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ErrantX
2012-10-10, 11:08 PM
The Iron Man

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

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

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

Hit Die: d8
Skills: Iron Men have access to the following skills: Appraise (Int), Craft (Int), Disable Device (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Perception (Wis), Profession (Wis), 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 (http://www.giantitp.com/forums/showpost.php?p=14144677&postcount=68).

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

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

Least Modifications

Elemental repulsors – The Iron Man has adapted his repulsor technology to a single elemental energy affinity, changing the damage type to inflict cold, electric, fire, or sonic damage. Once this has been installed, the repulsors may do either bludgeoning or energy damage by toggling between types as a swift action.
Compacted Form – By spending one battery point from the armor's battery pool, the armor is able to contract or expand out to be secured over its wearer as a full round action, and does not require any additional attendants or helpers to get him into it, as it is automated. When in its compact state, it often resembles either a metallic turtle-shell like backpack or a heavy metal briefcase weighing the same as the base suit of armor. (Note: This modification may only be used on a breastplate-based suit of armor and often are built of mithral.)
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

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


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.

Hyooz
2012-10-11, 02:46 AM
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.

Dire Reverend
2012-10-11, 03:36 AM
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.

bindin garoth
2012-10-11, 05:09 AM
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.

Andrian Talehot
2012-10-11, 08:52 AM
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)

legomaster00156
2012-10-11, 11:28 AM
I like that you made the name of the example character "Antonius". :smallbiggrin:

Roderick_BR
2012-10-11, 12:27 PM
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).

ErrantX
2012-10-11, 12:45 PM
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.


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.


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! :)


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! :smallsmile:


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

Lol, yeah, I was like, "I need a signature name... I know!" Very tongue in cheek!


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.


I happily invite anyone to PEACH this if they have time, tell me what you like, dislike, what's wonky or OP, and if you can suggestions on how to fix it. Thanks! :smallsmile:

-X

Dire Reverend
2012-10-11, 12:53 PM
Quick question, what is the source of the picture?

Hurlbut
2012-10-11, 12:59 PM
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-fantasy-avengers-revisited-2012-07

ErrantX
2012-10-11, 01:09 PM
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-fantasy-avengers-revisited-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. :smallsmile:

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

-X

Dire Reverend
2012-10-11, 02:21 PM
Did I miss somewhere how long it takes the standard battery to recharge itself?

ErrantX
2012-10-11, 03:31 PM
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.

-X

Dire Reverend
2012-10-11, 09:35 PM
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.

Durazno
2012-10-11, 11:00 PM
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."

Dire Reverend
2012-10-12, 12:25 AM
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.

Durazno
2012-10-12, 02:31 AM
-facepalm- Of course, of course. Sorry.

ErrantX
2012-10-12, 12:08 PM
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 :smallsmile:


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.
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.
*facepalm* I meant to include a modification for different armor materials, and did not.
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.
Yes, I believe that is under the modification section... or not. Another point to clarify, thank you.
Yes, this exactly.


Thank you for diligence, I will remedy these errors.



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."


You should be able to take it more than once, forgot to add that.
*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

ErrantX
2012-10-12, 08:24 PM
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! :smallbiggrin:

-X

Amechra
2012-10-12, 11:24 PM
Hey, wait, someone did convert Warforged to Pathfinder.

Plus a bunch of other Eberron stuff. (http://brilliantgameologists.com/boards/index.php?topic=11958.0)

Dire Reverend
2012-10-13, 03:34 PM
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)

Veklim
2012-10-13, 05:12 PM
*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.

Durazno
2012-10-13, 11:26 PM
For my part, I'm curious about how this would interact with the Sentai or Magical Girl classes we have here.

Dr.Epic
2012-10-14, 12:54 AM
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.

Dire Reverend
2012-10-14, 02:18 AM
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.

Milo v3
2012-10-14, 02:30 AM
You see, that's Profession (ladies), not Diplomacy.

Except Tony doesn't get his money from ladies, he gets ladies from his money.

DeusMortuusEst
2012-10-14, 03:53 AM
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.

Dire Reverend
2012-10-14, 04:34 AM
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.

TheOneWhoWalks
2012-10-14, 11:26 AM
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

Tanuki Tales
2012-10-14, 11:29 AM
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.

Dire Reverend
2012-10-14, 12:18 PM
Another thing I noticed:
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).For most if not all special materials, the masterwork quality is included in the cost. Was this intentional?

Veklim
2012-10-14, 12:56 PM
Erm, something spotted, Modular Armour states you 'become large size', it should almost certainly read you 'gain a size category', since not everyone entering this is guaranteed to be medium size...

ErrantX
2012-10-14, 03:04 PM
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...)

That was intentional, and I was wondering when someone would mention it. Some classes would naturally benefit from having an Initiator Level, so someone like the Iron Man or my previous class called the Generator have an initiator level. This is so if they were to ever multiclass into a class (such as from my Libram of Battle project, currently in need of a new webspace atm due to Google being evil) with an initiator level, this would put them a leg up on other classes. I believe that fighting classes should have initiator levels built in, like Paladin, Barbarian, Ranger, Cavaliers, Gunslingers, and of course the humble Fighter, and plan to make archetypes for these in the Libram of Battle project. Regardless if you use martial maneuvers or not, this Initiator level doesn't really do any harm to have. If you do use them, great, if you don't, that's fine too (then this term of "initiator level" means evne less).


*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.

I will have to look over your Bastion class to be able to tell you one way or the other. From the Saturday Morning Nostalgia contest that this class won, I wanted to see another's work called the Rocket Knight mixed with this class, so we'll have to see what Bastion is about to see how it would fit together.


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:
or

I wrote in some changes regarding this, check it out and let me know your thoughts.


Archetypes and that'd be neat to see.

In the planning!


Another thing I noticed:For most if not all special materials, the masterwork quality is included in the cost. Was this intentional?

Yup. Small balance factor cost.


Erm, something spotted, Modular Armour states you 'become large size', it should almost certainly read you 'gain a size category', since not everyone entering this is guaranteed to be medium size...

Agreed, good catch. I made a rookie assumption that everyone was Medium. Thank you!

-X

BlackMKIII
2012-10-14, 08:17 PM
Don't have much to say in regards to the mechanics on this, really. It does look like it would be easy to make a broken character, but that's true of just about anything with someone willing to do it behind the wheel.

While it's fun to try and make specific heroes using what's provided in the books, seeing something like this makes me smile as it's much truer to the original character on which they're based. I'd love to see how this playtests to see exactly how an Iron Man would work in-world.

ErrantX
2012-10-15, 08:01 PM
Don't have much to say in regards to the mechanics on this, really. It does look like it would be easy to make a broken character, but that's true of just about anything with someone willing to do it behind the wheel.

While it's fun to try and make specific heroes using what's provided in the books, seeing something like this makes me smile as it's much truer to the original character on which they're based. I'd love to see how this playtests to see exactly how an Iron Man would work in-world.

Well, it's definitely on the strong side. The real question is if it breaks into Tier 1 or 2. I aim for Tier 3, but sometimes I miss wildly. I'll settle for 2, but if I hit 1 then I need to beat it down. 3 is what we aim for.

I'd love to see it in action too. Maybe sooner than later!

-X

Veklim
2012-10-16, 08:01 AM
OK, got around to reading all your mods, found a couple of small issues:

Elemental Resistance doesn't list Force Shields as a prerequisite.

Might be an idea to move the Modular Armour proviso in Powerful Build, put it at the end of the entry. As it reads just now, you could be forgiven for thinking that this also applies to the Modular Armour;

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.More a note for clarification, but would make it read easier if this appeared before mentioning Modular Armour.

Might wanna consider making Extremis a requirement for Remote Summons, in addition to Repulsor Flight, due to the self donning thing (you don't even need to touch the armour for Remote Summons, making this a slightly better effect in itself). Only a suggestion though since I doubt it's much of an issue.

Stinger Rocket doesn't mention how many bays you may have, as it stands, you could indeed have infinity + 1 bays, and that's just silly :smalltongue:
Figure it's an oversight, but since I don't know what you intended, may I suggest you consider offering this one as a base of maybe 3 bays, allowing for more by taking the same modification more than once..?

Otherwise, the class as a whole reads nicely and the chassis is solid, although if this were me, I would be tempted to make both Diplomacy and Bluff class skills, if only for chatting up women (or men) and talking your way out of (or into) trouble. These account for a large amount of Iron Man's out-of-combat options do they not? :smallwink:

As for power level, it's Tier 3. A REALLY bad build would produce a low Tier 3, and a carefully tweaked and optimised build could brush Tier 2's underbelly at a stretch because there is both shattering power and versatility, but would still be Tier 3.
That's not to say it isn't astonishingly capable of dealing out punishment in large doses, and the fact that you have multiple suits does give you a wide range of choices for your combat skillset, as long as you get some idea of what you're up against in a fight (and/or install Remote Summons on all reserve and 'special loadout' suits...)
Action economy looks good, glad to see a fair few swift and immediate action mods in there, didn't see any blatant abuses with that.

All in all, this looks good, and unless anyone manages to spot a horrific gaping flaw somewhere, I'll be using at least two of these (VERY different builds) as NPCs in my current campaign.

ErrantX
2012-10-17, 01:36 AM
Okay, addressed Veklim's critiques here. Thank you very much!

Anything else anyone see? If not, I'm going to stamp this one completed and begin working on the next batch of projects.

-X

DaTedinator
2012-10-17, 08:19 PM
Before I start, I should warn you that I don't really know Pathfinder, and am going off of 3.5. So feel free to ignore anything I say that results from system confusion.


Armor modifications may be traded out on even levels starting at 4th level. One such modification per suit at these levels may be change out on these even levels with another modification that the Iron Man possesses. Additionally, any modification that has differing tiers of strength (such as Flame Thrower) upgrade automatically as the Iron Man tinkers with them and improves upon their design to utilize their improved functions.

This paragraph is clunky; specifically, the bolded part. Unfortunately, one of the reasons I'm good at spotting clunky wording is because it's a big problem of mine, so I'm not positive how to tell you to fix it. I think I would probably move that line to the Suits section, though; it'd probably be easier to fit in, there.

I would also consider cutting the automatic upgrades, and just not having any armor modifications have prerequisites. Make it work more like the warlock; the warlock has a couple invocations that are blatant upgrades (the earthen grasp/stony grasp ones are what come to mind for me), and it doesn't let you automatically upgrade. As it is, I'm kind of confused as to how it works; when does he get the free upgrade? Does it replace the old armor modification known? Or are you saying that if you learn an upgraded armor modification, it can be added to a Suit for free?


