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Old 10-26-2012, 12:24 PM   Top  -  End  -  #61
Dire Reverend
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Default Re: [PF] The Invincible Iron Man [Base Class]

Quote:
Originally Posted by Threadnaught View Post
The problem I have with the Repulsor Blade, isn't the damage, the damage is actually very high. Adding Strength to damage would do very little that the Blade doesn't already do, the problem is that it turns a useful ranged attack into a melee attack. Given that the Armour choice for Iron Man is Breast Plate, Half Plate and Full Plate, two out of three Iron Men (or rather 50% because who uses Half Plate?) are going to be slowed down and the Blade is going to be even less usable.

Dire Reverand has a good idea for the "Shock Trooper" advancement, another is to dual wield the Repulsor Blade and for it to do Slashing and Piercing damage at some point. Maybe gain the ability to ignore Hardness and pierce some forms of Damage Reduction. (this is all for specializing in the Repulsor Blade though)
Another thing I dislike about the repulsor blade is that you are forced to wield it in two hands.

If you want to have the repulsor blade always used two-handed, maybe make a single-handed variant, where each time you use the modification, you can form one or two blades (effectively shortswords) on each hand. If you only form one, you can still use a standard repulsor attack. It could look something like this:
Spoiler
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Old 10-29-2012, 04:04 PM   Top  -  End  -  #62
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Default Re: [PF] The Invincible Iron Man [Base Class]

Quote:
Originally Posted by Threadnaught View Post
The problem I have with the Repulsor Blade, isn't the damage, the damage is actually very high. Adding Strength to damage would do very little that the Blade doesn't already do, the problem is that it turns a useful ranged attack into a melee attack. Given that the Armour choice for Iron Man is Breast Plate, Half Plate and Full Plate, two out of three Iron Men (or rather 50% because who uses Half Plate?) are going to be slowed down and the Blade is going to be even less usable.

Dire Reverand has a good idea for the "Shock Trooper" advancement, another is to dual wield the Repulsor Blade and for it to do Slashing and Piercing damage at some point. Maybe gain the ability to ignore Hardness and pierce some forms of Damage Reduction. (this is all for specializing in the Repulsor Blade though)
The idea is that the Repulsor Blade gives you the ability to utilize your repulsors in melee combat without provoking attacks of opportunity, and gives you the ability to use some good feats with it too. As far as Dire Reverend's ideas? Yes, fantastic ones. They'll be going into my archetypes write up as soon as I get them finished.

Quote:
Originally Posted by Dire Reverend View Post
Another thing I dislike about the repulsor blade is that you are forced to wield it in two hands.

If you want to have the repulsor blade always used two-handed, maybe make a single-handed variant, where each time you use the modification, you can form one or two blades (effectively shortswords) on each hand. If you only form one, you can still use a standard repulsor attack. It could look something like this:
Spoiler
It's definitely an idea I have in mind as well. I felt that as the Eldritch Glaive is a two-hander, I decided to make this a two-hander as well. I'd consider a Repulsor Blade mastery archetype that would allow for two smaller blades, etc.

-X
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Old 10-29-2012, 06:50 PM   Top  -  End  -  #63
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Default Re: [PF] The Invincible Iron Man [Base Class]

This is brilliant! I've seen other "Iron Man" classes on Paizo's board; but your take on it, with modifications is GREAT.

Waiting till 8th level for Lesser mods is a great idea too. Definitely lets you learn to appreciate your Least mods.
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Old 10-30-2012, 04:00 PM   Top  -  End  -  #64
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smile Re: [PF] The Invincible Iron Man [Base Class]

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Originally Posted by ZDPhoenix View Post
This is brilliant! I've seen other "Iron Man" classes on Paizo's board; but your take on it, with modifications is GREAT.

Waiting till 8th level for Lesser mods is a great idea too. Definitely lets you learn to appreciate your Least mods.
Thank you! I appreciate your kind words, I'm glad you like the class!

