PM
Just wanted to give some positive feedback- I love it! I like how you worked the core idea- Iron Man- into a badass fluffy fantasy class. :D Great work!

genericwit
2013-06-13, 08:54 PM
Another thought comes to mind. The suits boost Strength, primarily, but it seems that most of the time [at its base chassis] the Iron Man is a ranged combatant, and already suffers a bit from a medium base attack bonus. The targeting matrix helps this [a little bit, but not much], so at high levels you're probably going to be having a bit of monk-itis--lots of cool abilities, amazing staying power, but a difficult time hitting. It seems like they should have some options to boost this, as they have tons of options that massively improve their melee accuracy, even if it's all in the form of strength bonuses [modular armor nets +3, augment str nets another +3 with a base of +6 from Extremis armor, whereas for ranged attacks they top out with +2 from targetting matrix and +3 from Extremis Armor or a measly +2 if you spend a great deal of resources increasing Dex, as opposed to be able to completely dump it like strength].

It seems like the repulsor blasts should be resolved as touch attacks, on par with the Warlock in 3.5, as you trade away all of the Warlock's utility for defensive capacities and tons of strength bonuses. If that's too much of a boon, some other things that comes to mind might be an adjustment to swap the suits ability scores, perhaps reasoning that it has neural grafts that enhance reactions or a much more sophisticated response network at the expense of strength; for example, allow a construct armor to be built with 18 dex and 14 str and an extremis armor with 22 dex and 16 str [this would be especially great if you were able to choose which armor you wanted to apply it to, so you could have a ranged specialist armor and melee specialist armor, and still do pretty good generalist armor]. Further modifications that might help would be allowing the insight bonus from targeting matrix to scale with level, or adding a greater level modification to allow the attacks to be resolved as touch attacks [stipulating, of course, that when doing so Deadly Aim and similar feats cannot be applied in this mode, like firearms]; alternatively, a targeting matrix upgrade that allowed the Iron Man to use intelligence in addition to dexterity for ranged attacks would also shore up the lack of bonuses to hit pretty nicely, as well.

This class seems like it's built to be, at it's core, a very heavily armored ranged striker with melee capacity, but to to really work to it's potential you're kind of shoehorned into going the melee route.

Deviston
2013-06-13, 09:06 PM
Problem: Hitting AC at higher levels.

Fix: "For the purposes of attack rolls, but not iterative attacks, the Iron Man uses his class level as his Base Attack Bonus instead of his actual Base Attack Bonus. For the purposes of meeting th eprerequisites for feats, prestige classes, etc, the Iron Man uses his actual Base Attack Bonus."

Thank you Pathfinder, for this wonderful Monk fix that works so beautifully for our Iron Man.

Edit: @Errant in regards to simplifying the wording on Enduring Shields. Yes. Good call sir.

devlingreye
2013-06-13, 10:31 PM
Ok one word, Psionic Iron Man

Deviston
2013-06-13, 10:46 PM
Three actually, but this is still relevant to my interests. Go oooon...

ErrantX
2013-06-13, 11:27 PM
Problem: Hitting AC at higher levels.

Fix: "For the purposes of attack rolls, but not iterative attacks, the Iron Man uses his class level as his Base Attack Bonus instead of his actual Base Attack Bonus. For the purposes of meeting th eprerequisites for feats, prestige classes, etc, the Iron Man uses his actual Base Attack Bonus."

Thank you Pathfinder, for this wonderful Monk fix that works so beautifully for our Iron Man.

Edit: @Errant in regards to simplifying the wording on Enduring Shields. Yes. Good call sir.

I changed Targeting Matrix to be better, it gives a bigger bonus and the focused shot aspect does more damage.


Ok one word, Psionic Iron Man


Three actually, but this is still relevant to my interests. Go oooon...

Yes, go on.:smallamused:

-X

genericwit
2013-06-13, 11:34 PM
I had another thought. Since you state the suits can't be enchanted normally, but can have components manufactured and installed, how is Master Craftsman to be used? Could I grab Craft Wondrous Item but then use Craft [armor] to create boot components that mimic Getaway Boots or Boots of Speed, vambrace components that mimic Bracers of Greater Archery, or even pauldron components that mimic a Cloak of Resistance and a Cloak of Displacement [at the normal increased price for adding two dissimilar enchantments]?

Master Craftsman has tons and tons of threads about the ambiguity of the wording, and this could solve some of these problems. Obviously, you wouldn't be able to use Master Craftsman to create a Tome of Leadership and Influence, a Rod of Lordly Might, or a +4 Holy Keen Falchion of Speed, but you could still be quite the Christmas Tree Wizard [with effects mimicking teleportation effects, freedom of movement, etherealness, displacement, haste, and lots of other arcane goodies, all at half price!].

But as it is, you might wanna explicitly clarify if that's a possibility. It opens up a lot of powerful and useful abilities, but those kind of go along with Iron Man's technical prowess, and can give the Iron Man a lot more utility and versatility [not having to pay for magic weapons or armor is a plus, too].

Deviston
2013-06-13, 11:35 PM
Enduring Shield: .... and half to the character's armor. Damage mitigated in this fashion does not get split between the armor and the character as subdual if the armor is a Construct Armor as described in the Construct Armor class feature.


Just a clarifying thought.

Deviston
2013-06-13, 11:45 PM
As i understand it genericwit, you may make "embedded or attached components" like that of the the 3.5 Warforged magic items. This only applies to Craft Wonderous Item it seems (and you still have to take the feat) and allows you to Christmas Tree it up. You get this feature at 6th and at 7th you may take Craft Wonderous Item to start making your "components".

And why can't you make a Tome Of Leadership? The "attached tome component" could be attached to your Hand slot as etchings or some such. I mean, I guess.

I'm just throwing out my opinion ofc.

ErrantX
2013-06-14, 12:09 AM
I had another thought. Since you state the suits can't be enchanted normally, but can have components manufactured and installed, how is Master Craftsman to be used? Could I grab Craft Wondrous Item but then use Craft [armor] to create boot components that mimic Getaway Boots or Boots of Speed, vambrace components that mimic Bracers of Greater Archery, or even pauldron components that mimic a Cloak of Resistance and a Cloak of Displacement [at the normal increased price for adding two dissimilar enchantments]?

Master Craftsman has tons and tons of threads about the ambiguity of the wording, and this could solve some of these problems. Obviously, you wouldn't be able to use Master Craftsman to create a Tome of Leadership and Influence, a Rod of Lordly Might, or a +4 Holy Keen Falchion of Speed, but you could still be quite the Christmas Tree Wizard [with effects mimicking teleportation effects, freedom of movement, etherealness, displacement, haste, and lots of other arcane goodies, all at half price!].

But as it is, you might wanna explicitly clarify if that's a possibility. It opens up a lot of powerful and useful abilities, but those kind of go along with Iron Man's technical prowess, and can give the Iron Man a lot more utility and versatility [not having to pay for magic weapons or armor is a plus, too].

