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    Default [PF] The Invincible Iron Man [Base Class]

    The Iron Man

    Antonius the Invincible, an Iron Man
    Picture used by permission of artist, Daniel Kamarudin

    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), Spellcraft (Int), and Use Magic Device (Cha).
    Skill Points at Each Level: 4 + Intelligence modifier.

    The Iron Man
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Modifications

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Repulsors 1d6, battery, 1st suit|3 (least)

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Armor +1|4

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Repulsors 2d6|5

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Armor training 1, bonus combat feat|5

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Repulsors 3d6, 2nd suit|6

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Armor +2, Master Craftsman|6

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Repulsors 4d6|7

    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |Construct armor, armor training 2|8 (lesser)

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Repulsors 5d6, 3rd suit|9

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Modular armor, armor +3|9

    11th|
    +8
    |
    +3
    |
    +3
    |
    +7
    |Repulsors 6d6, bonus combat feat|10

    12th|
    +9
    |
    +4
    |
    +4
    |
    +8
    |Extremis, armor training 3|10

    13th|
    +9
    |
    +4
    |
    +4
    |
    +8
    |Repulsors 7d6, 4th suit|11

    14th|
    +10
    |
    +4
    |
    +4
    |
    +9
    |Armor +4|12 (greater)

    15th|
    +11
    |
    +5
    |
    +5
    |
    +9
    |Repulsors 8d6|13

    16th|
    +12
    |
    +5
    |
    +5
    |
    +10
    |Armor training 4|13

    17th|
    +12
    |
    +5
    |
    +5
    |
    +10
    |Repulsors 9d6, 5th suit|14

    18th|
    +13
    |
    +6
    |
    +6
    |
    +11
    |Armor +5, bonus combat feat|14

    19th|
    +14
    |
    +6
    |
    +6
    |
    +11
    |Repulsors 10d6|15

    20th|
    +15
    |
    +6
    |
    +6
    |
    +12
    |Extremis armor, armor training 5|16[/table]

    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.

    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, 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. 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 between suits. These wondrous item components are not able to be used with anything that is not an Iron Man armor, so their resale value is 25% less, but still cost the normal amounts to craft. Wands may also be installed into the armor with special housings, and when installed, the wand no longer relies on its own charges, and instead draws power from the armor's battery supply. A suit of armor may house no more than two wands on each arm.

    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: 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 Craftsman: At 6th level, the Iron Man gains the Master Craftsman feat as a bonus feat, even if does not meet the prerequisites of the feat. He may treat his class level as his skill ranks for Craft checks to use this feat.

    Construct Armor: 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). 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 added to the character's total hit points as temporary hit points that may be replenished by any ability that would repair or restore a construct. When the Iron Man suffers hit point damage, subtract from the armor's hit point total first, then from the Iron Man's hit point total if the armor's hit point total would be reduced to 0 or less.

    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).

    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. 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). 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. The character may also use Extemis to influence intelligent magical items, being able to substitute his initiator level for his Will save on Ego checks to resist the item's influence if he chooses to.

    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 may also absorb the additional armaments from the Modular Armor class feature, but 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.

    ----

    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 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
    May be found here.

    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
    Spoiler
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    • 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.)
    • Smashing Blows – 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 1d6 points of damage plus Strength modifier, and counts as a light weapon for the purposes of feats and special abilities. 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.
    • 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).
    • 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 – (Prerequisites: Smashing Blows) An upgraded version the smashing blows modification, includes more destructive components than previously and increases the unarmed strike damage of the Iron Man from 1d6 to 1d8 plus Strength modifier and gain the collision special weapon property. 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.
    • 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 weapon. 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 an additional point of damage per die of damage inflicted, and the character may add his Intelligence modifier to the attack roll as an insight 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.
    • 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. 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.
    • 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
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    • 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. 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 Armor – As the armor has taken on construct traits, it can be reinforced with additional heartiness and resilience. This modification may be selected multiple times (maximum of three times), and each time it is selected the armor gains an additional 30 hit points. These hit points may be restored by one hour of maintenance by making a Craft (armorer) skill check, restoring that number of hit points or by any means that would restore health to a construct.
    • 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. 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.
    • 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
    Spoiler
    Show

    • 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. 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.
    Last edited by ErrantX; 2012-11-16 at 04:49 PM.
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    Default Re: [PF] The Invincible Iron Man [Base Class]

    I was going to snark a little and ask "What about Warforged?" but this is PF so... kind of not an issue.