-X
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Old 10-30-2012, 06:57 PM   Top  -  End  -  #65
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Default Re: [PF] The Invincible Iron Man [Base Class]

Quote:
Originally Posted by ErrantX View Post
The idea is that the Repulsor Blade gives you the ability to utilize your repulsors in melee combat without provoking attacks of opportunity, and gives you the ability to use some good feats with it too. As far as Dire Reverend's ideas? Yes, fantastic ones. They'll be going into my archetypes write up as soon as I get them finished.
Well considering the mods that improve Strength and size and the Ability that increases your size AND the fact that you're using your Armour's Strength and Dexterity instead of your own which may remain extremely low as long as you're at least capable of maintaining a high Constitution and Intelligence... *breathes* Means you should be able to deal decent enough damage in melee as well as... Grapple. And use your other mods and repulsors for ranged attacks.
Maybe instead of putting the Strength score to boost damage, you only put that on if there is a weapon used to "shape" the Repulsor Blade, the shaping could change the damage to Slashing or Piercing depending on the weapon used.


A bit of info about the "Walking Artillery" idea, every new mod would ideally build on having the other ranged mods, as the "Shock Trooper" would build on the Repulsors, Flight and the Repulsor Blade. Not only that, but the firepower of the "Walking Artillery" is so great, the armour needs bracing before any of the special modes can be used. Yeah, deploy like the Dwarven Defender, except without being able to regain any movement.

Just had a thought about "Iron Titan", instead of just defensive mods, how about we build on the size increases? It makes sense with the name. Normal movement, but no running while in the armour?
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Old 10-30-2012, 07:50 PM   Top  -  End  -  #66
ErrantX
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Default Re: [PF] The Invincible Iron Man [Base Class]

Quote:
Originally Posted by Threadnaught View Post
Well considering the mods that improve Strength and size and the Ability that increases your size AND the fact that you're using your Armour's Strength and Dexterity instead of your own which may remain extremely low as long as you're at least capable of maintaining a high Constitution and Intelligence... *breathes* Means you should be able to deal decent enough damage in melee as well as... Grapple. And use your other mods and repulsors for ranged attacks.
Maybe instead of putting the Strength score to boost damage, you only put that on if there is a weapon used to "shape" the Repulsor Blade, the shaping could change the damage to Slashing or Piercing depending on the weapon used.

A bit of info about the "Walking Artillery" idea, every new mod would ideally build on having the other ranged mods, as the "Shock Trooper" would build on the Repulsors, Flight and the Repulsor Blade. Not only that, but the firepower of the "Walking Artillery" is so great, the armour needs bracing before any of the special modes can be used. Yeah, deploy like the Dwarven Defender, except without being able to regain any movement.

Just had a thought about "Iron Titan", instead of just defensive mods, how about we build on the size increases? It makes sense with the name. Normal movement, but no running while in the armour?
These... these I will address.

I just, however, thought of something that I did not address before, and that is the awful money sink that this class could become when it comes to ammunition. I'll need to address this. Hmmm.... this reeks of me needing to potentially make a new thread for this class as well, because I did not have the foresight to make a couple of empty posts. Not sure if mods here can make a few blank posts in my name. Oye. This class is getting awesome but complicated, I thank you all for the help you're giving me with this. Seriously, thank you.

-X
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Old 10-30-2012, 08:59 PM   Top  -  End  -  #67
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Default Re: [PF] The Invincible Iron Man [Base Class]

Quote:
Originally Posted by ErrantX View Post
This class is getting awesome but complicated, I thank you all for the help you're giving me with this. Seriously, thank you.

-X
I wouldn't be such a pest with all the ideas, if I didn't like what you made when you created the thread. So thank you for creating this flavourful and well made class.

All 6 Archetypes I listed build on specific mods all but one of which have actually been listed either in the original post with them, or in my previous post. Except the "Supreme Engineer" (suckiest named idea), you see the Tractor Beam? Yeah, that's something that can disable equipment.