I have reworded some of Suits to reflect this. You can embed only components with a passive or permanent effect that occupies a body slot. So if it does not meet those two conditions, then you cannot embed those. If you took the Weapon Mount armor modification, you could make a +4 holy keen scimitar of speed if you wanted to and effectively embed that.


Enduring Shield: .... and half to the character's armor. Damage mitigated in this fashion does not get split between the armor and the character as subdual if the armor is a Construct Armor as described in the Construct Armor class feature.


Just a clarifying thought.

Done. Fixed wording in both Enduring Shields and Construct Armor.


As i understand it genericwit, you may make "embedded or attached components" like that of the the 3.5 Warforged magic items. This only applies to Craft Wonderous Item it seems (and you still have to take the feat) and allows you to Christmas Tree it up. You get this feature at 6th and at 7th you may take Craft Wonderous Item to start making your "components".

And why can't you make a Tome Of Leadership? The "attached tome component" could be attached to your Hand slot as etchings or some such. I mean, I guess.

I'm just throwing out my opinion ofc.

My fixes to Suits may have cleared this up. The character does not qualify at all for any Item Creation feats such as Craft Wondrous Item as he is not a spellcaster at all, he has an initiator level, not a caster level nor does he have spells. He can only do what the Master Craftsman feat allows.

-X

Deviston
2013-06-14, 12:50 AM
The character does not qualify at all for any Item Creation feats such as Craft Wondrous Item as he is not a spellcaster at all, he has an initiator level, not a caster level nor does he have spells. He can only do what the Master Craftsman feat allows.

-X


Master Craftsman
Your superior crafting skills allow you to create simple magic items.

Prerequisites: 5 ranks in any Craft or Profession skill.

Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.

Normal: Only spellcasters can qualify for the Craft Magic Arms and Armor and Craft Wondrous Item feats.

Soooooo, yeah. Taking Craft Wonderous Item and Craft Magic Arms and Armor is exactly what Master Craftsman does. Rather, is what it allows.

genericwit
2013-06-14, 12:00 PM
Soooooo, yeah. Taking Craft Wonderous Item and Craft Magic Arms and Armor is exactly what Master Craftsman does. Rather, is what it allows.

Yeah, but you still can only choose to use it with one craft skill, and you still have to use a relevant skill [craft or profession]; thus, you could use craft [armor] to make magic armor [and maybe, with a flexible dm, things like armored boots of speed, an armored belt of perfection, pauldrons of resistance, etc], but not a tomes; you could use profession [scribe] to make the tomes, but not the armor.

ErrantX
2013-06-14, 02:11 PM
Soooooo, yeah. Taking Craft Wonderous Item and Craft Magic Arms and Armor is exactly what Master Craftsman does. Rather, is what it allows.

I apparently am an illiterate goon because every time I read that feat I read something different. I am a fool, thank you for clarifying this for me. Okay. I'll be fixing this.


Yeah, but you still can only choose to use it with one craft skill, and you still have to use a relevant skill [craft or profession]; thus, you could use craft [armor] to make magic armor [and maybe, with a flexible dm, things like armored boots of speed, an armored belt of perfection, pauldrons of resistance, etc], but not a tomes; you could use profession [scribe] to make the tomes, but not the armor.

The class allows you to sub your Iron Man level for ranks of that skill for the use of that feat.

EDIT: Or maybe I won't fix it, nothing really needs to be fixed, actually. It has the caveat of using level for ranks and thus allows you to buy Magic Arms and Armor or Wondrous Item at level 7 or after... so... I think it's fine the way it is. Anyone?

-X

Deviston
2013-06-14, 03:11 PM
Anyone?
Legitimately no. I never had a problem with it. Well, I would remove the "initiator level" business and leave it "ranks in chosen craft skill". Because all you are really doing is exchanging Craft (blank) ranks (which is never more than your character level) for Caster level. Well, and replacing Spellcraft checks with Craft (blank) checks. Which... who cares really? Such a minor concern.

@genericwit: True, and I see where you feel I was debating that. Tbh I missed that "one Craft or Profession" limit. So if you wanted to craft another "set" of items you would need to take the feat again. Which, IMO, is perfectly fine. The class is built around armor and making it better. If the player wants to deviate into something unique, so be it, take some pain for it.

genericwit
2013-06-14, 03:54 PM
@genericwit: True, and I see where you feel I was debating that. Tbh I missed that "one Craft or Profession" limit. So if you wanted to craft another "set" of items you would need to take the feat again. Which, IMO, is perfectly fine. The class is built around armor and making it better. If the player wants to deviate into something unique, so be it, take some pain for it.

Actually, since spellcraft is a class skill, it'd be easier to just sub spellcraft for non-armor non-passive items... You can add 5 to the DC for every prereq you don't meet, such as caster level, spells known, etc... So for something that only has one spell requirement, you could add 10 to the DC for not knowing the spell and not having caster levels and make it with spellcraft... presumably. Another fix might be to allow you to use your initiator level instead of your caster level when making wondrous items with spellcraft... It does kind of fit the Iron Man motif of having tons of fun gadgets.

ErrantX
2013-06-14, 04:47 PM
Legitimately no. I never had a problem with it. Well, I would remove the "initiator level" business and leave it "ranks in chosen craft skill". Because all you are really doing is exchanging Craft (blank) ranks (which is never more than your character level) for Caster level. Well, and replacing Spellcraft checks with Craft (blank) checks. Which... who cares really? Such a minor concern.

@genericwit: True, and I see where you feel I was debating that. Tbh I missed that "one Craft or Profession" limit. So if you wanted to craft another "set" of items you would need to take the feat again. Which, IMO, is perfectly fine. The class is built around armor and making it better. If the player wants to deviate into something unique, so be it, take some pain for it.

Hrm, I am seeing power flux about to happen here; maybe limited access is best. Changing out Master Craftsman as a feat and replace it with something like a Warlock's Imbue Item thing, but only for making wondrous items and weapons for the armor. I left initiator in there for opportunities for my Libram project and because the Generator class uses it. The class also has abilities that vary on level, so it just seems right to have a name for it. Initiator works.


Actually, since spellcraft is a class skill, it'd be easier to just sub spellcraft for non-armor non-passive items... You can add 5 to the DC for every prereq you don't meet, such as caster level, spells known, etc... So for something that only has one spell requirement, you could add 10 to the DC for not knowing the spell and not having caster levels and make it with spellcraft... presumably. Another fix might be to allow you to use your initiator level instead of your caster level when making wondrous items with spellcraft... It does kind of fit the Iron Man motif of having tons of fun gadgets.

Because of my above idea, I'm thinking of dumping Spellcraft too.

Thoughts?