An Iron Man can only utilize armor modifications while wearing his armor, when not wearing it he has no access to either ability.

I figure you meant to mention Repulsors here.


uits 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.

You assume here that a Suit is masterwork, but I don't think you actually ever state that it is.


Starting at 2nd level gains a +1 enhancement bonus to all suits of armor, and this bonus increases by +1 every four class levels.

Does this apply to all armor, or just his Suits? Either way, I think you should spell it out specifically.


When 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.

So I'm assuming any damage done to the temporary hit points reduces the armor's actual hit points? What happens if it's reduced to 0 hit points?


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 is fatigued after using it for 1d4 hours.

I'm a little confused. So it takes 10 battery points to activate, but then nothing after that? How long can he continue to wear it? And is he fatigued after wearing it for 1d4 hours, or is he fatigued for 1d4 hours after he takes it off?

--

I didn't feel nitpicky enough to point out the few tpyoes I noticed; I'd advise just giving the whole class a quick read-through to catch those before you label it "Finished."

As for the positives: it's a great class. It's solidly balanced, it's flavorful, it's fun to play, and it fits the flavor of the game AND the flavor of, you know, Iron Man. There's plenty of variety in the armor modifications, so it shouldn't be any trouble to make different Iron Men feel different, nor should it be hard for individual Iron Men to make their suits feel different. There aren't any dead levels, and there also aren't so many class features that it's a chore to read.

Very well done. Another gem for your crown!

Dire Reverend
2012-10-17, 08:37 PM
Some more questions:

What's the status on the Archetypes?

What if I wanted to add normal magical enchantments to a suit of armor?

ErrantX
2012-10-19, 12:25 PM
Before I start, I should warn you that I don't really know Pathfinder, and am going off of 3.5. So feel free to ignore anything I say that results from system confusion.

This class will have little difference in this regard.


This paragraph is clunky; specifically, the bolded part. Unfortunately, one of the reasons I'm good at spotting clunky wording is because it's a big problem of mine, so I'm not positive how to tell you to fix it. I think I would probably move that line to the Suits section, though; it'd probably be easier to fit in, there.

Addressed, hopefully its smoother.


I would also consider cutting the automatic upgrades, and just not having any armor modifications have prerequisites. Make it work more like the warlock; the warlock has a couple invocations that are blatant upgrades (the earthen grasp/stony grasp ones are what come to mind for me), and it doesn't let you automatically upgrade. As it is, I'm kind of confused as to how it works; when does he get the free upgrade? Does it replace the old armor modification known? Or are you saying that if you learn an upgraded armor modification, it can be added to a Suit for free?

I clarified this here as well.


I figure you meant to mention Repulsors here.


Yup.


You assume here that a Suit is masterwork, but I don't think you actually ever state that it is.

The first sentence in the Suits class feature actually says specifically that suits are Masterwork.


Does this apply to all armor, or just his Suits? Either way, I think you should spell it out specifically.

I made an assumption, and ya know what they say about people who assume? They're kinda dumb sometimes. Thank you :smallredface:


So I'm assuming any damage done to the temporary hit points reduces the armor's actual hit points? What happens if it's reduced to 0 hit points?

Serious revisions done in Construct Armor and a little to Suits.


I'm a little confused. So it takes 10 battery points to activate, but then nothing after that? How long can he continue to wear it? And is he fatigued after wearing it for 1d4 hours, or is he fatigued for 1d4 hours after he takes it off?

Clarified and rewrote this a little.

--


I didn't feel nitpicky enough to point out the few tpyoes I noticed; I'd advise just giving the whole class a quick read-through to catch those before you label it "Finished."

As for the positives: it's a great class. It's solidly balanced, it's flavorful, it's fun to play, and it fits the flavor of the game AND the flavor of, you know, Iron Man. There's plenty of variety in the armor modifications, so it shouldn't be any trouble to make different Iron Men feel different, nor should it be hard for individual Iron Men to make their suits feel different. There aren't any dead levels, and there also aren't so many class features that it's a chore to read.

Very well done. Another gem for your crown!

Thank you VERY much for such a thorough run down on the Iron Man, very appreciated and definitely forced me to think about what I was doing again. Closed up some significant holes. Check out the changes and let me know what you think!

-X

Zahhak
2012-10-19, 01:35 PM
Holy crap, this is brilliant! There's a guy in my gaming group that almost always plays this kind of character.

ErrantX
2012-10-19, 03:54 PM
OMG, this took me FOREVER to post the edits. Edits are in NOW finally. Also, not much more room left in the OP, hitting the 50k character ceiling now. :smalltongue:


Some more questions:

What's the status on the Archetypes?

What if I wanted to add normal magical enchantments to a suit of armor?


Archetypes are coming, just wish I had had the foresight to add a 2nd empty post for me to add stuff, if not a 3rd. Added a lot to Suits actually, so people should check it out.



Holy crap, this is brilliant! There's a guy in my gaming group that almost always plays this kind of character.

Thank you, I'm glad you like it. If you show this to them and if you use it, let me know how it works out for you. I'd love actual play test data.

-X

Zahhak
2012-10-19, 04:14 PM
My usual DM went through this and said no, finding it too overpowered. He said he would consider a modified version if it had been nuked somewhat, or altered into a prestige class.

ErrantX
2012-10-19, 04:23 PM
My usual DM went through this and said no, finding it too overpowered. He said he would consider a modified version if it had been nuked somewhat, or altered into a prestige class.

*shrug* It's a warlock in armor at the end of the day, but c'est la vi. :smallcool:

A simple reduction in mods, less suits, etc, something like that may drop the power scale to tier 4 from tier 3.

-X

Threadnaught
2012-10-22, 09:44 AM
Gonna be using one as an NPC in my games, Sahuagin with the Extreme Enviroments mod on all suits, his own personal suits so he can survive on land. Others he'll lend to the PCs so they can go underwater and help his, rather advanced civilization.
May have some actual playtest data after next Saturday.

Also, wondering what to do about Epic Levels when the time comes.

Edit: Armour mods are limited by Armour Bonus, does this limit include the boost to Armour Bonus on second level and every four levels after? I can't believe I forgot to ask this.

DaTedinator
2012-10-22, 11:55 AM
With those changes, everything seems to be in order.

Again, great class!

Dire Reverend
2012-10-22, 04:47 PM
I know these are Incredibly minor nitpicks, I thought you should know:

In the armor modifications section:

Medium Ballistic Spray has the prerequisite of Light Ballistic Attack, when it should be Light Ballistic Housing. (or vice versa)

Remote Summons has the prerequisites Extremis class feature and Repulsor Flight instead of Flight Repulsors. (or vice versa)


Gonna be using one as an NPC in my games, Sahuagin with the Extreme Enviroments mod on all suits, his own personal suits so he can survive on land. Others he'll lend to the PCs so they can go underwater and help his, rather advanced civilization.
May have some actual playtest data after next Saturday.

Also, wondering what to do about Epic Levels when the time comes.

Edit: Armour mods are limited by Armour Bonus, does this limit include the boost to Armour Bonus on second level and every four levels after? I can't believe I forgot to ask this.
Extreme Environments does not list "Abovesea" as an extreme environment, but It should be.

As for your edit, I am 90% sure that the bonus is counted towards that.

ErrantX
2012-10-23, 09:45 AM
Gonna be using one as an NPC in my games, Sahuagin with the Extreme Enviroments mod on all suits, his own personal suits so he can survive on land. Others he'll lend to the PCs so they can go underwater and help his, rather advanced civilization.
May have some actual playtest data after next Saturday.

Also, wondering what to do about Epic Levels when the time comes.

Edit: Armour mods are limited by Armour Bonus, does this limit include the boost to Armour Bonus on second level and every four levels after? I can't believe I forgot to ask this.

Neat, very evil Atlantean sounding. Very cool. Epic levels don't actually exist in Pathfinder per se, but when I start putting together archetypes and such, I'll keep your comment in mind about Epic levels as well.

Yes, it does as far as mods go and the Armor class feature.


With those changes, everything seems to be in order.

Again, great class!

Thank you!


I know these are Incredibly minor nitpicks, I thought you should know:

In the armor modifications section:

Medium Ballistic Spray has the prerequisite of Light Ballistic Attack, when it should be Light Ballistic Housing. (or vice versa)

Remote Summons has the prerequisites Extremis class feature and Repulsor Flight instead of Flight Repulsors. (or vice versa)


Extreme Environments does not list "Abovesea" as an extreme environment, but It should be.

As for your edit, I am 90% sure that the bonus is counted towards that.

Thanks for the nitpicks, fixed em. And traditionally, unless you're a fish monster, I wouldn't call Abovesea an extreme environment. I'm going to leave it as is, but I will say in the example of the sahaguin Iron Man, above sea would count.

-X

ErrantX
2012-10-24, 11:37 PM
Randomly decided to alter how Elemental Repulsors, allowing you to toggle between bludgeoning damage and the elemental type as a swift action.

That is all.

Archetype ideas or prestige class ideas anyone? Tell me what interests you.

-X

Durazno
2012-10-25, 12:36 AM
We need an Umber Hulkbuster PrC, probably. And maybe a PrC representing an Iron Man who colludes with a sinister machine intelligence, thereby making him or her that much more like a warlock with armor?

Would heavy weapons (ala War Machine) and stealth armor be good archetypes to consider?

Threadnaught
2012-10-25, 07:28 AM
Walking Artillery, sacrifice mobility for greater firepower and become a living turret of death.

Supreme Engineer, take control of technology, modifications that prevent others from gaining their bonuses from magic items. And maybe give it to you?

Dynamo, perfect the Battery, lessen the chance of a system failure and use the modifications more often.

Shock Trooper, focus on the Repulsors for combat, sacrificing mods, armour and even Battery power for the ability to become deadlier with Repulsor Blasts, Flight and Blades.

Steel Shadow, improve the Stealth Field, use trickery and decoys to your advantage.

Metal Titan, focusing on defensive abilities become a wall of steel, repel attackers with shields and a skin of iron.


Six basic specialist ideas there. Mobility, Firepower, Battery pool, Stealth, Defence and Control.
I think they all have the potential to make great use of the Iron Man class' features. And seeing them all listed, actually makes it difficult for me to decide which one to use. Some new mod ideas there too. Think about it, there's only one existing Stealth mod, the only debuff I've noticed is Tractor Beam, and there appears to be very little benefit to using a Repulsor Blade as opposed to your fists, the basic Repulsors and other mods.