Supreme Engineer (another of those damn ideas)
Spoiler


Dynamo
Spoiler


Steel Shadow
Spoiler
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It's not just the DM's story and it's not just the players' story, it's everybody's story and a way to have a good time.
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Old 10-31-2012, 12:52 AM   Top  -  End  -  #68
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Default Re: [PF] The Invincible Iron Man [Base Class]

Changed repulsor blade so it is a one-handed longsword to allow for repulsor blasts to be made as a secondary, off-hand attack or vice versa.

Two prestige classes on the docket: The Generator Knights (a way to mod your builds and blue prints) and the Magus Loricatus, storm-smith Iron Men who wield powerful magic with their armors.

Okay, here's a couple Archetypes for you. I'll be adding Archetypes to this post for now.

Archetypes

Repulsor Lord
Spoiler


The Steel Shadow
Spoiler


The Iron Titan
Spoiler


Natural Forger (by Madara)
Spoiler


Scrap Smith (by Madara)
Spoiler




-X
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Last edited by ErrantX : 11-17-2012 at 03:27 AM.
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Old 10-31-2012, 03:17 AM   Top  -  End  -  #69
Dire Reverend
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Default Re: [PF] The Invincible Iron Man [Base Class]

Some things: (minor comments in blue)
Quote:
Changed repulsor blade so it is a one-handed longsword to allow for repulsor blasts to be made as a secondary, off-hand attack or vice versa.
Quote:
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. <--This could use rewording :) This weapon inflicts damage equal to the character's repulsors and while this modification is in use, the character cannot use his repulsors for flight or for ranged attacks.
I assume in changing the text, you forgot to change the bolded part. Does Repulsor Blade still make you unable to fly?

Another thing, Repulsor Lord's Repulsor Blade mentions the blades deal slashing instead of bludgeoning, but the standard Repulsor blade says in all aspects to treat the weapon as a longsword, so it already would deal slashing damage.
Quote:
The idea is that the Repulsor Blade gives you the ability to utilize your repulsors in melee combat without provoking attacks of opportunity, and gives you the ability to use some good feats with it too. As far as Dire Reverend's ideas? Yes, fantastic ones. (Thank you. :) They'll be going into my archetypes write up as soon as I get them finished.
It's definitely an idea I have in mind as well. I felt that as the Eldritch Glaive is a two-hander, I decided to make this a two-hander as well. I'd consider a Repulsor Blade mastery archetype that would allow for two smaller blades, etc.
Bummer. I wanted to be able to dual-wield repulsors as a steel shadow person. They seem like they would just go together so well.

I know this deviates from the regular Pathfinder archetype idea, but what if you could give up additional suits to gain pseudo archetypes? Example: A Steel Shadow could, at 6th/12th/18th/Feat level decide to not gain a new suit that level and gain the Repulsor Lord's Repulsor Blades ability for all suits with repulsor blades.

-------------------------

When taking archetypes you are shoehorned into taking specific modifications at certain levels. If the archetype has benefits to modifications (which they do) and aren't forced at certain levels, people will take the abilities anyways, but without the feeling that it was forced upon them.

If you decide to keep the required modifications, some things need to be adressed:
Quote:
Repulsor Lord 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 (What if the character did not take jump jets?), and 10th level the character must take the unibeam modification.

Steel Shadow Cloaking Device: The character must select Cloaking Device as a modification at 1st level, (The other two archetypes put the "you must take X ability at Y level" in the Armor Modification area.) 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. <--I'm not entirely sure what this means. Could you explain more?

Iron Titan Armor Modifications: The character must take the Smashing Fists 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 may not take the compacted form, targeting matrix, stinger rocket, bunker buster, or any ballistic modification. At 8th level, the character must take the powerful build modification and it must be in place on all of his suits of armor.
All of these abilities force you to take certain modifications at certain levels, but only one requires it to be on all of your suits. If I really really hated unibeam, can I just put unibeam on another suit and just never use the suit (waste of a suit, but this is just an example)