    Still, I love the general design so far, a nice mix of versatility and reliable functionality. I'll need more time to give it a closer pick-apart but it has, at least, interested me enough to give it said closer pick-apart, so hey, good sign there.

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    Default Re: [PF] The Invincible Iron Man [Base Class]

    Seems pretty cool, I might use it in a character.

    Edit: I assume this is based off one of your other classes, The Generator. you have some reference to "blue prints" in the Suits ability and also the Modular Armor ability. Those are the two that I noticed, there may be more.
    Last edited by Dire Reverend; 2012-10-11 at 04:39 AM.
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    Default Re: [PF] The Invincible Iron Man [Base Class]

    So this is what you've been working on ErrantX?

    A brief look at it seems to be good. When I get a chance I'll post a PEACH.
    homebrew

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    Default Re: [PF] The Invincible Iron Man [Base Class]

    cool class ... however I think that it is really over powered... I mean at first level you can get flame throwers that's 6d6 damage IN A CONE!!!! once every 1d4 rounds at level one or 9d6 touch attack to a single target!!!! ... I love the idea behind this class but once I got in the the modifications that you can make to your amour you lost me ... they just seemed way to overpowered ... at least some of them did ...

    Over all my view on this class is good but it needs a little bit more polish in my view ... (Sorry I don't mean to be critical but just thought I should share my view since its an awesome idea and I'd really like to see it in action)
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    Default Re: [PF] The Invincible Iron Man [Base Class]

    I like that you made the name of the example character "Antonius".

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    Default Re: [PF] The Invincible Iron Man [Base Class]

    I glanced quickly at the abilities, and I like it.
    With a few changes, you could make an Engeener from Torchlight 2 (that is pretty much a warrior specialized in hammers and use of a special mechanic suit, and some minor gadgets).

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    Default Re: [PF] The Invincible Iron Man [Base Class]

    Quote Originally Posted by Hyooz View Post
    I was going to snark a little and ask "What about Warforged?" but this is PF so... kind of not an issue.

    Still, I love the general design so far, a nice mix of versatility and reliable functionality. I'll need more time to give it a closer pick-apart but it has, at least, interested me enough to give it said closer pick-apart, so hey, good sign there.
    Well, a Warforged converted to PF and then an Iron Man PF archetype for Warforged would be totally in line, basically having modular components that could be attached to its composite plating. That would be pretty rad, actually.

    Quote Originally Posted by Dire Reverend View Post
    Seems pretty cool, I might use it in a character.

    Edit: I assume this is based off one of your other classes, The Generator. you have some reference to "blue prints" in the Suits ability and also the Modular Armor ability. Those are the two that I noticed, there may be more.
    It was initially built using the same chassis as the Generator, with mods and blue prints, but as I went on I couldn't see further need of blue prints so I removed it, must have missed a couple spots. C'est la vi. I will remove them, as blue prints aren't part of the Iron Man at this time, but I did mention a cross over for Iron Man/Generator love.

    Quote Originally Posted by bindin garoth View Post
    So this is what you've been working on ErrantX?

    A brief look at it seems to be good. When I get a chance I'll post a PEACH.
    Yessiree, for the PF Grab Bag. I'd appreciate it when you get the time! :)

    Quote Originally Posted by Andrian Talehot View Post
    cool class ... however I think that it is really over powered... I mean at first level you can get flame throwers that's 6d6 damage IN A CONE!!!! once every 1d4 rounds at level one or 9d6 touch attack to a single target!!!! ... I love the idea behind this class but once I got in the the modifications that you can make to your amour you lost me ... they just seemed way to overpowered ... at least some of them did ...

    Over all my view on this class is good but it needs a little bit more polish in my view ... (Sorry I don't mean to be critical but just thought I should share my view since its an awesome idea and I'd really like to see it in action)
    No apologies needed my friend, that's why I post stuff. What sounds good in my head sometimes doesn't always translate right to the screen, and seeing the flame thrower being available at level 1? Yep, need to fix that or adjust the damage to scale with level or something. Thank you, and please point out other weirdness in it as well if you find it if you go back over it!