DaTedinator
2012-10-25, 10:28 AM
I think a cyborg-esque archetype could be interesting, with someone who just builds crap right into his body.

Somewhat along those lines, maybe a PrC tailored to Warforged.

RFLS
2012-10-25, 04:08 PM
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 –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

You have 5 listed levels at which he gains this bonus, but you explicitly cap it at +4. Was this intentional?

ErrantX
2012-10-25, 04:31 PM
You have 5 listed levels at which he gains this bonus, but you explicitly cap it at +4. Was this intentional?

Fixed. Error on my part, initially I had it cap at 4, but then rearranged things and upped the cap to 5. Forgot to give the txt a facelift.


I'm compiling data on some archetypes and a couple Prestige Classes and I'll begin working on them tonight/this weekend. Keep ideas coming though!

I had an idea that was more or less an Iron Man / spellcasting class in a Prestige Class, that had some inspiration from the Warcaster PrC from the Iron Kingdoms RPG. If you've heard of it/are interested in that, in the spirit of that game...

SOUND OFF LIKE YOU'VE GOT A PAIR! :smalltongue:

-X

Threadnaught
2012-10-25, 05:57 PM
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 a Large sized creature 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 Large-sized Modular Armor to wield Huge-sized weapons and count as Huge for the purposes of CMB and CMD checks.

I actually kept hoping you'd find this in one of your periodic updates. You made the mistake of assuming everything is Medium sized for two abilities and only fixed one of them, as this one wasn't previously pointed out.

Dire Reverend
2012-10-25, 06:40 PM
Steel Shadow, improve the Stealth Field, use trickery and decoys to your advantage...

...Six basic specialist ideas there. Mobility, Firepower, Battery pool, Stealth, Defence and Control.
I think they all have the potential to make great use of the Iron Man class' features. And seeing them all listed, actually makes it difficult for me to decide which one to use. Some new mod ideas there too. Think about it, there's only one existing Stealth mod, the only debuff I've noticed is Tractor Beam, and there appears to be very little benefit to using a Repulsor Blade as opposed to your fists, the basic Repulsors and other mods.
For Steel shadow, maybe you can allow the cloaking device to be on halfplate armor.

How about a modification that allows you to deal Repulsor damage with any melee weapon in place of it's regular damage. You'd have to modify the weapon first though.

ErrantX
2012-10-25, 10:40 PM
I actually kept hoping you'd find this in one of your periodic updates. You made the mistake of assuming everything is Medium sized for two abilities and only fixed one of them, as this one wasn't previously pointed out.

Fixed this, also changed Repulsor Blade to actually allow Strength to damage to actually make it worth doing.

-X

Durazno
2012-10-25, 10:46 PM
Perhaps it could be something like a blastsword. (http://starwars.wikia.com/wiki/Blastsword) I could imagine it as a feature that lets you add your repulsor damage to a critical hit or something.

ErrantX
2012-10-25, 10:56 PM
Perhaps it could be something like a blastsword. (http://starwars.wikia.com/wiki/Blastsword) I could imagine it as a feature that lets you add your repulsor damage to a critical hit or something.

The closest D&D analog to the Repulsor Blade is the Eldritch Glaive of the Warlock. It isn't a physical blade, its repulsor energy being used like a battering light saber.

-X

Threadnaught
2012-10-26, 07:50 AM
Fixed this, also changed Repulsor Blade to actually allow Strength to damage to actually make it worth doing.

-X

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)

Dire Reverend
2012-10-26, 12:24 PM
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:http://images.wikia.com/starcraft/images/f/f3/Zealot_SC2_Cncpt1.jpg

ErrantX
2012-10-29, 04:04 PM
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.


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:http://images.wikia.com/starcraft/images/f/f3/Zealot_SC2_Cncpt1.jpg

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

ZDPhoenix
2012-10-29, 06:50 PM
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.

ErrantX
2012-10-30, 04:00 PM
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

Threadnaught
2012-10-30, 06:57 PM
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?

ErrantX
2012-10-30, 07:50 PM
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

Threadnaught
2012-10-30, 08:59 PM
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)
One rather interesting ability of this variant, could be the ability to control multiple suits at once, while your main suit's vulnerable mod is intact and while you still have Battery. However, this could be overpowered, even if the Battery use were 1 per round per additional suit in use. Sweet merciful crap 4 Battery per round and all the additional Battery cost to run the buffs and debuffs. This could run up to 10 or more per round, oh dear, that's about 7 rounds at 30th level if Battery progresses at the same rate, 73 Battery with 30 Intelligence (+10), 5 starting Battery and +58 from 29 levels, right?

Dynamo
Obviously more Battery per level, faster recharge, ability to use X mod at will, ability to improve Y mod without risk of system failure. Are all ideas that should be considered.

Steel Shadow
Not just a stealth field, but a whole list of abilities to mess with another creature's sight and other senses. Enemy has tremorsense? Vibrate the ground somewhere else, True Seeing? I'm sure an epelepsy causing strobe light can take care of that. Listen checks? Deploy firecrackers.

ErrantX
2012-10-31, 12:52 AM
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
Repulsor Lord, focuses on the Repulsors for combat, sacrificing mods, armour and even Battery power for the ability to become deadlier with Repulsor Blasts, Flight and Blades. The Repulsor Lord's savings throws are Good Reflex, Poor Fortitude and Will. Acrobatics becomes a class skill.

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

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

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

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

Repulsor Blade: The character may instead of making one repulsor blade, the character may manifest a pair of repulsor blades, one in each hand. The character may treat his Intelligence score as his Dexterity score for the purposes of qualifying for Two-Weapon Fighting and its subsequent feats. Additionally, the character's repulsor blades are focused to a fine edge, inflicting slashing damage instead of bludgeoning damage.

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

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

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

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

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

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

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

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

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

Armor Modifications: The character must take the 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.

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

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

Suits (Su): : The Natural Forger is unable to make suits out of special materials, but they can create a suit in any natural environment, even if they wouldn't normally be considered to have the proper resources or tools to craft armor. This ability modifies the normal Suits ability of an Iron Man.

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

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

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

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

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

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

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

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

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

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

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

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

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

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



-X

Dire Reverend
2012-10-31, 03:17 AM
Some things: (minor comments in blue)

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.
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.

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:
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)

Hanuman
2012-10-31, 05:08 AM
https://www.youtube.com/watch?v=0deA1JUUZFQ

ErrantX
2012-10-31, 12:36 PM
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. :smalltongue:


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.


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.


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.


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. :smallsmile:

-X

ErrantX
2012-10-31, 12:50 PM
Fixed Repulsor Blade (again).

-X

Threadnaught
2012-10-31, 02:15 PM
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.

ErrantX
2012-10-31, 03:01 PM
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

Dire Reverend
2012-10-31, 04:18 PM
Oye, so much to fix. :smalltongue:

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.
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?

ErrantX
2012-10-31, 06:19 PM
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.


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.


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.


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

Threadnaught
2012-10-31, 07:55 PM
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. :smallredface:

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. :smallbiggrin:

Black Mage
2012-11-01, 10:29 PM
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.

ErrantX
2012-11-01, 10:46 PM
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

Threadnaught
2012-11-10, 07:15 PM
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. :smallbiggrin:

Madara
2012-11-10, 07:53 PM
This class makes me so very happy! :smallbiggrin:

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 :smallwink: Perhaps for a Goblin archtype? Goblins need some love.

ErrantX
2012-11-11, 04:55 PM
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. :smallbiggrin:

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.


This class makes me so very happy! :smallbiggrin:

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 :smallwink: 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

Madara
2012-11-11, 05:15 PM
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

*Runs off to make a thread* :smallwink:

Edit: Incoming Homebrew for Homebrew Archetypes: :smallbiggrin:

Natural Forger (Invincible Iron Man Archetype)

While many of the races who become an Iron Man work hard to enjoy the benefits of their craft, some very rare individuals cultivate their Suits straight out of the ground. These individuals cultivate their suits in a wide variety of manners, from taking it out of a tree to mining it out of stone. The most important factor is that the suit is powered by divine energy, which makes it act in a different manner.

Suits (Su):
The Natural Forger is unable to make suits out of special materials, but they can create a suit in any natural environment, even if they wouldn't normally be considered to have the proper resources or tools to craft armor. This ability modifies the normal Suits ability of an Iron Man.

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

Natural Surge(Su):

At third level, the Natural Forger begins to learn how to give life energy, rather than just recieve it. Once per day for each point of Intelligence bonus the Iron Man has, they can heal with a touch. With one use of this ability, an Iron Man can heal 1d6 hit points of damage for every two Iron Man levels he possesses. Using this ability is a standard action, unless the paladin targets himself or his armor, in which case it is a swift action. This ability replaces the increase in repulsor damage at 3rd level. From that point on, the Natural Forger does 1d6 less damage with their repulsor than a normal Iron Man.

Scrap Smith (Invincible Iron Man Archetype)

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


Scrap Shot(Su):

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

This ability replaces Repulsors


It'll Work(Su):

Because their Suit isn't made to the highest standards, the Scrap Smith learns to improvise to keep their Suit working.Once each day for each point of intelligence modifier the Scrap Smith possesses to a maximum of four, the Scrap Smith can deal 5 points of damage to his armor to generate 1 exta battery point.

This ability replaces the 4th level bonus combat feat.

Threadnaught
2012-11-15, 09:41 AM
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.

Andion Isurand
2012-11-16, 06:09 AM
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?

Veklim
2012-11-16, 08:34 AM
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. :smallwink:

Threadnaught
2012-11-16, 08:38 AM
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?


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.

ErrantX
2012-11-16, 04:35 PM
*Runs off to make a thread* :smallwink:

Edit: Incoming Homebrew for Homebrew Archetypes: :smallbiggrin:

Natural Forger (Invincible Iron Man Archetype)

While many of the races who become an Iron Man work hard to enjoy the benefits of their craft, some very rare individuals cultivate their Suits straight out of the ground. These individuals cultivate their suits in a wide variety of manners, from taking it out of a tree to mining it out of stone. The most important factor is that the suit is powered by divine energy, which makes it act in a different manner.

Suits (Su):
The Natural Forger is unable to make suits out of special materials, but they can create a suit in any natural environment, even if they wouldn't normally be considered to have the proper resources or tools to craft armor. This ability modifies the normal Suits ability of an Iron Man.

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

Natural Surge(Su):

At third level, the Natural Forger begins to learn how to give life energy, rather than just recieve it. Once per day for each point of Intelligence bonus the Iron Man has, they can heal with a touch. With one use of this ability, an Iron Man can heal 1d6 hit points of damage for every two Iron Man levels he possesses. Using this ability is a standard action, unless the paladin targets himself or his armor, in which case it is a swift action. This ability replaces the increase in repulsor damage at 3rd level. From that point on, the Natural Forger does 1d6 less damage with their repulsor than a normal Iron Man.