-------------------------

Edit: What is your opinion on a feat/modification that allows you to optionally have one or more suits have a 14 in strength and an 18 in dexterity? What about an Augment Dexterity modification? (The suits of armor are still tied to a maximum Dexterity bonus)
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Last edited by Dire Reverend : 10-31-2012 at 03:30 AM.
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Old 10-31-2012, 05:08 AM   Top  -  End  -  #70
Hanuman
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Default Re: [PF] The Invincible Iron Man [Base Class]

https://www.youtube.com/watch?v=0deA1JUUZFQ
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Old 10-31-2012, 12:36 PM   Top  -  End  -  #71
ErrantX
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Default Re: [PF] The Invincible Iron Man [Base Class]

Quote:
Originally Posted by Dire Reverend View Post
Some things: (minor comments in blue)

I assume in changing the text, you forgot to change the bolded part. Does Repulsor Blade still make you unable to fly?
Oye, so much to fix.

Quote:
Another thing, Repulsor Lord's Repulsor Blade mentions the blades deal slashing instead of bludgeoning, but the standard Repulsor blade says in all aspects to treat the weapon as a longsword, so it already would deal slashing damage.
Treat as a longsword for combat, but repulsor energy does blunt damage unless used with elemental repulsors.

Quote:
Bummer. I wanted to be able to dual-wield repulsors as a steel shadow person. They seem like they would just go together so well.

I know this deviates from the regular Pathfinder archetype idea, but what if you could give up additional suits to gain pseudo archetypes? Example: A Steel Shadow could, at 6th/12th/18th/Feat level decide to not gain a new suit that level and gain the Repulsor Lord's Repulsor Blades ability for all suits with repulsor blades.
Well, the wall I was running into with Archetypes for this is is that the class is versatile enough to handle most of this without them. I almost want to say there are archetype suits you can build, i.e. the Stealth Armor, Arctic Armor, Space Armor, War Machine, and Hulk Buster, and just be done with that. Your idea is pretty solid though, about giving up additional suits for these specialized suits as Suit Archetypes.

Quote:
When taking archetypes you are shoehorned into taking specific modifications at certain levels. If the archetype has benefits to modifications (which they do) and aren't forced at certain levels, people will take the abilities anyways, but without the feeling that it was forced upon them.

If you decide to keep the required modifications, some things need to be adressed:All of these abilities force you to take certain modifications at certain levels, but only one requires it to be on all of your suits. If I really really hated unibeam, can I just put unibeam on another suit and just never use the suit (waste of a suit, but this is just an example)
I may force you into certain mods, but I generally give boosts to those certain mods because I think those mods in particular emphasize what the archetype is about. Unibeam makes perfect sense on a Repulsor Lord, for example, as Unibeam is the ultimate expression of the tech in an offensive state.

Quote:
Edit: What is your opinion on a feat/modification that allows you to optionally have one or more suits have a 14 in strength and an 18 in dexterity? What about an Augment Dexterity modification? (The suits of armor are still tied to a maximum Dexterity bonus)
I'm trying to keep this as genuine to the comic, movies, and tv shows as I can. Tony's pretty spry in his armor, but he's no Hawkeye or Black Widow, and no where even close to Spider Man. Armor training and if the character has an 18 Dex, he uses that Dex score over the armor (check out Construct Armor), plus Armor Training, making it out of Mithral... there's really not a major reason to do this Dex augmentation thing. I see where you're coming from, but the character can also use Targeting Matrix to help out with Ranged attacks, and with Iron Man's armor, he definitely relies more on brute force then elegance and finesse in battle.

If anyone wants to try their hand at archetypes for this, I'd be stoked to see them as well, btw.

-X
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Old 10-31-2012, 12:50 PM   Top  -  End  -  #72
ErrantX
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Default Re: [PF] The Invincible Iron Man [Base Class]

Fixed Repulsor Blade (again).

-X
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Old 10-31-2012, 02:15 PM   Top  -  End  -  #73
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Default Re: [PF] The Invincible Iron Man [Base Class]

To be honest, I think the archetypes/prestige classes shouldn't cut out the options for using other mods, but instead supply new mods that require having the base mods as their, uhh, base.
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The rules shouldn't just be a tool for making a character that's awesome at everything and never fails. Neither should they just be a tool for the DM to tell his epic story with no player input.