-X

Deviston
2013-06-14, 05:46 PM
YES YES a thousand times yes! Er... rather, Yes i firmly agree with your idea. I wanted to suggest that a long time ago, but i figured Master Craftsman works thematically, but you can just make Imbue Item called "Tinkerer's Gifts" or whatnot to make it fit the theme.

And yes dropping Spellcraft makes so much sense. Also, with making a whole new custom class feature (imbue item) you can still leave the initiator business without concern.

Durazno
2013-06-14, 06:50 PM
Would there be a place for a feat that another character in the Iron Man's party could take to be able to use the one suit of armor that the Iron Man lent them without penalty?

Deviston
2013-06-14, 07:17 PM
I couldn't see completely without penalty, but Errant DOES have the Lend Armor feat where the borrower takes a -2 to all d20 rolls.

zhdarkstar
2013-06-14, 08:28 PM
Hrm, I am seeing power flux about to happen here; maybe limited access is best. Changing out Master Craftsman as a feat and replace it with something like a Warlock's Imbue Item thing, but only for making wondrous items and weapons for the armor. I left initiator in there for opportunities for my Libram project and because the Generator class uses it. The class also has abilities that vary on level, so it just seems right to have a name for it. Initiator works.



Because of my above idea, I'm thinking of dumping Spellcraft too.

Thoughts?

-X

I can dig dropping Spellcraft as I was running into issues with skill point distribution for my Mecha Senshi builds. This frees up some extra points as the Mecha Senshi is actually a Charisma-based Iron Man build instead of Intelligence.

EDIT: Upon further thought, I was thinking that rather than making the wondrous items have to be part of the armor itself, the Iron Man makes specific versions of the items that can interface and augment the armor's abilities while also being wearable while out of suit. That way you don't have to live in the armor to get the most out of your wondrous items or have multiple copies.

Deviston
2013-06-15, 12:08 AM
What if... the Iron Man could make a thin body suit (think psychoactive skin) that emerges into specific shapes and what not when a suit is worn (like metallic wings if the body suit grants flying just as an example).
Same principle though, usable outside of a suit and can function with any suit worn.

Each magical enchantment would of course occupy a body slot but he could have several such spandexy body suits. This way others could use the "Wonderous Items" he crafts as well. Not just a selfish class. That last part isn't really important, I just love the body suit concept. I'm thinking like the thing gundam fighters wear from the show G Gundam.

ooooh.... I can see it now, "Take my pain! My anger! And ALL my sorrow! REPULSOR INFUSED KNUCKLE BOMB FINGAAAAAARS!!!"

ErrantX
2013-06-15, 12:14 AM
YES YES a thousand times yes! Er... rather, Yes i firmly agree with your idea. I wanted to suggest that a long time ago, but i figured Master Craftsman works thematically, but you can just make Imbue Item called "Tinkerer's Gifts" or whatnot to make it fit the theme.

And yes dropping Spellcraft makes so much sense. Also, with making a whole new custom class feature (imbue item) you can still leave the initiator business without concern.

I made a new ability in place. Thoughts?


Upon further thought, I was thinking that rather than making the wondrous items have to be part of the armor itself, the Iron Man makes specific versions of the items that can interface and augment the armor's abilities while also being wearable while out of suit. That way you don't have to live in the armor to get the most out of your wondrous items or have multiple copies.

Therein lies the rub, huh? Decisions, decisions...

-X

Deviston
2013-06-15, 12:28 AM
With Imbue Item being a UMD check not a Caster Level check, I would recomend dropping the DC to 10+ spell level and 15 + spell level for divine. Or perhaps just making it a 15+/20+ Craft check.

However, I have a feeling you want it initiator check for some other class interactions?

But it's much better than before. Even though the fact that the feat exists at all is mindblowingly amazing... like.. wdf...

I would also remove the "collision" magical enchantment from the fist and just say the damage goes up to 1d12 or something similar. Since you are giving the ability to enchant now and all, having collision essentially limits the player to a +2 enhancement and only at far later levels. Since collision is already there and whatnot. But a bump to the dice (from 1d8 original to 1d12) would give a nice chance at a bonus 4 damage. Oh, or maybe 2d6. Heck I don't know.

zhdarkstar
2013-06-15, 07:21 AM
I would also remove the "collision" magical enchantment from the fist and just say the damage goes up to 1d12 or something similar. Since you are giving the ability to enchant now and all, having collision essentially limits the player to a +2 enhancement and only at far later levels. Since collision is already there and whatnot. But a bump to the dice (from 1d8 original to 1d12) would give a nice chance at a bonus 4 damage. Oh, or maybe 2d6. Heck I don't know.

The problem I see here is that you're getting 3 damage die steps for one least modification (1d6->1d8->1d10->2d6) which doesn't seem so bad on the surface, but when applied to my Mecha Senshi PrC sample builds, the unarmed strike damage jumps from 4d6->8d6 on a single Medium suit with Knuckle Bombs, Powerful Build, and Crushing Blows. This gets even uglier when you factor in Mecha Zord Armor, going up another 2d6 for every effective size category above Large, capping at 14d6 at Colossal. The problem isn't so much the damage dealt but the amount of time spent rolling.

Impact would be an alternative option instead. It's still a +2 ability but it gives a single damage die step increase instead of the flat +5 damage.

Deviston
2013-06-18, 06:55 AM
I tend not to look at every homebrew on the boards when suggesting balance changes. I'm sure that even some core classes can be unbalanced and "crazy" when combined with Hombrew X.

My concern is, even with the +2 Impact, he still can't add another enhancement until level 9. Even then it's only a +1. He would have to wait until 15+ to be able to add a full +3 enhancement unless there was a mechanic for "unenchanting" his fists.

Maybe a good fix would be changing the crit range or multiplier. Not as impacting each attack as a flat +5 deeps, but still significant when it occurs.

Aka

•Knuckle Bombs – (Prerequisites: Smashing Blows) An upgraded version the smashing blows modification (including all of its bonuses), includes more destructive components than previously and increases the unarmed strike damage of the Iron Man from 1d6 to 1d8 plus Strength modifier and increases critical threat range and multiplier to 19-20 X3. Additionally, when the character spends a point of battery power upon a successful hit, the character ignites a small repulsor grenade mounted on the character's knuckles or shins that inflicts the character's repulsor damage to the target.

milonti
2013-06-18, 12:15 PM
So I made an account just because I was looking at using this class for a campaign. My DM pointed it out as allowed homebrew. It looks FANTASTIC!

I have two questions though.
Edit: I mean 3

1) How is the Modular Armor activated? Is it a dedicated suit of armor that you can only wear for a certain amount of time per day? Or something I can attach and detach? Or is it like its own special component that I slap onto a suit of armor and it unfolds into awesomeness?

2) How does the suit and abilities interact with an Anti-Magic Field?