Scrap Smith (Invincible Iron Man Archetype)

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


Scrap Shot(Su):

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

This ability replaces Repulsors


It'll Work(Su):

Because their Suit isn't made to the highest standards, the Scrap Smith learns to improvise to keep their Suit working.Once each day for each point of intelligence modifier the Scrap Smith possesses to a maximum of four, the Scrap Smith can deal 5 points of damage to his armor to generate 1 exta battery point.

This ability replaces the 4th level bonus combat feat.

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


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.


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. :smallwink:


There you go, or allies without class levels can use it if the Iron Man has the Lend Armour Feat.

And you guys rule :smallbiggrin:

-X

Threadnaught
2012-11-16, 06:27 PM
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.

vampsarecool86
2012-11-18, 05:37 AM
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.

ErrantX
2012-11-18, 07:47 AM
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.

Construct armor fundamentally changes the very nature of the armor that's being worn. It ceases to have standard hardness and hit points like any old suit of armor, and instead becomes like a construct-typed creature, with its own hit points and everything. When you get damaged, it takes the punishment, etc. The reason it isn't in suits is because initially, invincible suits don't act like construct armor, until this class feature is taken.

I give it as early as I do, because I need to keep it in line with the tiers of modifications that upgrade construct armor. Extremis as an ability is gained far earlier than the level 20 Extremis Armor, which is based on the Extremis/Bleeding Edge armor from the comics.

-X

vampsarecool86
2012-11-18, 09:55 AM
Ok that's my bad then... what rules are you using for the armor hitpoints and where might I find them?

ErrantX
2012-11-18, 12:13 PM
Ok that's my bad then... what rules are you using for the armor hitpoints and where might I find them?

Pre-Construct Armor? These rules right here (http://www.d20pfsrd.com/equipment---final/damaging-objects).

-X

vampsarecool86
2012-11-22, 10:00 PM
Very helpful and this definitely has a Peach from me...

Threadnaught
2012-11-24, 12:17 PM
Force Bubble Shield whatever, the expansion from Armour Lock. Only protects creatures inside it, from incoming damage that comes from outside the shield. Enemy walks through the shield (anything can do this) and it's useless.

Possibly allow the Techno Fort to move with advancement mod, allowing Iron Man to Trample enemies of equal or lower size to the armour.

Veklim
2012-11-24, 01:05 PM
I personally don't see a problem with the shielding, if anything walks inside then it's in for a pasting anyhow, so the fact it only stops stuff from outside isn't really an issue. Besides, it's nice to see a defensive ability which is both highly effectual AND able to be overcome, it adds to the tactical feel of the class, and makes for a well-rounded combat experience. Others may disagree (however wrongly :smalltongue:) but I don't think it needs 'fixing' at all.

Threadnaught
2012-11-24, 03:27 PM
I personally don't see a problem with the shielding, if anything walks inside then it's in for a pasting anyhow, so the fact it only stops stuff from outside isn't really an issue. Besides, it's nice to see a defensive ability which is both highly effectual AND able to be overcome, it adds to the tactical feel of the class, and makes for a well-rounded combat experience. Others may disagree (however wrongly :smalltongue:) but I don't think it needs 'fixing' at all.

It's not so much a "fix", as it's me wording the description more clearly so it isn't as abusable as the original description I gave. It's based on the Bubble Shield from Halo, or that massive shield in the Star Wars movie that must not be named. Shield stops attacks, but not movement. Unlike Halo's shield however, it would be beneficial for the feature, for it to allow attacks from the inside, to go outside, unlike Halo's version.

The third tier of the ability, Techno Fort, is what allows the Iron Man to actively punish enemies for entering. It also allows Colossal Armour to become a proper Fortress, bigger the party, the bigger you want your Iron Man to have their armour, no matter what their actual size just so you can fit the whole party in it.

As you've no doubt noticed, the first tier is taking one part of the Dwarven Defender to the extreme while taking away everything else. To be fair, the Iron Man can hold off enemies at choke points with this ability, or it can use something to force a group of enemies to target it, and it alone before going into lockdown.


These abilities, add flavour to the class, expand on ideas that the class is made up of already and are pretty powerful, especially with a decent sized party. Or you could just get the Leadership Feat and have a load of Fighters following you, they'd be able to man the battlements of the third tier. In fact, thinking about it, three of the four ideas I listed there, the ones based on Halo's Armour Lock. Are based on stuff from Halo. Fourth one being movement for the Techno Fort (lol Technodrome), Elephant anyone? I may dislike the Halo series (especially the main protagonist), but it has plenty of stuff that just works with the theme of this class.

Durazno
2012-11-24, 07:54 PM
Not just fighters, but perhaps a group of apprentice Iron Men!

Threadnaught
2012-11-25, 06:53 PM
Not just fighters, but perhaps a group of apprentice Iron Men!

Hey let's not get crazy, the other side needs a chance. :smallamused:

Threadnaught
2012-12-17, 08:42 AM
Hey Errant, I thought I'd check in to see how those Prestige Classes are coming along. Looking forward to seeing what advancements you've made so far.

ErrantX
2012-12-17, 08:30 PM
Hey Errant, I thought I'd check in to see how those Prestige Classes are coming along. Looking forward to seeing what advancements you've made so far.

Partly done, I'm working on a class at the moment for one of the contests and its taking a lot of my attention. Stay tuned!

-X

Threadnaught
2012-12-18, 07:16 AM
Partly done, I'm working on a class at the moment for one of the contests and its taking a lot of my attention. Stay tuned!

-X

I will, didn't post in a while because I didn't want to double post. Only reason I hbumped it was so you wouldn't think we lost interest. :smallwink:


Edit: Good news, it's borderline Tier 3-4.

zhdarkstar
2013-05-10, 11:56 PM
I know it's been a long time since this thread saw a post but I had a couple questions regarding this class as I just recently discovered it.

1) Do Elemental Repulsors work with the other abilities that do repulsor damage like Repulsor Blade and Knuckle Bombs?

2) Could you use Telepresence Armor on one suit while you're inside another suit?

3) Does the Repulsor Lord not require Jump Jets to get Flight Repulsors?

4) Do the Repulsor Lord's enhanced Flight Repulsors stack with Flight Mastery, granting fly speed of 100?

ErrantX
2013-05-11, 12:02 AM
I know it's been a long time since this thread saw a post but I had a couple questions regarding this class as I just recently discovered it.

1) Do Elemental Repulsors work with the other abilities that do repulsor damage like Repulsor Blade and Knuckle Bombs?

2) Could you use Telepresence Armor on one suit while you're inside another suit?

3) Does the Repulsor Lord not require Jump Jets to get Flight Repulsors?

4) Do the Repulsor Lord's enhanced Flight Repulsors stack with Flight Mastery, granting fly speed of 100?

1) Yes.

2) No, but that'd be neat, huh? Maybe a prestige class...

3) Yes, because they don't have a specific level they have to have it, just have to have it by 8th level so they can take flight.

4) I don't see why not.

Thanks for checking up on the class!

-X

zhdarkstar
2013-05-11, 12:40 AM
Thanks for the quick reply. I just had a couple more questions come to mind.

1) Does you have to choose the same suit for Modular Armor and Extremis Armor?

2) Does the Iron Titan's Force Shield work with shield-based feats?

3) Can you apply the Improved Unarmed Strike tree to Smashing Blows?

ErrantX
2013-05-11, 02:27 AM
Thanks for the quick reply. I just had a couple more questions come to mind.

1) Does you have to choose the same suit for Modular Armor and Extremis Armor?

2) Does the Iron Titan's Force Shield work with shield-based feats?

3) Can you apply the Improved Unarmed Strike tree to Smashing Blows?

My pleasure! This is one of my favorite classes that I've written.

1) No, but it makes sense to because the Extremis Armor has special mention of Modular Armor in it.

2) Yep, but obviously that's only useful if you have your armor, as those feats won't work with normal mundane shields.

3) Yeah, but you'd still have to sink a feat into Improved Unarmed Strike to open the tree and meet all the prereqs for it.

-X

zhdarkstar
2013-05-11, 10:24 AM
The only thing that this class seems to be missing are some favored class bonuses. The one I made up for the Iron Men I came up with using this Warforged conversion (https://sites.google.com/site/eberronpathfinder/conversion-info/races/warforged#TOC-Pathfinder-Version) is the standard +1/4 Battery/Ki/Grit/Arcane Pool FCB.

Maybe some kind of bonus towards the armor for Dwarves to make up for the fact that they naturally don't lose speed due to armor, which makes part of Armor Training superfluous? +1/5 extra mod slot for a specific suit, max +1 per suit.

Humans could get +1/6 Modification, giving them an extra mod from each tier over 18 levels.

ErrantX
2013-05-11, 01:57 PM
The only thing that this class seems to be missing are some favored class bonuses. The one I made up for the Iron Men I came up with using this Warforged conversion (https://sites.google.com/site/eberronpathfinder/conversion-info/races/warforged#TOC-Pathfinder-Version) is the standard +1/4 Battery/Ki/Grit/Arcane Pool FCB.

Maybe some kind of bonus towards the armor for Dwarves to make up for the fact that they naturally don't lose speed due to armor, which makes part of Armor Training superfluous? +1/5 extra mod slot for a specific suit, max +1 per suit.

Humans could get +1/6 Modification, giving them an extra mod from each tier over 18 levels.

Those are purely optional and most of the time add little to flavor in my opinion, only min-maxing options. I'll leave that to those who are interested in coming up with those, as I find no interest myself. Those aren't bad ideas though.

-X

gr8artist
2013-05-11, 04:35 PM
It's a shame that you posted this now and not in the (hopefully) upcoming Grab Bag competition. I think it would have done really well
I like the class, and will take a better look at it when I have more time

ErrantX
2013-05-11, 06:43 PM
It's a shame that you posted this now and not in the (hopefully) upcoming Grab Bag competition. I think it would have done really well
I like the class, and will take a better look at it when I have more time

This has been up since December or so of last year. Not so new!

EDIT: Also, this won a contest already.

-X

zhdarkstar
2013-05-18, 02:57 PM
Those are purely optional and most of the time add little to flavor in my opinion, only min-maxing options. I'll leave that to those who are interested in coming up with those, as I find no interest myself. Those aren't bad ideas though.