    Quote Originally Posted by legomaster00156 View Post
    I like that you made the name of the example character "Antonius".
    Lol, yeah, I was like, "I need a signature name... I know!" Very tongue in cheek!

    Quote Originally Posted by Roderick_BR View Post
    I glanced quickly at the abilities, and I like it.
    With a few changes, you could make an Engeener from Torchlight 2 (that is pretty much a warrior specialized in hammers and use of a special mechanic suit, and some minor gadgets).
    Definitely could! Archetype it as it's a PF class, but easily could be changed to a 3.5 class without problems.


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    Default Re: [PF] The Invincible Iron Man [Base Class]

    Quick question, what is the source of the picture?
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    Default Re: [PF] The Invincible Iron Man [Base Class]

    Quote Originally Posted by Dire Reverend View Post
    Quick question, what is the source of the picture?
    I remember the Marvel a fan released made a series of "Medieval Fantasy" art pics of the Avengers online. The Iron Man picture you see above is a part of that series.

    Edited: here it is http://www.webpronews.com/medieval-f...isited-2012-07
    Last edited by Hurlbut; 2012-10-11 at 01:02 PM.
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    Default Re: [PF] The Invincible Iron Man [Base Class]

    Quote Originally Posted by Dire Reverend View Post
    Quick question, what is the source of the picture?
    Quote Originally Posted by Hurlbut View Post
    I remember the Marvel a fan released made a series of "Medieval Fantasy" art pics of the Avengers online. The Iron Man picture you see above is a part of that series.

    Edited: here it is http://www.webpronews.com/medieval-f...isited-2012-07
    Thank you for the source Hurlbut, I had forgotten where I had found it. I linked the picture in the OP for it.

    I also removed those two mentions of blue prints and altered the Flame Thrower Modification to have three tiers of ability.

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    Default Re: [PF] The Invincible Iron Man [Base Class]

    Did I miss somewhere how long it takes the standard battery to recharge itself?
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    Default Re: [PF] The Invincible Iron Man [Base Class]

    Quote Originally Posted by Dire Reverend View Post
    Did I miss somewhere how long it takes the standard battery to recharge itself?
    Ya know, when I was writing this I had a power out at my home, and OpenOffice swore to me that it recovered my data just fine... oye. I'll be adding that in again in just a moment.

    Edit: In there now.

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    Last edited by ErrantX; 2012-10-11 at 03:34 PM.
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    Default Re: [PF] The Invincible Iron Man [Base Class]

    I have some more questions about the Iron Man, this time about his suits.

    At first level, do I have to spend gold on my first suit?

    When I get my new suit from leveling up, do I need to pay for it, and if so what are their costs? What if any of my suits become destroyed or stolen, will I need to pay for replacements?

    You mentioned in Compacted Form that compacted suits are often are built of mithral. I could not find any rules on creating suits with special materials. Could you please clarify?

    When choosing modifications for a new suit, can I choose to only have lesser or greater modifications, and take no minor modifications?

    Is there any way to change a modification on a suit once it has been chosen, and if so, can you upgrade a modification to a higher rank (lesser or greater) if they were lower before?

    It is stated you can only have a number of modifications on one suit equal to the armor's AC bonus. Does the feat Extra Armor Modification Not count towards that limit? For example I have an armor that gives me +7 to AC, if I take the feat and have 8 modifications?

    I hope I am not pestering you with these questions.
    Last edited by Dire Reverend; 2012-10-12 at 12:20 AM.
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    Default Re: [PF] The Invincible Iron Man [Base Class]

    This is really, really cool. I'm not sure how powerful it is, but it is definitely cool.

    I may have some more detailed comments later, but two minor points here.

    1) I'm not clear on how the Extra Suit feat interacts with the suit-building class features. Also, can you only take Extra Suit once?

    2) Iron Man's weapons are spelled with an 'o.' "Repulsors."

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    Default Re: [PF] The Invincible Iron Man [Base Class]

    Quote Originally Posted by Durazno View Post
    1) I'm not clear on how the Extra Suit feat interacts with the suit-building class features. Also, can you only take Extra Suit once?
    You cannot take a feat multiple times unless the feat explicitly says you can, for example the Iron Man Extra Armor Modification feat.
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  17. - Top - End - #17
    Dwarf in the Playground
     
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    Default Re: [PF] The Invincible Iron Man [Base Class]

    -facepalm- Of course, of course. Sorry.