It's not just the DM's story and it's not just the players' story, it's everybody's story and a way to have a good time.
Quote:
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Old 10-31-2012, 03:01 PM   Top  -  End  -  #74
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Default Re: [PF] The Invincible Iron Man [Base Class]

Quote:
Originally Posted by Threadnaught View Post
To be honest, I think the archetypes/prestige classes shouldn't cut out the options for using other mods, but instead supply new mods that require having the base mods as their, uhh, base.
Archetypes remove then add to balance the class in a different way. I remove mod options, to improve specialization with mods (think like Fighter Archetypes). The problem is, is that this class is already so customizable that its hard to really do this. All of the aforementioned archetypes all are building off of the mods I've already supplied per suggestions from the thread. Prestige classes would like have new mods in them, but I'd rather alter/improve and remove/reduce current mods for archetypes, with the addition of a new mechanic or three at most. Keep it simple, ya know?

Any suggestions on how to make the above archetypes better? (don't have the time myself atm to be able to alter them right now)

-X
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Old 10-31-2012, 04:18 PM   Top  -  End  -  #75
Dire Reverend
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Default Re: [PF] The Invincible Iron Man [Base Class]

Quote:
Oye, so much to fix.

Treat as a longsword for combat, but repulsor energy does blunt damage unless used with elemental repulsors. (It would probably be a good idea to specifically spell that out in the standard Repulsor Blade section. As it is now, it just looks like you're trying to say it deals the damage of a repulsor blast instead of a longsword.)

Well, the wall I was running into with Archetypes for this is is that the class is versatile enough to handle most of this without them. I almost want to say there are archetype suits you can build, i.e. the Stealth Armor, Arctic Armor, Space Armor, War Machine, and Hulk Buster, and just be done with that. Your idea is pretty solid though, about giving up additional suits for these specialized suits as Suit Archetypes. (Yay I can make a dual-wielding iron ninja!)

I may force you into certain mods, but I generally give boosts to those certain mods because I think those mods in particular emphasize what the archetype is about. Unibeam makes perfect sense on a Repulsor Lord, for example, as Unibeam is the ultimate expression of the tech in an offensive state. That's fine, but what about the fact that only one says you need it on every suit, and all other forced abilities just say you need to take it at a certain level? It would be really awesome if you specifically said "You need to have this in at lease one of your suits" or "You need this in every suit, ever" on each archetype's armor modification section.
Quote:
Any suggestions on how to make the above archetypes better? (don't have the time myself atm to be able to alter them right now)
What is your opinion on increasing the time a Steel Shadow Iron Man can stay cloaked without using more battery power?
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Last edited by Dire Reverend : 10-31-2012 at 04:19 PM.
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Old 10-31-2012, 06:19 PM   Top  -  End  -  #76
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Default Re: [PF] The Invincible Iron Man [Base Class]

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Originally Posted by Dire Reverend View Post
Treat as a longsword for combat, but repulsor energy does blunt damage unless used with elemental repulsors. (It would probably be a good idea to specifically spell that out in the standard Repulsor Blade section. As it is now, it just looks like you're trying to say it deals the damage of a repulsor blast instead of a longsword.)
That's exactly what I'm saying. If you're an 8th level Iron Man and have Repulsor Blade, you swing that puppy as if it were a longsword for the purposes of feats, but it inflicts 4d6 points of bludgeoning damage (or energy damage if you have elemental repulsors) and you may your Strength modifier to this. I should caveat in that you add your Armor class feature's enhancement bonus to this as well, as I did this with Smashing Fists, but I'm not sure if that would over power it.

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Well, the wall I was running into with Archetypes for this is is that the class is versatile enough to handle most of this without them. I almost want to say there are archetype suits you can build, i.e. the Stealth Armor, Arctic Armor, Space Armor, War Machine, and Hulk Buster, and just be done with that. Your idea is pretty solid though, about giving up additional suits for these specialized suits as Suit Archetypes. (Yay I can make a dual-wielding iron ninja!)
I'll need to come up with Armor Archetype templates perhaps. What mods/level you need for it, and treat it like an archetype, but you may only select prebuilt suits from blue prints or whatever at each level you get a suit. Just some ideas.