3) Is it possible for the Iron Man to sleep in his construct armor after giving it orders such as "patrol this area and wake me if you spot anything" ? I was toying with the idea of my character sleeping in his armor while it walks around of its own accord

ErrantX
2013-06-18, 04:48 PM
I've made changes to Master Armorer to reflect Knowledge (engineering) as its skill, and I've added a Trap Sensor least modification. Some other tweaks here and there. Other stuff below.

Also considering changing some of the class archetypes into an archetype suit feat (i.e. at 12th level you could take Repulsor Lord Armor as a feat, and get an extra suit with the listed modifications and special advantages/disadvantages). Thoughts?


I tend not to look at every homebrew on the boards when suggesting balance changes. I'm sure that even some core classes can be unbalanced and "crazy" when combined with Hombrew X.

Maybe a good fix would be changing the crit range or multiplier. Not as impacting each attack as a flat +5 deeps, but still significant when it occurs.

Agreed, and I implemented that change, makes sense. Honestly considering just dropping smashing fists at this point and just having knuckle bombs.


So I made an account just because I was looking at using this class for a campaign. My DM pointed it out as allowed homebrew. It looks FANTASTIC!

I have two questions though.
Edit: I mean 3

Thank you! :smallredface:


1) How is the Modular Armor activated? Is it a dedicated suit of armor that you can only wear for a certain amount of time per day? Or something I can attach and detach? Or is it like its own special component that I slap onto a suit of armor and it unfolds into awesomeness?

I... didn't write that in. Now I did.


2) How does the suit and abilities interact with an Anti-Magic Field?
I also... did not write this in. Added it. See construct armor, until then it's just a suit of magic armor and mods are supernatural, so none of it works until Construct Armor, then there is a special caveat there.


3) Is it possible for the Iron Man to sleep in his construct armor after giving it orders such as "patrol this area and wake me if you spot anything" ? I was toying with the idea of my character sleeping in his armor while it walks around of its own accord

I'm gonna say no, because the construct isn't intelligent. Also, you try sleeping when your pajamas are marching you around all night, clanking up a storm. :smalltongue:

Thanks for the interest!

-X

Deviston
2013-06-18, 05:07 PM
You know, i didn't want to say anything but removing the modification tax is something I agree with. Knuckle Bombs only makes much more sense IMO.

ErrantX
2013-06-18, 05:17 PM
You know, i didn't want to say anything but removing the modification tax is something I agree with. Knuckle Bombs only makes much more sense IMO.

Had another idea for Knuckle Bombs as well, lowering the crit multiplier from x3 to x2 and allow for a free activation of a repulsor grenade on a critical hit that successfully lands. How's that sound?

Also, any thoughts on Armor Archetypes as a feat or suggestions for new mods / armor archetypes?

EDIT: Made change to Knuckle Bombs and dropped Smashing Blows.

-X

zhdarkstar
2013-06-18, 10:07 PM
I definitely dig the changes made as this frees up a mod for my sample builds. Mecha Senshi will be updated shortly to reflect it as well.

As for Armor Archetypes, how about instead making it an archetype itself where you only end up with 3 suits but each suit uses one of the archetypes for it?

Deviston
2013-06-19, 05:54 AM
The problem with that is the archetypes modify class features.

As for lowering crit to normal and adding a free repulsor detonation, I can see that.

And as for new material, no promises on time frame, but I'm sure I can come up with a few for you.

userpay
2013-06-19, 10:59 AM
Its probably come up before but have you thought of making an elemental archetype? Requires Elemental Repulsors obviously and at some point gains the ability to at least partially bypass resistance/immunity vs their element.

ErrantX
2013-06-19, 12:09 PM
The problem with that is the archetypes modify class features.

As for lowering crit to normal and adding a free repulsor detonation, I can see that.

And as for new material, no promises on time frame, but I'm sure I can come up with a few for you.

True, archetypes mod class features, but really, look at those archetypes again, especially the ones I wrote. If I presented those you as feat setups for special armor, they make more sense. You're only going to need one suit of Repulsor Lord armor, ya know? It's similar to the 3.5 astral construct body feats that were released in Complete Psionic; they mod your whole set up for the astral construct if you use that feat with it. This would be similar.


Its probably come up before but have you thought of making an elemental archetype? Requires Elemental Repulsors obviously and at some point gains the ability to at least partially bypass resistance/immunity vs their element.

To be honest? Nope :smallredface:

With this class I've kind of made it a point to be a sort of quasi-community project, and if you have some ideas to put one together, by all means, please write it up!

-X

milonti
2013-06-19, 02:04 PM
I just noticed that Compact Armor mod enables you to put on the armor alone, but the normal rules for the suit do not state you need more than one person to put it on. Is that left over wording from a previous iteration?

ErrantX
2013-06-19, 03:11 PM
I just noticed that Compact Armor mod enables you to put on the armor alone, but the normal rules for the suit do not state you need more than one person to put it on. Is that left over wording from a previous iteration?

Quote where it says what you're referencing?

In the armor section it says:

Finally, these suits of armor are far more complicated than a standard suit of armor, so double the time involved to don this armor from the base armor if donned alone, and may not be donned hastily.
and:

Compacted Form – By spending one battery point from the armor's battery pool, the armor is able to contract or expand out to be secured over its wearer as a full round action, and does not require any additional attendants or helpers to get him into it, as it is automated. When in its compact state, it often resembles either a metallic turtle-shell like backpack or a heavy metal briefcase weighing the same as the base suit of armor. (Note: This modification may only be used on a breastplate-based suit of armor and often are built of mithral.)

You don't require attendants to don any armor specifically unless otherwise stated. (http://www.d20pfsrd.com/equipment---final/armor#TOC-Getting-Into-and-Out-of-Armor) That being said, most people tend towards full plate, but it was a broad statement to cover all manners of armor. If you're wearing full plate armor, you need help. If you're wearing a breastplate, you don't, but it's easier. The Compacted Form dons it for you as a full round action for 1 battery as a breastplate.

-X

milonti
2013-06-19, 03:36 PM
I think I missed the one full-round action thing.

New questions though, more mechanics type things.

How do pre-req modifications and modification swapping at even levels work?

I have 2 greater level mods in mind. First is the Adamantine Cutting Beam. If I'm reading correctly (which I wouldn't be surprised if I'm not) it requires me to use up 5 of my total 16 mods for the class to gain the ability to overcome hardness with repulsor blasts at 1 battery point per second.

Do I need to keep every single pre-req mod as one known for it to work? And do I need each one on the same armor since they aren't upgrades (like the flame thrower) and perform their own specific functions?

The other mod is the Telepresence armor. I can more easily understand the High tax on this one, but the same idea applies. Also, does this mod have to be on the armor I'm in or the armor I'm controlling? Both?

Last I wanted to suggest a few upgrades for some of the components.

