User:The Dire Reverend/The Iron Man (Pathfinder Base Class)

Summary:: Length:: Minimum Level:: Base Attack Bonus Progression:: Fortitude Save Progression:: Reflex Save Progression:: Will Save Progression:: Class Ability:: Class Ability Progression::

Iron Man
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.

Making an Iron Man
<-Strong points and weak points, and effectiveness with party members.->.

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 relevant for additional hit points.

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.

Alignment: Any. Any walk of life can be an Iron Man.

Starting Gold: As rogue.

Starting Age: As wizard.

Class Features
All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

 : 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.

The list of armor modifications can be found here.

 : 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.

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.

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.

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.

 : 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.

He must meet all prerequisites for this feat to select it.

He may treat his class level as his skill ranks for Craft checks to use this feat.

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).

 : 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.

 : 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.

 : 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
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.

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.

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.

Iron Men in the World
"'Iron Man'. That's kind of catchy. It's got a nice ring to it."

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. The Steel Brotherhood is a group of Iron Men that build suits of like armors that protect the interests of science and technology. Then 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, calling themselves Thunderers, and they eschew the use of repulsors in favor of their forge implements.