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I may force you into certain mods, but I generally give boosts to those certain mods because I think those mods in particular emphasize what the archetype is about. Unibeam makes perfect sense on a Repulsor Lord, for example, as Unibeam is the ultimate expression of the tech in an offensive state. That's fine, but what about the fact that only one says you need it on every suit, and all other forced abilities just say you need to take it at a certain level? It would be really awesome if you specifically said "You need to have this in at lease one of your suits" or "You need this in every suit, ever" on each archetype's armor modification section.
I did that intentionally. I may need to clarify this, but it wasn't an oversight, it was intentional.

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Any suggestions on how to make the above archetypes better? (don't have the time myself atm to be able to alter them right now)
What is your opinion on increasing the time a Steel Shadow Iron Man can stay cloaked without using more battery power?
Perfectly reasonable to add to the Steel Shadow class of armor wearer. The more I think of it, the more I like the idea of pre-made armor archetypes and an archetype that only selects from those, but may gain more suits correspondingly because he doesn't get to pick and choose modifications.

-X
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Old 10-31-2012, 07:55 PM   Top  -  End  -  #77
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Default Re: [PF] The Invincible Iron Man [Base Class]

I uhh, I may have made a mistake when presenting those ideas as "Archetypes" wrongly thinking that Archetypes are Pathfinder's version of Prestige Classes, as opposed to Variants.

Those ideas of mine were meant to be Prestige Classes, however, considering they're meant to specialize in certain abilities of the base class and improve on them with their own exclusive goodies. Well they work well enough as Archtypes anyway.


I'd personally prefer to see the "Iron Titan" title used for something that looks like a Dwarven Defender on performance enhancing drugs, or at least roller skates.
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Old 11-01-2012, 10:29 PM   Top  -  End  -  #78
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Default Re: [PF] The Invincible Iron Man [Base Class]

Question. What happens if someone without levels in this class get their hands on the armor? Say, by killing the Iron Man. I'm thinking about using this as an NPC later on, but I'm hesitant about giving any of my players a set of this armor.
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Old 11-01-2012, 10:46 PM   Top  -  End  -  #79
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Default Re: [PF] The Invincible Iron Man [Base Class]

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Originally Posted by Black Mage View Post
Question. What happens if someone without levels in this class get their hands on the armor? Say, by killing the Iron Man. I'm thinking about using this as an NPC later on, but I'm hesitant about giving any of my players a set of this armor.
Unless they have Iron Man levels, the armor is too complicated for the character to use. Simple and effective solution. Gives them a reason to potentially multiclass Iron Man and get a free suit of cool armor to boot (maybe make them get levels in Iron Man until they're able to use all of the mods on it too).

-X
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Old 11-10-2012, 07:15 PM   Top  -  End  -  #80
Threadnaught
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Default Re: [PF] The Invincible Iron Man [Base Class]

So, any progress on the Prestige Classes and Epic Levels?

I'm kinda struggling between the Iron Titan as Prestige Class' Size increase, whether it should be permanent giving the character a Humongous Mecha, or temporary, similar to this, but without the negative side effect... And controllable.

http://goblinscomic.com/11292008/

Also think that the armour for Walking Artillery should class as one Size larger, because of the ordinance carried. Unibeam? Pur-lease, this thing should be able to crack open enemies with some sort of "Supreme Cannon" or whatever. Yes, I watched that movie.
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The rules shouldn't just be a tool for making a character that's awesome at everything and never fails. Neither should they just be a tool for the DM to tell his epic story with no player input.

It's not just the DM's story and it's not just the players' story, it's everybody's story and a way to have a good time.
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Old 11-10-2012, 07:53 PM   Top  -  End  -  #81
Madara
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Default Re: [PF] The Invincible Iron Man [Base Class]

This class makes me so very happy!

Its extremely well done, both balanced and capturing the flavor of the Iron Man. Any chance of more Divination-based modifications, I wouldn't mind getting a status-like affect with my suit. I think you fall in high T3, T2. A bit stronger than the Warlock, which is T4, but definently not a T1.