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    Default Re: [PF] The Invincible Iron Man [Base Class]

    Quote Originally Posted by Dire Reverend View Post
    I have some more questions about the Iron Man, this time about his suits.

    At first level, do I have to spend gold on my first suit?

    When I get my new suit from leveling up, do I need to pay for it, and if so what are their costs? What if any of my suits become destroyed or stolen, will I need to pay for replacements?

    You mentioned in Compacted Form that compacted suits are often are built of mithral. I could not find any rules on creating suits with special materials. Could you please clarify?

    When choosing modifications for a new suit, can I choose to only have lesser or greater modifications, and take no minor modifications?

    Is there any way to change a modification on a suit once it has been chosen, and if so, can you upgrade a modification to a higher rank (lesser or greater) if they were lower before?

    It is stated you can only have a number of modifications on one suit equal to the armor's AC bonus. Does the feat Extra Armor Modification Not count towards that limit? For example I have an armor that gives me +7 to AC, if I take the feat and have 8 modifications?

    I hope I am not pestering you with these questions.
    Not pestering at all, you're finding the holes in my class that will make it actually playable

    1. No you do not have to pay for it. I tried to write it so it was clear but I guess not, you may select a masterwork version of the armor above to make your first suit.
    2. Again, no, its a class feature so I didn't intend on the player paying for it. If they are destroyed or stolen... well, I figured if they were reduced to 0 hit points then the Iron Man could just... honestly, I don't know. I will have to write this into the Suits class feature. Thank you for finding this glaring hole.
    3. *facepalm* I meant to include a modification for different armor materials, and did not.
    4. When making new suits at higher level, the assumption is that you've gotten better and better so your armor is going to get better and better. Mark I to Mark VII, the armor definitely improves. I will try to make this clearer than mud as I've written it.
    5. Yes, I believe that is under the modification section... or not. Another point to clarify, thank you.
    6. Yes, this exactly.


    Thank you for diligence, I will remedy these errors.


    Quote Originally Posted by Durazno View Post
    This is really, really cool. I'm not sure how powerful it is, but it is definitely cool.

    I may have some more detailed comments later, but two minor points here.

    1) I'm not clear on how the Extra Suit feat interacts with the suit-building class features. Also, can you only take Extra Suit once?

    2) Iron Man's weapons are spelled with an 'o.' "Repulsors."
    1. You should be able to take it more than once, forgot to add that.
    2. *facepalm* Yes, I knew it didn't look right.


    Thank you as well, and thank you for thinking its cool, it was fun to work on!

    -X
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    Default Re: [PF] The Invincible Iron Man [Base Class]

    Okay, I think I've addressed the above issues. Somebody check me, and check me for anything else I may have missed.

    I really appreciate this guys!

    -X
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    Default Re: [PF] The Invincible Iron Man [Base Class]

    I'd suggest a way to replace modifications more often than the class says. Maybe paying in gold to modify an existing suit, or taking a feat that allows you to change a single modification on one suit at the beginning of the day. Just two ideas.

    Can I exchange more than one modification every even level? Could I potentially every even level switch all of my modifications

    Two suggestions:
    Starting at 4th level you can trade out a single modification on one suit on every even level.
    Additionally, any modification that has differing tiers of strength (such as Flame Thrower)
    automatically upgrade when you gain access to a higher level of modification (lesser, greater)
    or
    Starting at 4th level you can trade out any number of modifications on any number of suits on every even level.
    Additionally, any modification that has differing tiers of strength (such as Flame Thrower)
    automatically upgrade when you gain access to a higher level of modification (lesser, greater)
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    Default Re: [PF] The Invincible Iron Man [Base Class]

    *drools*

    When my kitten is not pestering me for fuss with her tiny, cute little vorpal claws I shall return with a PEACH and some cake. The cake is a lie.

    There is one question I'd like you to answer first, brewer to brewer...how in the nine hells would this interact with my Bastion PrC do you think..? I'm tempted (highly tempted) to add an entire section to it for use with this class, that is if there's enough difference between them to make it worthwhile.