-X

Well if you want to add a table of them, you can use the ones I posted before in addition to these for the rest of the Core Races:

Gnomes: +1/6 Modification
Elves: +1/6 Max Dex Bonus for one suit.
Half-orcs: +1/4 bonus to melee damage rolls while wearing a suit of your choice.
Halflings: +1/4 Resistance bonus to a save of your choice
Half-elves: +1/4 Battery

EDIT: Although it isn't really something I've seen before, I came up with more possible FCBs for the archetypes
Elven Natural Forger: +1/2 bonus to healing with Natural Surge
Goblin Scrap Smith: +1/4 bonus to damage with Scrap Shot

zhdarkstar
2013-05-23, 02:20 PM
Sorry for the double post but I think I figured out a possible War Machine Archetype and wanted to give it its own post. I also came up with a new modification to fill in a gap created by the archetype's changes.

Melee Weapon Mount (Least/Lesser/Greater)
The Iron Man installs a weapon mount into his armor to allow melee attacks to take full advantage of his armor's capabilities, increasing his draw speed while protecting the weapons when not in use. Two light weapons or a single one-handed weapon the Iron Man is proficient with can be installed into the mount, however, the category of weapons installed is limited by the level of the modification. Simple and Martial weapons correspond to the Least versions of this modification. The Lesser version of this modification expands the mount to accept one Exotic one-handed weapon, two Exotic light weapons, one Simple/Martial two-handed weapon, or two Simple/Martial one-handed weapons. The Greater version maximizes the mount's versatility by allowing one Exotic two-handed weapon, two Exotic one-handed weapons, or two Simple/Martial two-handed weapons to be installed in the armor. The Greater version of this modification also allows for a two-handed weapon to be wielded in one hand by incurring a -2 penalty to attack rolls. Drawing and sheathing a mounted weapon is a free action that only requires a thought. 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 melee attack as per normal melee attack rules and systems. These weapons 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 weapon plus the masterwork cost for the weapon (300gp per weapon installed).
Special: Weapons usable with Weapon Finesse are treated as light weapons for the purposes of this modification.

The War Machine
Sometimes an Iron Man chooses to sacrifice a significant portion of his repulsors' offensive capabilities to push his integrated weapon systems further than his brethren ever could. The War Machine's saving throws are Good Fortitude, Poor Reflex and Will.

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

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

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

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

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

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

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

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

What do you think?

EDIT: Thank you for adding it to the archetypes post! I was afraid Fire Linked Systems might be considered too OP.

LunarWolfPrime
2013-05-26, 11:52 PM
I do think there should be a armor mod for a swim speed if your gonna do the whole environmental protection thing an also I would write out the environment classifications for ease of use and clarity

zhdarkstar
2013-05-27, 09:23 AM
I do think there should be a armor mod for a swim speed if your gonna do the whole environmental protection thing an also I would write out the environment classifications for ease of use and clarity

While I agree on the swim speed mod to a degree, Hydro Armor didn't "swim" per se but rather operated more like a submarine.

As for the environment classifications, that is a tall order to ask of someone not getting paid to do so as there are a large number of different extreme environments in just the official 3.5/PF materials. When you factor in any campaign-original environments, it becomes a statistical nightmare. The mod's description is clear enough as it is. Although a note about consulting with the DM regarding the severity of extreme environments for Lesser/Greater mod purposes would be handy, especially since the environment is one of the DM's assets and not the PC's. No PC class should dictate what a DM does with his assets' mechanics.

Durazno
2013-05-27, 10:13 AM
I really like the weapon mount, but I'm not sure if they should be divided into least, lesser, greater that way, because I can't think of any base weapons that it would make sense to make the player wait until level 14 to mount. Even making it go least simple martial, lesser exotic might be better.

(Also, if that restriction were loosened, it'd be easier to recreate Whiplash with a mounted shocking spiked chain.)

zhdarkstar
2013-05-27, 10:41 AM
I really like the weapon mount, but I'm not sure if they should be divided into least, lesser, greater that way, because I can't think of any base weapons that it would make sense to make the player wait until level 14 to mount. Even making it go least simple martial, lesser exotic might be better.

(Also, if that restriction were loosened, it'd be easier to recreate Whiplash with a mounted shocking spiked chain.)

Durazno! Haven't seen you in a while. Your post about Iron Man/Sentai interaction is what inspired me to create the Mecha Senshi PrC. I'm still waiting for you to finish up the Forsaken Senshi back in the Sentai thread. :smalltongue:

Your insight about the weapon mount has been implemented and then some...

What's better than having one greatsword mounted in your arm? Having TWO greatswords mounted in your arms! :smallbiggrin:

Durazno
2013-05-27, 01:32 PM
Awesome! I'm glad to have inspired this.

Now that the summer's on, I'll probably be able to come up with some usable Forsaken abilities and call it done.

This makes me want to play as a Sentai, go Forsaken and use Iron Man as my other class, installing the Silent Weapon into my armor with the new mounts.

zhdarkstar
2013-05-27, 01:58 PM
The thing is that Mecha Senshi is designed for a strict Iron Man 8/Sentai 6 entry. Adding Forsaken loses Mecha Zord Armor before epic levels and will still be behind until 23.

EDIT: Also if you were to add another Sentai PrC to the Mecha Senshi in epic play, your better off taking either Super Senshi or Prism, depending on how many armor suits you have. But thank you for reminding me to include a rule for Mecha Senshi who lose their sentai powers.

But enough about that...

I think the Melee Mounts are complete so you can add them to this mods list if you'd like, X

Magnet Tech
2013-05-28, 02:05 AM
The thing is that Mecha Senshi is designed for a strict Iron Man 8/Sentai 6 entry. Adding Forsaken loses Mecha Zord Armor before epic levels and will still be behind until 23.

That's actually a pretty cool PrC. I might have to use that at some point.

Since I'm already posting in response to uou, do you think you can make an archetype similar to the Soup Fite Robit archetype for Gunslingers for the Iron Man?

zhdarkstar
2013-05-28, 05:20 AM
That's actually a pretty cool PrC. I might have to use that at some point.

Since I'm already posting in response to uou, do you think you can make an archetype similar to the Soup Fite Robit archetype for Gunslingers for the Iron Man?

The War Machine archetype was created as a Gunslinger-esque Iron Man archetype just without a Grit pool because the Battery/Mod system was close enough to Grit/Deed for me. It's also not limited to a single race so anybody can take it, although I did add some possible racial favored class bonuses for all of the core races and warforged.

The elemental damage aspect already exists via Elemental Repulsors. I did take that away from the War Machine archetype because the War Machine focuses on his ballistic mods and not his repulsors for damage.

As for giving the Iron Man class some Magical Defense Protocols of his own? I have a hunch that something like that is already being planned for the Magus Loricatus PrC. I wouldn't want to step on X's toes if that hunch is right.

ErrantX
2013-05-28, 01:02 PM
I do think there should be a armor mod for a swim speed if your gonna do the whole environmental protection thing an also I would write out the environment classifications for ease of use and clarity


While I agree on the swim speed mod to a degree, Hydro Armor didn't "swim" per se but rather operated more like a submarine.

Pretty much this. Besides, the mods listed aren't the end all, be all comprehensive list. I don't see any reason why if you had a primarily aquatic campaign you couldn't change out flight repulsors for swim speed (or just use those for your swim speed).


As for the environment classifications, that is a tall order to ask of someone not getting paid to do so as there are a large number of different extreme environments in just the official 3.5/PF materials. When you factor in any campaign-original environments, it becomes a statistical nightmare. The mod's description is clear enough as it is. Although a note about consulting with the DM regarding the severity of extreme environments for Lesser/Greater mod purposes would be handy, especially since the environment is one of the DM's assets and not the PC's. No PC class should dictate what a DM does with his assets' mechanics.

The environmental suits are basically up to DM fiat, as is any homebrew really, but because it is a logistic nightmare, I left it deliberately vague in some respects just for this purpose.


The War Machine archetype was created as a Gunslinger-esque Iron Man archetype just without a Grit pool because the Battery/Mod system was close enough to Grit/Deed for me. It's also not limited to a single race so anybody can take it, although I did add some possible racial favored class bonuses for all of the core races and warforged.

The elemental damage aspect already exists via Elemental Repulsors. I did take that away from the War Machine archetype because the War Machine focuses on his ballistic mods and not his repulsors for damage.

As for giving the Iron Man class some Magical Defense Protocols of his own? I have a hunch that something like that is already being planned for the Magus Loricatus PrC. I wouldn't want to step on X's toes if that hunch is right.

With the renewed interest in the class, my interest in creating more prestige classes for this have been rekindled. I'll be resuming work on Magus Loricatus and potentially a Generator (http://www.giantitp.com/forums/showthread.php?t=211379) / Iron Man hybrid.

-X

zhdarkstar
2013-05-28, 05:42 PM
After going over the Generator, I have a feeling that the hybrid will be a late-game 6-level class like the Mecha Senshi. As a matter of fact, just looking for the ideal spot to leave both classes puts it at Generator 6/Iron Man 8. Tough Builds and Construct Armor are where both classes really begin to take off and would have some very nice synergy. So feel free to take some parts from Mecha Senshi to build it, including Mecha Zord Armor. It is a variant of your Modular Armor, after all. :smalltongue:

Also since it would be a late-game PrC, you might need to come up with some rulings for epic level play where the PC further the base classes after level 20 and some class features may need clarification on how they interact with each other.

druidor
2013-05-31, 10:42 AM
This class looks awesome, but isn't construct armor kind of a huge nerf at level 7? Without a mod or something that allows for donating hp to the armor like the synthesist summoner, it seems like the armor would break way too easily for a while; also without having a use for your hp, all you use as far as stats go is int

ErrantX
2013-05-31, 11:08 AM
This class looks awesome, but isn't construct armor kind of a huge nerf at level 7? Without a mod or something that allows for donating hp to the armor like the synthesist summoner, it seems like the armor would break way too easily for a while; also without having a use for your hp, all you use as far as stats go is int

The math I used for that was a d8 hit die is averaging around 4-5 hit points a roll, so let's say 5. Con is less important for an Iron Man, so we'll say you've got a 14 Con and a 16 Int. Okay, so at level 7 hit points: 8+4+5+4+5+4+5+14(con) = 59 hit points. Construct armor is going to give you a flat 35 hit points + 21 (Int mod) 56 hit points. Considering that you're also likely to have Int boosting items and such, as a Circlet of Int +2 or +4, that should push it to be roughly equivalent or slightly more.

I may put in a mod for tougher armor though...