Edit: And you need a box of scraps reference Perhaps for a Goblin archtype? Goblins need some love.
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Old 11-11-2012, 04:55 PM   Top  -  End  -  #82
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Default Re: [PF] The Invincible Iron Man [Base Class]

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Originally Posted by Threadnaught View Post
So, any progress on the Prestige Classes and Epic Levels?

I'm kinda struggling between the Iron Titan as Prestige Class' Size increase, whether it should be permanent giving the character a Humongous Mecha, or temporary, similar to this, but without the negative side effect... And controllable.

http://goblinscomic.com/11292008/

Also think that the armour for Walking Artillery should class as one Size larger, because of the ordinance carried. Unibeam? Pur-lease, this thing should be able to crack open enemies with some sort of "Supreme Cannon" or whatever. Yes, I watched that movie.
I don't like Epic levels, to be perfectly honest, and Pathfinder doesn't really support it either. I may just leave this at 20, and leave to DM's to decide what it does at higher level.

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Originally Posted by Madara View Post
This class makes me so very happy!

Its extremely well done, both balanced and capturing the flavor of the Iron Man. Any chance of more Divination-based modifications, I wouldn't mind getting a status-like affect with my suit. I think you fall in high T3, T2. A bit stronger than the Warlock, which is T4, but definently not a T1.

Edit: And you need a box of scraps reference Perhaps for a Goblin archtype? Goblins need some love.
Thank you, I'm glad you like the class and approve of the mechanics to do it. A status mod wouldn't be out of the question.

I am working on several things atm, and you'll see posts for much of them soon enough. As far as Iron Man archetypes and prestige classes, I've got a few archetypes written and a couple prestige classes started, but anyone may feel free to try to write something for this class and either post it here or link it in another thread.

-X
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Old 11-11-2012, 05:15 PM   Top  -  End  -  #83
Madara
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Default Re: [PF] The Invincible Iron Man [Base Class]

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Originally Posted by ErrantX View Post
I am working on several things atm, and you'll see posts for much of them soon enough. As far as Iron Man archetypes and prestige classes, I've got a few archetypes written and a couple prestige classes started, but anyone may feel free to try to write something for this class and either post it here or link it in another thread.

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Old 11-15-2012, 09:41 AM   Top  -  End  -  #84
Threadnaught
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Default Re: [PF] The Invincible Iron Man [Base Class]

Was reading another thread about an improved Fighter and saw something that allowed a Fighter at negative HP keep fighting as long as their weapon or armour were still intact. My mind wondered and I started thinking about Halo Reach's Armour Lock ability and obviously you know where I'm going with this one.

I propose an ability based on Armour Lock, most likely under a different name to stop fanboys whining. (though, when don't they?)

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.


Just throwing these out, in case they're workable.
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The rules shouldn't just be a tool for making a character that's awesome at everything and never fails. Neither should they just be a tool for the DM to tell his epic story with no player input.

It's not just the DM's story and it's not just the players' story, it's everybody's story and a way to have a good time.
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Holy gamebusters batman!

Last edited by Threadnaught : 11-15-2012 at 09:42 AM.
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Old 11-16-2012, 06:09 AM   Top  -  End  -  #85
Andion Isurand
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Default Re: [PF] The Invincible Iron Man [Base Class]

I may have missed something, but what about Don Cheadle's character in Iron Man 2 who utilizes one of Tony's suits?

How would you represent the ability of someone other than the creator of such a suit, being able to use it?
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Old 11-16-2012, 08:34 AM   Top  -  End  -  #86
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Default Re: [PF] The Invincible Iron Man [Base Class]

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Originally Posted by Andion Isurand View Post
I may have missed something, but what about Don Cheadle's character in Iron Man 2 who utilizes one of Tony's suits?