Lesser: Gravitron Beam - Pre-req: Tractor Beam. Doesn't require metal objects, possibly more powerful

Lesser: Mass Manipulator - Pre-req: Tractor Beam. Causes a surface to become more massive, increasing localized gravity. low battery point cost (2ish?) to create difficult terrain in an area. Higher to cause slow effect and drop flying enemies.

Lesser: Mining Beam - Causes a large amount of damage to an unattended object. Can be used in place of repulsor for a full-round action sunder attack only. Maybe deals a die category or two above repulsor damage?

(no idea what grade, maybe upgradeable): Hacking Module - Taps into the arcane (or scientific) energy powering a construct. Basically gives you Turn/Rebuke Construct with saves based on amount of battery power put in

Greater(?):Disruption Matrix - Provides a repulsor based dispel effect. If you have knuckle bombs it can be used to create an anti-magic field as a standard action that provokes AoO. The anti-magic field is specifically attuned to not affect the Iron-Man's normal suit operation (though it may affect certain modifications?)

ErrantX
2013-06-19, 06:23 PM
I think I missed the one full-round action thing.

New questions though, more mechanics type things.

How do pre-req modifications and modification swapping at even levels work?

I have 2 greater level mods in mind. First is the Adamantine Cutting Beam. If I'm reading correctly (which I wouldn't be surprised if I'm not) it requires me to use up 5 of my total 16 mods for the class to gain the ability to overcome hardness with repulsor blasts at 1 battery point per second.

Do I need to keep every single pre-req mod as one known for it to work? And do I need each one on the same armor since they aren't upgrades (like the flame thrower) and perform their own specific functions?

You need to possess or have possessed before buying the upgraded version. Most of the time, it's worth it to keep the previous ones, sometimes its not. Up to you. Only exception is Power Matrix, you pretty much need Power Matrix later on for good stuff.


The other mod is the Telepresence armor. I can more easily understand the High tax on this one, but the same idea applies. Also, does this mod have to be on the armor I'm in or the armor I'm controlling? Both?

Telepresence needs to be on the armor you're controlling, not on the one you're wearing.


Last I wanted to suggest a few upgrades for some of the components.

Lesser: Gravitron Beam - Pre-req: Tractor Beam. Doesn't require metal objects, possibly more powerful

Potentially, yeah. That could work.


Lesser: Mass Manipulator - Pre-req: Tractor Beam. Causes a surface to become more massive, increasing localized gravity. low battery point cost (2ish?) to create difficult terrain in an area. Higher to cause slow effect and drop flying enemies.

A bit more than I'd wanna do, too magicky.


Lesser: Mining Beam - Causes a large amount of damage to an unattended object. Can be used in place of repulsor for a full-round action sunder attack only. Maybe deals a die category or two above repulsor damage?

May as well just use repulsors then, or unibeam if needed. :smallconfused:


(no idea what grade, maybe upgradeable): Hacking Module - Taps into the arcane (or scientific) energy powering a construct. Basically gives you Turn/Rebuke Construct with saves based on amount of battery power put in

Too much, gets too into Extremis' pudding.


Greater(?):Disruption Matrix - Provides a repulsor based dispel effect. If you have knuckle bombs it can be used to create an anti-magic field as a standard action that provokes AoO. The anti-magic field is specifically attuned to not affect the Iron-Man's normal suit operation (though it may affect certain modifications?)

Definitely not, that's pushing too much magic. Perhaps an anti-magic resistance thing, but not antimagic itself. I'm trying to straddle the line between the comics/movies and D&D limits on tech.

-X

milonti
2013-06-24, 02:18 PM
Hmm.... I wonder if it'd be possible to make some sort of sniper archtype for Iron Man. Focusing on very long-range, high-damage, single attacks. Or would that be too far from the concept?

Threadnaught
2013-06-24, 03:58 PM
Reserved for potential expansions or prestige classes and the like.

-X

Yay, can't wait to see what you come up with. Just reposting some old ideas.


Armour Lock (rename as appropriate): Subject enters a defensive stance in which they're immune to damage for X rounds (not sure which stat to use). Subject may not move, attack or use any offensive or status mods.

Area Shield: Subject while in defensive stance, may create a protective field making all within immune to damage.

Techno Fort: Subject creates miniture fortress in area around themselves (based on their Armour Size) which protects themselves and allies, granting complete concealment, bonuses to stats and possibly the ability to use some of the Iron Man's offensive/status mods themselves to attack enemies outside, while he stays immobile at the centre commanding the fortress to attack and disable enemies within. Alternatively he could move within the limits of the fortress.


Also speaking about Iron Man 2, the Whip Guy. Repulsor Lord needs his Repulsor Whips... As an optional mod, mind.

As I said before, I'm really looking forward to the Prestige Classes. :smallbiggrin:

userpay
2013-06-25, 10:21 AM
Hmm.... I wonder if it'd be possible to make some sort of sniper archtype for Iron Man. Focusing on very long-range, high-damage, single attacks. Or would that be too far from the concept?

Hmmm... We already have a start with the full action single fire use of the repulsors via targeting matrix...

Threadnaught
2013-06-29, 06:20 AM
No PrCs yet. I'm still hoping for that really big gun PrC.

zhdarkstar
2013-06-30, 04:14 PM
I just noticed two possible points of confusion with the Natural Forger.

1) Is Natural Surge considered a positive energy effect like Lay on Hands? That gives you the ability to recharge yourself.

2) What happens if this archetype is taken by the undead or those with negative energy affinity? This was brought to light due to one of the major plot points of the new Avengers Assemble cartoon:Red Skull steals Iron Man's armor, dubbing himself the Iron Skull

Mark Hall
2013-10-03, 09:28 PM
The Mod Wonder: Revived with permission.

zhdarkstar
2013-10-03, 11:38 PM
So I decided to knock out a couple requests for extra material. I give you the Weapon Channeller, aka Whiplash, and the Sentinel, a racial archetype for all of your living construct needs.

The Weapon Channeller
Some Iron Men see repulsors not as a pure weapon in itself, but as a source of extra power to make their mounted weapons deadlier. The Weapon Channeller's saving throws are Good Fortitude, Poor Reflex and Will.

Weapon Proficiency: The Weapon Channeller gains a single melee Exotic Weapon Proficiency in addition to its normal proficiencies. He may use this weapon with Weapon Mounts so long as it is a one-handed or light weapon. If it is a two-handed exotic weapon, he must wait until Advanced Weapon Mounts allows him to mount a two-handed weapon instead.

Bonus Feats:The Weapon Channeller gains Two Weapon Fighting at first level, even if he does not meet the prerequisites of the feats, that may only be used with his mounted weapons. The character may treat his Intelligence score as his Dexterity score for the purposes of qualifying for Two-Weapon Fighting and its subsequent feats.

Suits: The character gains additional suits at 6th, 12th, and 18th level. The character's suits must all have the Weapon Mount modification at 1st level, as well as Defensive Matrix at 5th level, Augment Strength at 8th level, and Arc Reactor at 14th level.