    I'm liking the AI stuff especially, I'm rather interested in how this would run as 3.5 because if it all translates plainly enough I might well be testing this in my current campaign. It's oldskool pencil & paper and runs every Sunday so I may have some DM feedback pretty quickly.
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    Default Re: [PF] The Invincible Iron Man [Base Class]

    For my part, I'm curious about how this would interact with the Sentai or Magical Girl classes we have here.

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    Default Re: [PF] The Invincible Iron Man [Base Class]

    What!? I've seen that Iron Man movie, and you don't have Diplomacy as a skill? Look at all the girls Tony Stark gets and tell me he don't have a maxed out Diplomacy.
    I have a PhD....in epicness
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    Default Re: [PF] The Invincible Iron Man [Base Class]

    Quote Originally Posted by Dr.Epic View Post
    What!? I've seen that Iron Man movie, and you don't have Diplomacy as a skill? Look at all the girls Tony Stark gets and tell me he don't have a maxed out Diplomacy.
    You see, that's Profession (ladies), not Diplomacy.
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    Default Re: [PF] The Invincible Iron Man [Base Class]

    Quote Originally Posted by Dire Reverend View Post
    You see, that's Profession (ladies), not Diplomacy.
    Except Tony doesn't get his money from ladies, he gets ladies from his money.
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    Default Re: [PF] The Invincible Iron Man [Base Class]

    Quote Originally Posted by Milo v3 View Post
    Except Tony doesn't get his money from ladies, he gets ladies from his money.
    Badum-tish!

    Moving on, this class looks really interesting! I'm a little short on time and clear thoughts right now, but I'll try to PEACH it properly later.
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    Default Re: [PF] The Invincible Iron Man [Base Class]

    IDEA!
    What if there was an alternate class feature (or whatever Pathfinderans call them) that revoked your ability to have multiple suits in return for more modifications on the remaining suits. You wouldn't have the same number as if you had all the suits together.

    Each level an Iron Man could obtain an extra suit through the Iron Man class (5th ,9th ,13th and 17th), they can instead gain Extra Armor Modification as a bonus feat, and increase the battery capacity by one. The extra modification and increased battery capacity only apply to one preexisting suit and not every suit.
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    So, I have a "quote", bold, and italics addiction (parenthesis too), forgive me if I use them too much in posts, or too often in threads.

    For games that I play and/or DM, I offer to draw out grids for combat. If you are a DM for a game I play in, just ask via PM and I will do so.

    Yes, I intentionnaly grammar and spelling bad just to argravate you.

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    Default Re: [PF] The Invincible Iron Man [Base Class]

    OK, so its possible I did not read this thoroughly enough, as I am slightly short on time, but I noticed that the class has an initiator level, which is referenced in several places much the same way a magic-based class would reference a caster level, but at no point does the class gain any maneuvers or stances. Is this correct? And if so, what is the intent behind this? I thought initially that it might be a typo/holdover form a previous incarnation of the class, but it's mentioned in a few different places, which makes me think that's not the case... my second thought was that it was a way to give it a caster level-like number without actually giving the class a caster level, but then why not just reference class level? I feel I must be missing something obvious... but I am in fact missing it, and thus must ask. Thanks! (and/or sorry for a silly question...)

    Aside from that, this seems like a solid class! I haven't read over all the modifications, but they seem interesting without being outlandish, and I always approve of tech/magitech classes :-) I had a warforged warlock in a 3.5 game several moths ago named The Tonnis Ark* who I was having a hard time coming up with a Pathfinder analogue for, and this seems an even better fit :-D





    *He was created as a vessel for the collective minds of the leaders of a Cannith-like-but-crazier noble house called House Tonnis, who were about to be wiped out, allong with the rest of the nation they were a part of, in some cataclysm or other... That's why he's called that... Honest... :-P

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    Default Re: [PF] The Invincible Iron Man [Base Class]

    Quote Originally Posted by Dire Reverend View Post
    IDEA!
    What if there was an alternate class feature (or whatever Pathfinderans call them) that revoked your ability to have multiple suits in return for more modifications on the remaining suits. You wouldn't have the same number as if you had all the suits together.
    Archetypes and that'd be neat to see.

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