How would you represent the ability of someone other than the creator of such a suit, being able to use it?
Look at the feats presented at the end of the class entry. It's called Lend Armour, and does exactly what it says on the tin.
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Old 11-16-2012, 08:38 AM   Top  -  End  -  #87
Threadnaught
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Default Re: [PF] The Invincible Iron Man [Base Class]

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Originally Posted by Andion Isurand View Post
I may have missed something, but what about Don Cheadle's character in Iron Man 2 who utilizes one of Tony's suits?

How would you represent the ability of someone other than the creator of such a suit, being able to use it?
Quote:
Originally Posted by ErrantX View Post
Unless they have Iron Man levels, the armor is too complicated for the character to use. Simple and effective solution. Gives them a reason to potentially multiclass Iron Man and get a free suit of cool armor to boot (maybe make them get levels in Iron Man until they're able to use all of the mods on it too).

-X
There you go, or allies without class levels can use it if the Iron Man has the Lend Armour Feat.
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The rules shouldn't just be a tool for making a character that's awesome at everything and never fails. Neither should they just be a tool for the DM to tell his epic story with no player input.

It's not just the DM's story and it's not just the players' story, it's everybody's story and a way to have a good time.
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Holy gamebusters batman!
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Old 11-16-2012, 04:35 PM   Top  -  End  -  #88
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Default Re: [PF] The Invincible Iron Man [Base Class]

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I love both of these, especially the Goblin Scrapper. Love it. I'm going to add these to the archetype list and credit you

Quote:
Originally Posted by Threadnaught View Post
Was reading another thread about an improved Fighter and saw something that allowed a Fighter at negative HP keep fighting as long as their weapon or armour were still intact. My mind wondered and I started thinking about Halo Reach's Armour Lock ability and obviously you know where I'm going with this one.

I propose an ability based on Armour Lock, most likely under a different name to stop fanboys whining. (though, when don't they?)

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.


Just throwing these out, in case they're workable.
Definitely sounds like those abilities could be worked together to make another archetype. I'll try to look into doing this.

Quote:
Originally Posted by Andion Isurand View Post
I may have missed something, but what about Don Cheadle's character in Iron Man 2 who utilizes one of Tony's suits?

How would you represent the ability of someone other than the creator of such a suit, being able to use it?
Quote:
Originally Posted by Veklim View Post
Look at the feats presented at the end of the class entry. It's called Lend Armour, and does exactly what it says on the tin.
Quote:
Originally Posted by Threadnaught View Post
There you go, or allies without class levels can use it if the Iron Man has the Lend Armour Feat.
And you guys rule

-X
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Old 11-16-2012, 06:27 PM   Top  -  End  -  #89
Threadnaught
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Default Re: [PF] The Invincible Iron Man [Base Class]

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Originally Posted by ErrantX View Post
Definitely sounds like those abilities could be worked together to make another archetype. I'll try to look into doing this.
There's a couple of things I mentioned in Iron Titan as a PrC that fit those abilities, there's also "Supreme Engineer" (seriously, we need a better name) which is supposed to help out allies while disabling enemies.
Also, while the Fortress is based on the size of the suit, most Iron Men may be Medium sized and their suits will usually match, so this is probably just gonna be one of those "it's bigger on the inside" things. Perhaps it could have a radius of the same space the armour takes up?


Also speaking about Iron Man 2, the Whip Guy. Repulsor Lord needs his Repulsor Whips... As an optional mod, mind.
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Originally Posted by Kelb_Panthera View Post
The rules shouldn't just be a tool for making a character that's awesome at everything and never fails. Neither should they just be a tool for the DM to tell his epic story with no player input.

It's not just the DM's story and it's not just the players' story, it's everybody's story and a way to have a good time.
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Holy gamebusters batman!
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Old 11-18-2012, 05:37 AM   Top  -  End  -  #90
vampsarecool86
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Question Re: [PF] The Invincible Iron Man [Base Class]

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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).

Should this be considered to be put in the suits section? Just wondering since I'm wanting to utilize this class but from the way it's worded you don't get the armors hit points until 8th level... Or maybe have this as the starting point and giving the construct and extremis armor higher starting points like maybe go from 5 for standard to 8 for construct then 10 or 12 for the extremis since it is supposed to be the powerhouse suit... Just a thought.
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