Armor Modifications: Gain 1 less modification at 9th and 15th level. Lose access to Repulsor Blade, Elemental Repulsors, Adamantine Cutting Beam, and unarmed combat modifications. Must take Weapon Mount at 1st level and Defensive Matrix at 5th level. At 8th level, the character must take Augment Strength, and at 14th level the character must take the Arc Reactor modification.

Repulsors: The Weapon Channeller's repulsors lose the damage increases at 3rd, 7th, 11th, 15th, and 19th levels. In exchange he gains the following class features: Repulsor Channeling, Advanced Weapon Mounts.

Repulsor Channeling: At 3rd level, the Weapon Channeller adjusts the output on his repulsors to channel the energy through his weapon mount. He may add his repulsor damage to successful attacks made with his mounted melee weapons.

Advanced Weapon Mounts: At 7th level, the Weapon Channeller syncs his Targeting Matrix and Defensive Matrix together to optimize the effectiveness of attacks made with his mounted weapons, while also putting himself in a better defensive position in the process. He may add the bonus from Targeting Matrix to attack rolls made with his mounted melee weapons, as well as to CMB for combat maneuvers using the mounted weapon. Alternately, he may use Targeting Matrix as a full-round action to deliver a single melee attack at his highest attack bonus, with the same bonuses to attack and damage described in Targeting Matrix, and adding the insight bonus from Targeting Matrix to AC and CMD until the start of his next turn. At 11th level, he expands the amount of space his mounted weapons can occupy. He may either replace his current mounted weapon with a two-handed melee weapon or mount a second one-handed or light melee weapon. At 15th level, he may treat a one-handed weapon in his off-hand as a light weapon when two-weapon fighting. At 19th level, he may wield a mounted two-handed weapon as a one-handed weapon, reducing the amount of Strength bonus added to damage accordingly. Alternately, he may treat a mounted one-handed or light melee weapon as if he were wielding it in two hands, increasing the amount of Strength bonus added to damage. This alternate use may only be applied to his off-hand weapon if he has the Double Slice feat.



The Sentinel
Sometimes the Iron Man is already made of iron before he ever puts on his armor suit. The armor suit acts more as a skin than a suit of armor for these Iron Men. This is a racial archetype for intelligent constructs with Constitution scores that can be combined with any other archetype, even if the two archetypes modify the same class feature. Apply the changes of both archetypes to such class features if the changes affect different parts of the same feature.

Suits: The Sentinel only has one armor suit, which is an integrated part of his body. He may sleep in his armor without being fatigued, regardless of its type. Whenever he gains an extra suit via class features, he instead gains an extra armor modification known of any level available to him.

Armor Modifications: The Sentinel adds his natural armor bonus, if any, to determine the maximum amount of modifications that can be installed.

Battery: The Sentinel may add his Constitution modifier, in addition to his Intelligence modifier, to determine his battery pool.

Master Armorer: As the Sentinel's armor suit and body are one and the same, the restrictions on what kinds of wondrous items that can be integrated into the armor have been lifted.

Construct Armor: Whenever the Sentinel receives damage that is reduced by Construct Armor, that damage is treated as lethal damage instead of nonlethal damage. The Sentinel is not entangled when a broken Construct Armor becomes inert, but still suffers all other effects.

Repair Nanites: Repair Nanites may be used to heal hit points to either the armor or to the Sentinel himself. Alternately, the Sentinel may spend an extra battery point as an augmentation to heal both the armor and the Sentinel for 10 hit points each.

Deviston
2013-10-05, 06:19 PM
Very nicely done, always good to see maur tobors.

zhdarkstar
2013-10-05, 07:34 PM
Thank you very much. I've got an idea in my head for a big gun PrC that will likely be a Iron Man/Gunslinger hybrid. Just need to work out a couple kinks in terms of entry requirements (thinking Master Armorer/3rd level deeds/at least one skill with 10 ranks) and deed/repulsor progression. One key class feature will be a gritty battery pool that can be spent as either one, but counts as neither for effects that depend on having at least 1 grit/battery. It'll get a modified version of Construct Armor that is a bit more Dex-based than vanilla.

EDIT: In the meantime, I have a bunch of sample builds using the Sentinel archetype. Each zip contains the level 8/12/16/20 versions. These are more theoretical builds I made as sparring partners for other test builds. I went a little above WBL on some of them, so they would make for great boss fights rather than PC pregens.

Repulsor Lord (https://www.dropbox.com/s/qrf5xvnvg9bdqvt/Repulsor%20Lord.zip)
The Iron Titan (https://www.dropbox.com/s/klodrpfknss6e6d/The%20Iron%20Titan.zip)
War Machine (https://www.dropbox.com/s/ovn8q2oamcw4o0x/War%20Machine.zip)

EDIT 2: A question just came up in my head for a future game I'm going to play in. Would a Scrap Smith be able to add his Scrap Shot damage to Knuckle Bombs?

Deviston
2013-10-11, 12:06 PM
1) Scrap Shot seems to replace the effect of the repulsors, not exactly removing repulsors altogether.

2) Knuckle bombs deals repulsor damage (I assume you are referring to the grenade part) upon spending battery or a crit.

I would say yes you can take knuckle bombs and it would still deal the bludgeoning damage of big fist on your regular melee attacks with it. However, upon a crit or spending of battery you would get the piercing damage of the shrapnel. Additionally, scrap shot has an additional mechanic that is wonky. Here is where I feel you are really trying to get an answer.

"Does the grenade get the bleeding?"

I honestly don't know. I can see it going either way really, in the end there just needs to be a ruling decided between you and Errant. No real reason why not if you get the penalty to attack rolls (say the violent expulsion of the shrapnel might make aiming your fist slightly difficult). But if there is no penalty... seems to me like a great choice with no down side.

zhdarkstar
2013-10-12, 11:06 PM
1) Scrap Shot seems to replace the effect of the repulsors, not exactly removing repulsors altogether.

2) Knuckle bombs deals repulsor damage (I assume you are referring to the grenade part) upon spending battery or a crit.

I would say yes you can take knuckle bombs and it would still deal the bludgeoning damage of big fist on your regular melee attacks with it. However, upon a crit or spending of battery you would get the piercing damage of the shrapnel. Additionally, scrap shot has an additional mechanic that is wonky. Here is where I feel you are really trying to get an answer.

"Does the grenade get the bleeding?"

I honestly don't know. I can see it going either way really, in the end there just needs to be a ruling decided between you and Errant. No real reason why not if you get the penalty to attack rolls (say the violent expulsion of the shrapnel might make aiming your fist slightly difficult). But if there is no penalty... seems to me like a great choice with no down side.