EDIT: Already apparently thought of that, Enduring Armor grants a +30 HP bump every time you take it. Taking Enduring Shields helps as well, as it gives you a force shield of temporary hit points as well that helps with the tanking.

-X

zhdarkstar
2013-06-01, 12:50 AM
As I was trying to build a sample Mecha Senshi (Iron Titan + Mysterious Guardian) for my old gaming group, I was wondering about how two modifications interact with each other: Powerful Build and Smashing Fists/Knuckle Bombs. Could you technically build the fists of the armor as one size larger without penalty? This would bring Smashing Fists and Knuckle Bombs up to 1d8 and 2d6, respectively. Otherwise, the Iron Titan doesn't really have good weapon options by being forced into punching, other than the force shield bashing.

Deviston
2013-06-01, 07:04 AM
First question, all of the mods that require armor X don't seem to make sense to me why it requires that specific armor. With the ultimate equipment, there are tons of new armors and many would work great for this class. Wouldn't a better entry be armor TYPE X? Like instead of full-plate, just heavy armors? And instead of breastplate, medium armors? Because several of these new armors are "tin coffins".

Suits: What action does it take to install/remove a wand from one of the four wand sheaths? Does it function like a warforged wand sheath in such that "Any character that could normally activate the wand can do so simply by pointing his finger and thinking about activating it"? And can one choose to swap between using the wand's charge or battery? Or, since it's installed, it uses up battery whether you want it to or not? What happens when battery runs out, does it begin using charges or still doesn't function because it ONLY uses battery when installed?

Tractor Beam: Can it be used to don/doff metal armor as a full-round action similar to what Compacted Form can do?

Smashing Blows/Knuckle Bombs: Are there any other ways to add magical properties to this "weapon"? Aka, would I need to suggest a custom mod or are there alternate means?

Also, why does Smashing Blows NOT have "You count as having the Improved Unarmed Strike feat for the purposes of requirements and prerequisites while wearing a suit with this modification, even though you do not actually have the feat."
Or maybe the intention was to in fact, give the Iron Man the gauntlet as listed in the weapons table? If not... how would the two interact? How would spiked gauntlets interact with this modification? And are the spiked gauntlets enchantable even though the armor isn't?

Also, how do the above interact with Powerful Build? Can't I just use Large (if I'm medium) spiked gauntlets? But once again, how would that interact with Smashing Blows.

Perception Matrix: Feels underwhelming, maybe adds half again distance to special senses? Aka, if you have darkvision 60 you get +30 on top etc.

Jump Jets: Adds bonus to a skill that isn't a class skill. Should Jump Jets also make it a class skill? Or perhaps removes the normal jumping ratio restrictions? Aka, if you jump horizontal, your check is how many feet you travel. Aka, if you jump vertical, our check is how many feet you travel. Or some combination of one or the other. Right now it seems like a poor man's class skill. Since it gives you 3 less than putting a skill point in at every rank.

Force Shields: It says that is provides AC versus touch attacks of incorporeal creatures. Does this mean it is a deflection bonus to AC? Or is it shield with the specific caveat that it counts as deflection for the purposes of incorporeal attacks? If 2 is true, then does it stack with deflection?

Recharge Matrix: Just to clarify... Pass Reflex for half damage, now make Fort to negate damage then charge at the cost of an immediate action? So if I have used my immediate action on my turn, and then baddie goes and lightnings me. Do I not get to make the following Fort save? Or do I not get the recharge after passing my Fort save (and negating damage)? Aka, what part takes the immediate action, the save or the recharge? Or are they one in the same? And if so, are you setting up precedence that making saves cost immediate actions?

Defensive Matrix: Was this intended to be +1 per 5 levels? Or 1 + 1 per 5 levels? Aka, if i take it at level 1 I assume it provides no benefit?

Armor Modifications: "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."

Does this mean:
1) When I select Knuckle Bombs, I may "upgrade" Smashing Blows automatically, making my armor mods still only take up 1 slot
2) When I select Knuckle Bombs, I may "upgrade" Smashing Blows automatically, making my armor mods now take up 2 slots

As I understand it, the Armor Mod column on the class table is really "Armor Mods Known". Additionally, I interpret the rules as #1 in my examples. My Mods Known still has Smash. Blows, and learning K. Bombs counts against my Mods Known, but NOT against my armor slots due to the fact that I'm just making the item better.

Construct Armor: I wonder, in regards to the Strength of the armor, couldn't it provide a few points to the user. Aka, "...if the character has the same Strength or higher, he gains a +2 to his Strength as the armor assists..."
Precedence in modern science exists. Also, precedence in the moveis exist. If the Strength score was purely based on the armor, then Tony would never be "straining" in his many Strength checks. Actually.... the more i think about it, the Construct Armor should probably just give a flat +8 or something similar to the character. And a flat +4 Dex. I don't know... I'm conflicted. Talk me through this please someone hahah

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

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

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

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

The Iron Titan: If the Iron Titan does NOT lose his AC bonus for Force Shield when making a shield bash it should be noted. Common sense says he wouldn't lose it, but just in case it's better to note that than not.

druidor
2013-06-01, 09:29 PM
One other question, is there a limit to the wondrous items attached to the armor?

ErrantX
2013-06-01, 09:44 PM
One other question, is there a limit to the wondrous items attached to the armor?

Yes, you only have two ring slots, for example, so you could only embed two rings. Your limit is slots where things attach to. If the item isn't a slotted item, in theory there's not really a limit, but there's also a logical limit (i.e. you're not installing a flying carpet for example, unless it's a cloak and then your dumb self will hang on the front of your cape).

-X

ErrantX
2013-06-02, 12:01 AM
First question, all of the mods that require armor X don't seem to make sense to me why it requires that specific armor. With the ultimate equipment, there are tons of new armors and many would work great for this class. Wouldn't a better entry be armor TYPE X? Like instead of full-plate, just heavy armors? And instead of breastplate, medium armors? Because several of these new armors are "tin coffins".

I don't get the reference to “tin coffins”. Also, I don't make the assumption that someone will have access to Ultimate Equipment, I do, however, understand you're likely to have access to the core rules. If your DM allows it, that's fine, but it's easier to make the assumption you have the minimal books necessary and go from there.


Suits: What action does it take to install/remove a wand from one of the four wand sheaths? Does it function like a warforged wand sheath in such that "Any character that could normally activate the wand can do so simply by pointing his finger and thinking about activating it"? And can one choose to swap between using the wand's charge or battery? Or, since it's installed, it uses up battery whether you want it to or not? What happens when battery runs out, does it begin using charges or still doesn't function because it ONLY uses battery when installed?

Just like the text says, 10 minutes for install time. UMD time or multiclass as a spellcaster as far as wand activation. Wands installed ignore whatever they've got for remaining charges and instead use battery power.


Tractor Beam: Can it be used to don/doff metal armor as a full-round action similar to what Compacted Form can do?

Mods can't be used while the armor isn't being worn, so no. Or I'm missing the point?


Smashing Blows/Knuckle Bombs: Are there any other ways to add magical properties to this "weapon"? Aka, would I need to suggest a custom mod or are there alternate means?

Also, why does Smashing Blows NOT have "You count as having the Improved Unarmed Strike feat for the purposes of requirements and prerequisites while wearing a suit with this modification, even though you do not actually have the feat."
Or maybe the intention was to in fact, give the Iron Man the gauntlet as listed in the weapons table? If not... how would the two interact? How would spiked gauntlets interact with this modification? And are the spiked gauntlets enchantable even though the armor isn't?

Also, how do the above interact with Powerful Build? Can't I just use Large (if I'm medium) spiked gauntlets? But once again, how would that interact with Smashing Blows.

First off, Smashing Fists gains an enhancement bonus equal to the Suit's enhancement bonus. Magical augmentation such as flaming is not supported or would require a custom armor modification. Secondly, Smashing Blows does not do that because gauntlets that come with armor do not give you this function, and this is an upgrade on those gauntlets. You could in theory pay the cost of spikes for your armor and your unarmed strikes could be B/P then for damage, not a bad plan all in all, as spikes are enchanted separately and would allow you to bypass the rule of no-enhancements such as flaming. Thirdly, with Powerful Build, you'd be one size bigger for those purposes; everything in this class is designed with a Small to Medium-sized creature in mind. Adjust accordingly for larger or smaller.


Perception Matrix: Feels underwhelming, maybe adds half again distance to special senses? Aka, if you have darkvision 60 you get +30 on top etc.

Not a bad idea, honestly. Or improve those if you have them, or grant something like it if you don't. I'll think on that and likely add it in.


Jump Jets: Adds bonus to a skill that isn't a class skill. Should Jump Jets also make it a class skill? Or perhaps removes the normal jumping ratio restrictions? Aka, if you jump horizontal, your check is how many feet you travel. Aka, if you jump vertical, our check is how many feet you travel. Or some combination of one or the other. Right now it seems like a poor man's class skill. Since it gives you 3 less than putting a skill point in at every rank.

Just because it's not class doesn't make it relevant. I don't see Iron Men tumbling around, but since Acrobatics is more inclusive than in 3.5, you gotta do what you gotta do. This is a reflexive/passive boost, not a replacement for skill ranks and a basis for flight repulsors. I do like your idea of it removing those restrictions though.


Force Shields: It says that is provides AC versus touch attacks of incorporeal creatures. Does this mean it is a deflection bonus to AC? Or is it shield with the specific caveat that it counts as deflection for the purposes of incorporeal attacks? If 2 is true, then does it stack with deflection?

No, it's a shield bonus as stated, but it also works on incorporeal attacks along the same vein as spells like mage armor do. And as it is a shield bonus, it would stack with deflection bonuses to AC just like any other shield bonus would, but this one specifically will help against incorporeal attacks, unlike a more basic heavy shield, but won't help where you otherwise wouldn't get a shield bonus to AC (such as flat-footed).


Recharge Matrix: Just to clarify... Pass Reflex for half damage, now make Fort to negate damage then charge at the cost of an immediate action? So if I have used my immediate action on my turn, and then baddie goes and lightnings me. Do I not get to make the following Fort save? Or do I not get the recharge after passing my Fort save (and negating damage)? Aka, what part takes the immediate action, the save or the recharge? Or are they one in the same? And if so, are you setting up precedence that making saves cost immediate actions?

If you don't have an immediate action to use Recharge Matrix, you don't get to use it, period. The idea is that you've gotta have that split second's awareness to be able to focus yourself to use this modification. The save and recharge are one and the same. This specific action requires the saving throw to use it, because you're kinda letting yourself get electrocuted so you've gotta be prepared for it.


Defensive Matrix: Was this intended to be +1 per 5 levels? Or 1 + 1 per 5 levels? Aka, if i take it at level 1 I assume it provides no benefit?

Minimum of 1.


Armor Modifications: "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."

Does this mean:
1) When I select Knuckle Bombs, I may "upgrade" Smashing Blows automatically, making my armor mods still only take up 1 slot
2) When I select Knuckle Bombs, I may "upgrade" Smashing Blows automatically, making my armor mods now take up 2 slots

As I understand it, the Armor Mod column on the class table is really "Armor Mods Known". Additionally, I interpret the rules as #1 in my examples. My Mods Known still has Smash. Blows, and learning K. Bombs counts against my Mods Known, but NOT against my armor slots due to the fact that I'm just making the item better.

The example above, you have Smashing Fists and you purchase Knuckle Bombs, it only takes one “slot” in the armor, but it takes two mods known to possess the knowledge of how to make and use them.


Construct Armor: I wonder, in regards to the Strength of the armor, couldn't it provide a few points to the user. Aka, "...if the character has the same Strength or higher, he gains a +2 to his Strength as the armor assists..."
Precedence in modern science exists. Also, precedence in the moveis exist. If the Strength score was purely based on the armor, then Tony would never be "straining" in his many Strength checks. Actually.... the more i think about it, the Construct Armor should probably just give a flat +8 or something similar to the character. And a flat +4 Dex. I don't know... I'm conflicted. Talk me through this please someone hahah

I suppose, yeah the +2 to Strength isn't a bad idea there, or maybe a +6 bonus to Strength and a +2 bonus to Dexterity. I think 8 and 4 is too much, especially with the other mods you can put in for enhanced strength and Modular armor. I'll consider it.

I originally made the construct armor as its own stats because of something similar I had seen, Clockwork Armor I believe, that did just “use these stats in place of yours”. Anyone else want to weigh on the stats of Construct Armor?

-X

zhdarkstar
2013-06-02, 02:25 AM
I could see giving the user an untyped bonus if they didn't dump Str/Dex. However, the main thing to consider is that Construct Armor is the cure for MAD for this class. Those who choose to dump Str/Dex made that choice knowing they would have to somehow survive getting to 8th level, which is really only going to happen in games that go in the teens.

Also, Tony Stark was never a physically formidable person on his own until he had Cap train him. If you look at the original comics, you'll see that pretty much the only things of Tony's that saved his life were his Constitution and Intelligence. Prior to the aforementioned training, he pretty much relied on the suit to provide him with Strength and Dexterity. All he really had to do was move his limbs and the armor did the rest.

The problem with changing to the stat bonus mechanic is that it opens a Pandora's Box of Iron Men with Str somewhere in the mid-to-high 20's by 8th level via Construct Armor alone. To achieve that currently, you also have to dedicate an armor mod slot to Augment Strength, which effectively caps Strength at 24, as it's unlikely the player will have a 24 Str without armor. However, I do think that either Extremis Armor needs to get more than +2 Dex or add an Augment Dexterity mod. It doesn't need to be as big of a flat enhancement as Augment Strength. Drop it to +2/+4 Dex and keep the augment portion, as a free action for actions during your turn and an immediate action if used to boost AC against an attack. You could even make Defensive Matrix a requirement (as it's not a mod affected by any current archetype, even Scrap Smiths can get Jump Jets) if you're worried about there not being enough of a tax to get the ability.

Deviston
2013-06-02, 06:05 AM
I don't get the reference to “tin coffins”. Also, I don't make the assumption that someone will have access to Ultimate Equipment, I do, however, understand you're likely to have access to the core rules. If your DM allows it, that's fine, but it's easier to make the assumption you have the minimal books necessary and go from there.

Tin coffins simply refer to the fact that your elected armors are almost all body covering, like the Iron Man suit from movie/comic.


Just like the text says, 10 minutes for install time. UMD time or multiclass as a spellcaster as far as wand activation. Wands installed ignore whatever they've got for remaining charges and instead use battery power.

Don’t mean to be a stickler, well… I guess I do lol since I’m going to be playing your class here in a few days I needed gray areas ironed out. Anyhow, As far as wands go, your entry states that “Wonderous Items” may be installed at the cost of 10 minutes, but a wand is not a wonderous item and the sentence with wands didn’t state “installed like wonderous items” so my DM found that vague and in need of clarification. Now we know :) Also, what happens if battery is empty? Do they THEN use their own charge? Or, since installed, still do nothing?


Mods can't be used while the armor isn't being worn, so no. Or I'm missing the point?

Uh… Yeah I totally dropped the ball on that one. I was trying to imagine Tony’s skill from Iron Man 3 that….
allowed him to command his armor on to him with hand gestures
But I see that is covered in later mods.


First off, Smashing Fists gains an enhancement bonus equal to the Suit's enhancement bonus. Magical augmentation such as flaming is not supported or would require a custom armor modification. Secondly, Smashing Blows does not do that because gauntlets that come with armor do not give you this function, and this is an upgrade on those gauntlets. You could in theory pay the cost of spikes for your armor and your unarmed strikes could be B/P then for damage, not a bad plan all in all, as spikes are enchanted separately and would allow you to bypass the rule of no-enhancements such as flaming. Thirdly, with Powerful Build, you'd be one size bigger for those purposes; everything in this class is designed with a Small to Medium-sized creature in mind. Adjust accordingly for larger or smaller.

So Smashing Fists is NOT an unarmed attack, it is in fact a gauntlet. Cool. And even though they are a part of the armor (forging the spike into the gauntlets) they circumvent the enchantment restriction? Super sweet.


Not a bad idea, honestly. Or improve those if you have them, or grant something like it if you don't. I'll think on that and likely add it in.

Yeah I figured that it would enhance what you have, not grant something new.


Just because it's not class doesn't make it relevant. I don't see Iron Men tumbling around, but since Acrobatics is more inclusive than in 3.5, you gotta do what you gotta do. This is a reflexive/passive boost, not a replacement for skill ranks and a basis for flight repulsors. I do like your idea of it removing those restrictions though.

I guess you’re right, some is better than none and it’s not his specialty. Fair nuff.


No, it's a shield bonus as stated, but it also works on incorporeal attacks along the same vein as spells like mage armor do. And as it is a shield bonus, it would stack with deflection bonuses to AC just like any other shield bonus would, but this one specifically will help against incorporeal attacks, unlike a more basic heavy shield, but won't help where you otherwise wouldn't get a shield bonus to AC (such as flat-footed).

When used with the Iron Titan, does he lose his shield bonus to AC when shield bashing? Because, that’s normally how shield bashing works. I mean, common sense says he doesn’t, but the DM wants to know your take. I said to him, “just rule zero that shtuff” and his response was “what if the shield flickers from the force of the blow just for that round, just ask the OP”


I suppose, yeah the +2 to Strength isn't a bad idea there, or maybe a +6 bonus to Strength and a +2 bonus to Dexterity. I think 8 and 4 is too much, especially with the other mods you can put in for enhanced strength and Modular armor. I'll consider it.
I originally made the construct armor as its own stats because of something similar I had seen, Clockwork Armor I believe, that did just “use these stats in place of yours”. Anyone else want to weigh on the stats of Construct Armor?

How about leave the stats but add this in “if your strength or Dex score are higher than the construct armor’s, then you gain a +2 to your score as the armor assists”. That way SOME bennies are gained, but it’s not too over powering.


In the end, you answered many of my questions and I greatly appreciated it. Thanks a million and today, I make my ghoran (natural forger) (iron titan) iron man!

Deviston
2013-06-02, 08:35 AM
Uh oh, i think I found an unintentional feature. The 4 wand sheaths (in combination with their ability to use battery instead of charges, having crafted/buying 4th level spells wands with only 1 charge each) allows for some major craziness. The most expensive wand (4th level ranger wands) only cost 600gp for a single charge. However, since you drain battery, this allows you to use that wand (with a simple DC 20 UMD check) a number of times per day equal to your battery.

I made a 3rd level with 16 Inelligence Iron Man which gives me 12 battery. This essentially gives the player 7,200 gp worth of free casting a day, not to mention the free (possible) full plate, with +1 magical enhancement and other stuff. With the Wealth By Level stating a 3rd level character should have 3,000 gp, this ends up being far too much "free stuff" as I see it.
If we look at the 3.5 Warforged wand sheath and pricing, you essentially get four of these items for free. A wand sheath in 3.5 only holds 1 wand and you can only put on on each arm. Which means the other two are slotless (double price). This ends up being about 24,000 gp (4000, 4000, 8000, and 8000).

In total, we are looking at 26,650 gp of free gear and an additional 7,200 gp worth of "gear" (aka spell casting from ANY class) each day for a 3rd level character. Much more if one takes Knuckle Bombs (free +1 gauntlet of collision aka a +3 weapon) that can't be disarmed.

I assume this wasn't intended, but what would a good fix be?

zhdarkstar
2013-06-02, 08:54 AM
Uh oh, i think I found an unintentional feature. The 4 wand sheaths (in combination with their ability to use battery instead of charges, having crafted/buying 4th level spells wands with only 1 charge each) allows for some major craziness. The most expensive wand (4th level ranger wands) only cost 600gp for a single charge. However, since you drain battery, this allows you to use that wand (with a simple DC 20 UMD check) a number of times per day equal to your battery.

I made a 3rd level with 16 Inelligence Iron Man which gives me 12 battery. This essentially gives the player 7,200 gp worth of free casting a day, not to mention the free (possible) full plate, with +1 magical enhancement and other stuff. With the Wealth By Level stating a 3rd level character should have 3,000 gp, this ends up being far too much "free stuff" as I see it.
If we look at the 3.5 Warforged wand sheath and pricing, you essentially get four of these items for free. A wand sheath in 3.5 only holds 1 wand and you can only put on on each arm. Which means the other two are slotless (double price). This ends up being about 24,000 gp (4000, 4000, 8000, and 8000).

In total, we are looking at 26,650 gp of free gear and an additional 7,200 gp worth of "gear" (aka spell casting from ANY class) each day for a 3rd level character. Much more if one takes Knuckle Bombs (free +1 gauntlet of collision aka a +3 weapon) that can't be disarmed.

I assume this wasn't intended, but what would a good fix be?


I thought that Battery-powered wands were a little overpowered, even for just a single wand. They should really just operate like the Warforged wand sheaths: one per arm, uses it own charges, wands can't be removed until empty.