The problem with applying the penalty to the attack roll is that the grenade effect occurs after the attack roll is already successful, and making it go off only if the attack succeeds by more than 1 would be a pointless caveat. Considering that the bleed is based on a Reflex save, it's going to be prevented most of the time anyways. Only against the large and slow stuff will the bleed have a better chance of success. Even if it doesn't work, the loss of the Iron Titan archetype is marginalized by still making good use of all of the other archetypes.

However, a new Scrap Shot question has come to mind. Since they're only prohibited from taking Flight Repulsors, does Repulsor Blade become Scrap Blade and what type of damage does it do? I could honestly see it doing all three types (or at least P/S), switchable as a swift action like Elemental Repulsors. Again, the bleed damage is more of a nonissue in my book due to being a Reflex save. It could be fluffed as shaping the scrap into the desired blade type. To reduce the reliance on magical items to grant flight, perhaps a new lesser armor modification can be added to grant not-as-good non-repulsor flight via synergy with flame throwers. It could also be an alternate qualifier for Flight Mastery instead of Flight Repulsors, with bump from poor to average instead of good.

Lesser Modification
Rocket Boosters - (Prerequisites: Jump Jets, Flame Throwers) By making modifications to the fuel output of the flame throwers via a set of specially designed thrusters attached to the boots and shoulders, the character is capable of achieving non-repulsor flight. This form of flight is not as effective or reliable as repulsor-based flight, but it also does not require having hands free to operate. As a swift action, the character gains a flight speed of 40ft with poor maneuverability, but otherwise function identically to either fly or overland flight depending on the level of flame throwers installed. Least flame throwers act as fly with a caster level equal to the character's initiator level. Lesser flame throwers as overland flight with a caster level equal to the character's initiator level, but lasts 10 minutes per level instead. Greater flame throwers act as overland flight with a caster level equal to the character's initiator level. While active, the character cannot use his flame throwers. After the fourth round of consecutive flight, the character may activate the afterburners to double his flight speed as a swift action. Each round of using afterburners counts as one minute of flight instead of one round. When the flight ends, the character must wait 1d6+4 rounds before using either flame throwers or rocket boosters. If afterburners were used during that flight, the character must wait an additional number of minutes equal to the amount of rounds of afterburner use within the last 10 rounds of flight. Rocket boosters cannot be used if the character is waiting to use flame throwers after using flame throwers. If the character has the bunker buster armor modification, he may expend the use of a rocket to function as an afterburner that lasts a number of rounds equal to amount of damage dice of the rocket. This use does not incur any penalty to the duration of flight nor the cooldown after flight.


EDIT: Here's a possible lesser armor mod that hinges on the unanswered questions I had regarding Natural Forgers and positive/negative energy. It would be just for Natural Forgers to give them a nice ranged heal/harm option and a better reason for them to take repulsor blade over weapon mount and knuckle bombs for the melee option, as you can't stack Repulsor Lord on top due to both significantly changing Battery. It is designed on the assumptions that Natural Surge is a positive energy effect like Lay on Hands and a negative energy affinity variant (aka Decayed Forger) for the purposes of Life Force/Natural Surge as death is also a natural part of life.
Lesser Modification
Natural Repulsors - (prerequisites: Elemental Repulsors, Natural Surge) As a swift action, the character may spend 1 battery point and a use of Natural Surge to change the damage of his repulsors to the same energy type as Natural Surge. If used to heal a willing target, no attack roll is needed and the character rolls half of his repulsor damage dice, rounded down, to determine the amount of hit points restored. Healing via repulsors may be used in place of a repulsor attack as part of a full-attack or with Targeting Matrix, adding the damage bonus to the amount of hit points restored. This effect lasts 1 round per two initiator levels.

EDIT 2: Edited Advanced Weapon Mounts on the Weapon Channeller to line up the full-round single strike's attack and damage bonuses with Targeting Matrix.

Deviston
2013-10-16, 09:11 AM
It all sounds great. I would however like to see the flamethrower flight have an unlimited flight time that doubles in speed after 10 full rounds of flight at the iron man's option. However, after activating this "afterburn" flight, as soon as the flight turns off all the related gear is on cooldown for a full 10 minutes. Or something similar.

zhdarkstar
2013-10-16, 01:04 PM
It all sounds great. I would however like to see the flamethrower flight have an unlimited flight time that doubles in speed after 10 full rounds of flight at the iron man's option. However, after activating this "afterburn" flight, as soon as the flight turns off all the related gear is on cooldown for a full 10 minutes. Or something similar.

I changed up rocket boosters to act functionally similar fly and overland flight, but with the lesser speed and maneuverability. I did add in the afterburner mechanic that can be activated on the 5th round of flight, counting each round of afterburner as 1 minute of flight instead of 1 round and adding a penalty to cooldown if flight ends within 1 minute of afterburner use, which makes the cooldown range from 30 seconds (5 rounds) to 11 minutes. I think that functions a bit more realistically as the air passing over you in post-afterburner flight would cool the jets faster than a sudden stop would. Thus, the character has to be cognitive of their fuel supply when applying afterburners.

EDIT: Just also added a synergy with Bunker Buster to act as a penalty-free afterburner for emergency situations where you need the speed but don't have time for the necessary mid-flight cooldown. Scrap Smith War Machine is now looking pretty nice. :smallbiggrin:

Speaking of War Machine, I realized in hindsight that he will invariably need Gunsmithing like any Gunslinger. Would granting it as a bonus feat with the same caveat as the others be too much for 1st level? Master Armorer already allows him to create and enchant the guns, but doesn't say whether it also allows for the creation of ammo or repair of broken weapons. Most games I've played are lax when it comes to keeping track of mundane ammo, but it doesn't hurt to have some ruling for the stricter games. Gunsmithing is what makes the Gunslinger viable because of how expensive ammo is.

EDIT 2: One thought that crossed my mind came about thinking about while working on the IM/GS PrC. Could you have multiple installations of certain armor modifications like weapon mount and bunker buster, with each one occupying a slot on the armor? The reason I ask is because in build design, I've come to realize that a full-plate modular extremis armor will hold all but one of the armor modifications known at level 20. That does kinda put a hamper on having variety among your suits if you can only have one installation per type. That way a War Machine could have one armor with two bunker busters and another with two heavy ballistic cannons, instead of being stuck with one of each on every suit. It would also give the Weapon Channeller better use of its class abilities by having each suit be more than a one-trick pony when it comes to weapon options.

Deviston
2013-10-16, 04:28 PM
Nice job on the scrap flight. Nicely done. I keep thinking of Obe's suit. (Hmmm... Obe Stane Betrayme, I wonder if she means Old Bediah Stane)

As for the multi-mods.... I wonder if it would cause power issues. That being said I totally agree with multiple of the same mods. Why COULDN'T you have 15 missile launchers? I mean, Robocop had a gun pop out of his leg for gods' sake.

And as for gunsmithing, couldn't you make a mod for it which grants the feat that fella gets for free?

zhdarkstar
2013-10-16, 05:19 PM
Nice job on the scrap flight. Nicely done. I keep thinking of Obe's suit. (Hmmm... Obe Stane Betrayme, I wonder if she means Old Bediah Stane)

As for the multi-mods.... I wonder if it would cause power issues. That being said I totally agree with multiple of the same mods. Why COULDN'T you have 15 missile launchers? I mean, Robocop had a gun pop out of his leg for gods' sake.

And as for gunsmithing, couldn't you make a mod for it which grants the feat that fella gets for free?

Well I think that the multi-mod should only really apply to certain mods, and even then different mods would have different max limits based on the description. Like the Bunker Buster and Heavy Ballistic Cannon mods both mention shoulders, so you would be limited to one mod on each shoulder. Weapon mount is a bit more universal as you could theoretically have mounts built into the arms, legs, chest, or back, so that one could be left unlimited in terms of installation cap due to the collapsible nature of the weapons.

Speaking of Robocop, the new PrC is going to get access to ranged weapon mounts to take advantage of the expanded array of firearms available. I'm looking at the modern firearms page of d20pfsrd (http://www.d20pfsrd.com/equipment---final/weapons/firearms/modern-firearms) to get inspiration for the class-exclusive armor mods. That 6 Pounder looks nice....

EDIT: Like I said before, the only real benefit for Gunsmithing is the discount on ammo and shorter repair time. As every other class and archetype that uses guns gets Gunsmithing at 1st level, I think it was an oversight in design that I left it out. The War Machine's offense relies on guns so it's necessary. The trade-off is going to be the same as any other Gunslinger, but multiplied due to 4 barrels of Light Ballistic Housings. Here's the addendum that should be added to War Machine, whenever X can get around to it:

War Machine Addendum
Gunsmithing: At 1st level, the War Machine gains Gunsmithing as a bonus feat. It can only be used on firearms and ammunition for integrated ballistic weapons. All four barrels of the Light Ballistic Housings gained at 1st level are battered like the gun received by the Gunslinger. Each barrel must be restored individually.

wrathkin
2014-07-27, 09:46 AM
I was so moved by this class that I simply had to mention some notes and pointers.

Your wording for modifications ( least ) where stated "If you take it as a Greater Modification" should be organized under Greater, not a note under the least, as a player who hasn't read through the whole class ( like many ) would not know they CAN take it as a greater, especially if rolling quickly.

On that note, your abilities granted seem to be working on a ki-based system. That's fine if the abilities are slightly scaling like adding a +1 enhancement bonus to a weapon temporarily. Your abilities are mimicking 5th and above level spells.

I recommend moving to a spell-point based system, utilizing 1 point per spell level of the ability. Because in all honesty, If I have Int+43 battery charge at level 20 (or Int+23 at level 10 ), I am in fact going to spam one attack. Extra Battery is the only feat I really need.

Multiple suits is fine on paper, but then you're talking about a GM's nightmare dealing with which suit they're wearing at the time, and some players fudging whether they're wearing the stealth or the combat suit.
I recommend making it one suit of armor, and the abilities you get can be changed every even level ( as you've noted ), but the ironman must stick with what he's got. You can "Flavor" these swaps as multiple suits, but having 3 suits does not make a character more fun to manage on the player side, and makes the GM pull his hair out with equally high bonuses for all skills and attacks. Example:
Player: "I put on my stealth armor and move forward...I put on my combat armor and attack!"
GM : "You can't put on your combat armor silently, and it takes you a full round. I hope you roll high on initiative!" [GM kills character cause of a single roll]
( I know you mention specifically that they are separate armors etcetera, but heading off a problem before it starts is a perfect solution. )

Incidentally, I saw that several of your abilities from least / lesser / greater break spell-dice damage limitation ( dice / caster level, or damage / irresistable missile ), and trade it off by only having 1 / encounter. A wizard may only prepare one empowered, maximized fireball, but it is highly effective. The cost for an ability that deals half again as many dice should not be 1 point and only be usable once as a balancing tactic. A high roll of 20d6 can kill many monsters / groups of monsters. This is a character breaking flaw.

Note: This class draws inspiration from Iron Man ( proper noun ), but people who play this can and should have to struggle more, because that not only founds attachment to the character, but also makes for better storytelling.

I'm not knocking your class: Its good on the growth table. It looks really good. But some of these modifications are worded too powerfully and could be "broken" with inexperienced players by accident. As a GM, I don't ever want to explain to a player they need to roll up a new character because they're breaking the game, especially during their first game.

Milo v3
2014-07-27, 06:14 PM
:
Player: "I put on my stealth armor and move forward...I put on my combat armor and attack!"
GM : "You can't put on your combat armor silently, and it takes you a full round. I hope you roll high on initiative!" [GM kills character cause of a single roll]


If your changing armour mid battle, your player has much larger issues with his character design than this class....

Yasahiro
2014-08-05, 03:40 PM
Are there any chances of tips on how to convert this into 3.5, since some stuff is like this because some 3.5 stuff doesn't exist in PF?

Milo v3
2014-08-05, 07:15 PM
Are there any chances of tips on how to convert this into 3.5, since some stuff is like this because some 3.5 stuff doesn't exist in PF?

Go to the skills section, remove Fly and split Perception into Listen and Spot. I'm 90% sure that is all that is required after skimming the class again.

Volthawk
2014-08-08, 07:00 PM
So is the Iron Titan's Powerful Build a free modification, or does it take up one of the starting three (despite normally being Lesser not Least)? Also, what's the point of the 2nd suit at level 5? I mean, unless you're using breastplate and the enchantment bonus doesn't give mod slots, your initial suit will still be sufficient for all your current mods.

Milo v3
2014-08-08, 07:27 PM
So is the Iron Titan's Powerful Build a free modification, or does it take up one of the starting three (despite normally being Lesser not Least)? Also, what's the point of the 2nd suit at level 5? I mean, unless you're using breastplate and the enchantment bonus doesn't give mod slots, your initial suit will still be sufficient for all your current mods.

I believe each suit is meant to have it's own separate set of mod slots.

Volthawk
2014-08-08, 07:40 PM
I believe each suit is meant to have it's own separate set of mod slots.

I wasn't sure if that was the case, particularly because at later levels the mods exceed the amount of slots a single suit would have.

Milo v3
2014-08-08, 08:27 PM
Actually after looking, yeah you're right, there isn't a separate set of slots per suit.

Mavakith
2014-09-17, 04:10 AM
This is great!!! why did i found out abt this just now?!?

just curious, how would u increase the damage output of the ballistics mods without using the "War Machine" type or using ranged martial disciplines such as "Black Rain"?

For the "Light Ballistic Housings", it said that there's two barrels in each wrist.. Does it means that it can use the rules for double barrel? so it could be treated as a double barrel revolver?

double barrel shooting, twf and full attack results in shooting out 12 bullets?