Deviston
2013-06-03, 06:44 AM
Well, I didn't even think about it until I realized single charge wands become infinite use. I don't know, sometimes these little things jump out at me, and sometimes it only comes up in character creation :p

zhdarkstar
2013-06-03, 09:06 AM
Well, I didn't even think about it until I realized single charge wands become infinite use. I don't know, sometimes these little things jump out at me, and sometimes it only comes up in character creation :p

Oh I know how that goes. I didn't mean for the Adaptation section of Mecha Senshi to be ginormous. However, once I added epic play into the equation, a whole world of class feature conflicts starting popping up and I had to put on my judge's wig. :smalltongue:

druidor
2013-06-03, 11:58 AM
I think the intention is that you are allowed to use battery charges in place of wand charge, not that you buy cheap wands, so what if it only counts for wands with full charge? Or maybe it's a dedicated pseudo wand item which costs the equivalent of a fully charged wand, sells for 25%, and in exchange calculates saves based on your Il, the problem is without wands this guy is really quite weak

Deviston
2013-06-03, 12:12 PM
As far as I know, there is no way to determine how many charges a wands has. That being said, unless you have a party member (aka someone you know won't bone you) create it, there is no way to know if the wand you have has full charges until you test it out. Say you payed full price for wand X and it wasn't fully charged, you can't very well prove it.

"Well Mr. Magister, leader of town guards, I KNOW I was ripped off because the wand doesn't work when I stick it in my arm!"

He looks at you with a glare, and commits you to the local asylum.

druidor
2013-06-03, 12:50 PM
This is why I think wondrous items which aren't spell trigger are the best way to handle it; they'd cost the same to create as a wand and sell for 25%. Even better, how about the ability to integrate a single stave? They even use multiple charges for stronger spells and you can have a caster charge it before integration. Also because you are trying to integrate the stave with armor you would presumably have to modify it somehow, requiring a craft check and rendering it unusable as a normal stave, and cutting the sale price to 25%.

Tacitus
2013-06-03, 07:18 PM
As far as I know, there is no way to determine how many charges a wands has.

Identify the wand.

zhdarkstar
2013-06-04, 12:20 AM
As far as I know, there is no way to determine how many charges a wands has.

According to both 3.5 and PF, a Spellcraft check with a high DC would cover it.

http://www.d20pfsrd.com/skills/spellcraft

http://www.dandwiki.com/wiki/SRD:Spellcraft_Skill



I think the intention is that you are allowed to use battery charges in place of wand charge, not that you buy cheap wands, so what if it only counts for wands with full charge? Or maybe it's a dedicated pseudo wand item which costs the equivalent of a fully charged wand, sells for 25%, and in exchange calculates saves based on your Il, the problem is without wands this guy is really quite weak

Repulsor damage that caps out at 10d6 that can be also be used as a melee weapon or stacked on top of your size-enhanced unarmed strike damage? Being able to dump Str/Dex at creation and still end up with 24/14 at level 8? Having so many guns that you are a walking ballista? At level 20, you can end up with 36 Str in modular armor without having to spend a single ability stat increase or wondrous item to boost your Str, all while swinging Huge knuckle bombs for 3d6 + 23 + 10d6 repulsor damage, 36-101 damage on a single hit.

I found so many ways that this guy is strong before even seeing the part about wands. That's merely icing on the cake.

druidor
2013-06-04, 09:25 AM
Thing is though, that's all raw damage starting at around level 7. At early levels he doesn't have the control capabilities a warlock does, and fairly low damage to boot, the wands tide him over until he can start really laying on the damage.

ErrantX
2013-06-04, 10:22 AM
Hey everyone,

I will be addressing the prior stuff here today from the author's perspective, and honestly, with everything this class is generating (and it's AWESOME, I love you guys!), I may move it to a new thread because I honestly think that with all the suggestions, bug fixes, etc I need a 2nd or even 3rd post, and I didn't have the foresight when posting this initially to do so (the OP is actually full on character count).

-X

zhdarkstar
2013-06-04, 12:24 PM
Hey everyone,

I will be addressing the prior stuff here today from the author's perspective, and honestly, with everything this class is generating (and it's AWESOME, I love you guys!), I may move it to a new thread because I honestly think that with all the suggestions, bug fixes, etc I need a 2nd or even 3rd post, and I didn't have the foresight when posting this initially to do so (the OP is actually full on character count).

-X

I don't blame you for wanting a new thread. This class has seen a big pop of new thoughts and material in just a short while. Let me know when it's up so I can change my link to War Machine in my sig.

ErrantX
2013-06-04, 03:06 PM
Uh oh, i think I found an unintentional feature. The 4 wand sheaths (in combination with their ability to use battery instead of charges, having crafted/buying 4th level spells wands with only 1 charge each) allows for some major craziness. The most expensive wand (4th level ranger wands) only cost 600gp for a single charge. However, since you drain battery, this allows you to use that wand (with a simple DC 20 UMD check) a number of times per day equal to your battery.

I made a 3rd level with 16 Inelligence Iron Man which gives me 12 battery. This essentially gives the player 7,200 gp worth of free casting a day, not to mention the free (possible) full plate, with +1 magical enhancement and other stuff. With the Wealth By Level stating a 3rd level character should have 3,000 gp, this ends up being far too much "free stuff" as I see it.
If we look at the 3.5 Warforged wand sheath and pricing, you essentially get four of these items for free. A wand sheath in 3.5 only holds 1 wand and you can only put on on each arm. Which means the other two are slotless (double price). This ends up being about 24,000 gp (4000, 4000, 8000, and 8000).

In total, we are looking at 26,650 gp of free gear and an additional 7,200 gp worth of "gear" (aka spell casting from ANY class) each day for a 3rd level character. Much more if one takes Knuckle Bombs (free +1 gauntlet of collision aka a +3 weapon) that can't be disarmed.

I assume this wasn't intended, but what would a good fix be?


I thought that Battery-powered wands were a little overpowered, even for just a single wand. They should really just operate like the Warforged wand sheaths: one per arm, uses it own charges, wands can't be removed until empty.


Well, I didn't even think about it until I realized single charge wands become infinite use. I don't know, sometimes these little things jump out at me, and sometimes it only comes up in character creation :p


I think the intention is that you are allowed to use battery charges in place of wand charge, not that you buy cheap wands, so what if it only counts for wands with full charge? Or maybe it's a dedicated pseudo wand item which costs the equivalent of a fully charged wand, sells for 25%, and in exchange calculates saves based on your Il, the problem is without wands this guy is really quite weak

Well, firstly, this makes an assumption that you can legally craft wands with 1 charge, which you cannot do. Assuming you purchased one or had one lying around, then this is valid for sure. Personally, I don't think much of wand sheathes because they don't exist in PF. At that point, they're a class feature and not really relevant to the math here.

In converting it to 3.5, then definitely yes, this is a TON of free gear, and in that situation I would say that you can embed warforged components to the suits but they of course would have to be bought and paid for. I'd also restrain from counting the armor mods towards the math here as well, as those are class features in any system.

I think in this case, one wand per arm wouldn't be a bad restriction. I was basically intending that you'd have to kinda... build the wand into the armor and have it be like any of the millions of tricks Tony Stark has come up with, honestly, but maybe just saying you can slot a wand in and it uses charges normally. Hrm. Maybe I'll just say you can take an existent wand and fuse it to the armor, using its charges until its depleted but you can't unslot it once it's been fused.


*snip*

Repulsor damage that caps out at 10d6 that can be also be used as a melee weapon or stacked on top of your size-enhanced unarmed strike damage? Being able to dump Str/Dex at creation and still end up with 24/14 at level 8? Having so many guns that you are a walking ballista? At level 20, you can end up with 36 Str in modular armor without having to spend a single ability stat increase or wondrous item to boost your Str, all while swinging Huge knuckle bombs for 3d6 + 23 + 10d6 repulsor damage, 36-101 damage on a single hit.

I found so many ways that this guy is strong before even seeing the part about wands. That's merely icing on the cake.


Thing is though, that's all raw damage starting at around level 7. At early levels he doesn't have the control capabilities a warlock does, and fairly low damage to boot, the wands tide him over until he can start really laying on the damage.

Iron Men do get a bit silly at higher levels, don't they? I think I need to find a way to penalize the Modular Armor a little more other than the fatigue, because you shouldn't be living in the stuff. The idea of it was to be, well, HULKBUSTER, but at the same time, I need to compare it to what fighters and barbarians are doing with their lives a little more at that level. Granted, they're supposed to higher tier than they are, like Tier 2 or 3 due to their versatility and potency, so there is that too.

---

Updates are forthcoming.

-X

druidor
2013-06-05, 10:26 AM
I'd say they get less crazy than your other invoking based classes actually; they're a bit harder to kill but way easier to disable than the ebon knight, and way less versatile than them; the modular armor is quite strong, but only in conjunction with the fists and that mode needs to be in melee to do much of anything, and burns through batteries like nothing. Would a potential fix be say weakening repulsors while using it?

Deviston
2013-06-07, 11:04 AM
Yes wand sheaths aren't in Pathfinder. The item itself is still priced accordingly and if one WAS to price it out the price would be about the same as the affore mentioned component. For example, the feather token tree was 400 in 3.5, and in Pathfinder it is the same price. This (and the rest of the mirrored gear) is precedence. So while the item TECHNICALLY doesn't exist in Pathfinder, I feel like for someone to ignore this obvious precedence would be... fool hardy at best.
Simple fix would be to make it statistically the exact same as wand sheaths from 3.5 but with the stipulation that you can only put in a wand that a "Caster X" of equivalent level could cast the spell. Aka, at level 1-2 you could only have 1st level spells, level 3-4 only 2nd and so forth. An even better balancing feature would be to make it you class level -3 is your effective "Caster X class levels" and make the feature gained at level 4 with the wand limitations being one per arm of course.

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

I love the class. I and my DM simply find it too strong in it's current iteration.

Magnet Tech
2013-06-12, 01:41 AM
I think this was brought up before, but how precisely would this work for Warforged? Would the armour be immune to sundering due to it being part of the Warforged? Would you have to house-rule rules for sundering its chassis?

druidor
2013-06-13, 12:10 PM
How about just the one sheath, and it does use battery charge but takes 10 mins to change the wand, and it uses battery charges equal to the floor of 1.5*the spell level (1,3,4,6); extended use of the wand would burn through charge starting at second level spells, but it represents a gizmo stark prepped in advance

ErrantX
2013-06-13, 01:45 PM
Moving everything over to the new thread where I have everything expanded out, so I have some actual character count to be able to add or modify things.

Check it out (http://www.giantitp.com/forums/showthread.php?t=287835). I'll be making changes there. All replies are going there. This is basically a dead thread.

-X