The Iron-Clad: A machine-oriented Alchemist archetype, for all Iron Men out there!


Homebrew and House Rules

Silver Crusade

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Spawned from the awesome Fnipernackle's Armored-Engineer core class, using devices and extracting power from matter itself, focusing more on physics and mechanics than biology and volatile components, the...

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Iron-clad

Some alchemists don't focus on devastating bombs and fleshwarping extracts, instead engineering the field of mechanics, and the nature of matter. Finding in these domains of science the cold efficiency and lack of risk involved when toying with biology and volatile components, such alchemists craft themselves a powerful armor and a supposed safer energy generator known as a phlogiston core. Using mechanical devices instead of extracts, these alchemists are known as iron-clads.

Phlogiston Cannon (Su)

At 1st level, the iron-clad is capable of charging raw energy into a phlogiston core from alchemical components to unleash a ray damaging enemies from a distance. He may use this ability a number of times per day equal to his iron-clad class level + his Intelligence modifier.
This ray has a maximum range of 30 feet, and is a ranged touch attack that deals 1d6 points of elemental damage + the iron-clad’s Intelligence modifier ; the elemental damage and effects of the ray depends on the alchemical items consumed in the operation, but unless the iron-clad possesses the appropriate alchemist discovery (which the iron-clad may select as modifications to his armor), the damage dealt by any element other than Fire deals damage dices one step lower. The ray is considered as a bomb for the purpose of determining the effects of discoveries. The iron-clad may put several alchemical components into each ray ; but additional effects to rays cannot be added unless you possess the appropriate discovery, special effects from discoveries with an asterisk (*) dont stack, and any ray dealing several kinds of element deals them in equal part, using the lowest damage dices to determine the damage.

For example, a third level iron-clad with a +3 Intelligence modifier, without the Acid Bomb discovery, using both an Acid Flask and an Alchemical Fire into his phlogiston core would deal 2d4+3 damage with this ray, half being fire and half being acid. The same engineer with the Acid Bomb discovery would fire a 2d6+3 ray dealing half fire and half acid, with the target suffering an additional 1d6 points of acid damage 1 round later.

The following list details what alchemical item deals what kind of damage or special effect, with the appropriate discovery or modification in parenthesis. Refer to the text of each discovery to determine the effects unless noted :

- Acid Flask : acid damage (Acid Bomb*)
- Alchemical Grease : coating (Immolation Bomb)
- Alchemist's Fire : fire damage
- Alchemical Solvent : deals +50% damage against all adhesives
- Antiplague : no damage, provides a second saving throw against disease
- Antitoxin : no damage, provides a second saving throw against poison
- Antimagic Powder : dispells an effect (Dispelling Bomb)
- Bloodblock : no damage, stops bleeding effect
- Darkflare : negates Darkvision for 1d4 rounds (Blinding Bomb)
- Liquid Ice : cold damage (Frost Bomb*)
- Musk : creatures with the scent ability can detect a creature hit by the ray at three times the normal range, note its direction as a free action, pinpoint it when it is within 25 feet, and track it by scent with a +5 bonus on its Survival checks (Immolation Bomb)
- Nitroglycerin : force damage (Force Bomb*)
- Firework, Paper Candle : sound damage (Concussive Bomb*)
- Firework, Skyrocket : propels a projectile (Explosive Missile)
- Firework, Starfountain : cone attack (Breath Weapon Bomb*)
- Phosphorus : high radiance rays (Sunlight Bomb)
- Powder, Black : empowers a siege weapon ammunition (Siege Bomb*)
- Powder, Flash : creature is blinded (Blinding Bomb) ; creature is dazzled for 1 round unless it succeeds with a Fortitude save
- Powder, Heavy Metal : confusion (Confusion Bomb*)
- Powder, Itching : Wisdom damage (Madness Bomb)
- Silversheen : coats target so the next attack on it is treated as coming from a silver weapon (Immolation Bomb)
- Tanglefoot Bag : entangled (Tanglefoot Bomb)
- Thunderstone : electricity damage (Shock bomb*)

The damage of the iron-clad’s elemental ray increases by 1d6 points at every odd-numbered iron-clad level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). The elemental ray is considered a weapon, and can be selected using feats such as Point Blank Shot and Weapon Focus.
Rolling a 1 on an elemental ray attacks deals damage to the iron-clad equal to the minimum damage the ray could inflict to a target (2d6+3 would deal 5 damage to the iron-clad).

Using this ability is a standard action.

Example Gadgets: shoulder cannon, wrist barrel, torso booster, palm repulsors, flamethrower, tesla coils, nitrogen vaporisator.

This ability replaces bombs.

Power Armor (Su)

At first level, the iron-clad creates an armor to protect himself against enemies. The creation points cost of this armor is equal to the armor bonus it provides, and all modifications cost 2 creation points unless otherwise noted (like racial modifications which cost 1 point if the iron-clad is of the appropriate race). An iron-clad must select a specific type of power armor, which provides him with specific benefits and annoyances. This choice is made at first level and cannot be changed :

- Steam-powered :
Benefit: May create 1/day a fog of smoke on your square as a move action, with a 5' radius. Gain the Elemental Shield (cold) modification.
Drawback: The wearer of a steam-powered armor is slowed (as per the spell) during one round when suffering cold damage.
- Electricity-powered :
Benefit: Gain the Shock Bomb discovery. May expand one daily use of your phlogiston canon to create a 5' aura dealing electricity damage equal to the minimum damage of a ray to all creatures starting their round in the aura during one round.
Drawback: Fire rays deal d4 damage. The wearer of an electricity-powered armor loses -2 AC when asperged with water or when under the rain. If immerged, the armor breaks and deals the damage of a shocking ray to each creature in a 30 foot radius.
- Petrol-powered :
Benefit : Gain the Breath Weapon Bomb discovery. Your armor is considered as having the Slick property.
Drawback : When suffering a critical hit, there is a 5% risk of the armor exploding, gaining the broken condition and creating a 10' radius burst of fire damage equal to the damage of a ray (reflex save for half-damage, DC : 10 + 1/2 your iron-clad level + your Intelligence modifier), you automatically fail this save.
- Clockwork-powered :
Benefit : Your armor has a 5% chance to stop critical hits and sneak attacks. This bonus stacks with the fortification magical armor property.
Drawback : You must spend one minute to up your armor's mechanisms every 12 hours, otherwise it takes the broken condition. You may spend one modification point to increase the time needed before reloading your armor by 12 hours.
- Cryo-powered :
Benefit : Gain the Frost Bomb discovery. You may stack the Frost Bomb and Breath Weapon discoveries, and convert any damage dealt by a device to Cold damage.
Drawback : Fire rays deal d4 damage. You suffer from vulnerability to fire.
- Bio-powered :
Benefit: Gain the Acid Bomb discovery. A creature struck by a critical hit with a ray suffers damage equal to your Intelligence modifier on the following round.
Drawback: Fire rays deal d4 damage. Critical hits on you make you sickened during one round.

This ability otherwise works as per the armored-engineer ability of the same name.

This ability replaces mutagen and persistent mutagen.

Modification Pool

An iron-clad possesses a pool of points he can use to activate modifications on his armor. This works as per the armored-engineer ability of the same name.

This ability replaces throw anything.

Engineering

The iron-clad creates mechanical devices to simulate spells. This works as per the iron-clad ability of the same name.

This ability replaces alchemy and brew potion.

Armor Upgrade (Su)

At level 2, and every three levels later, the armor bonus provided by the iron-clad's power armor is increased by +1, and it gains an additional 2 points of hardness and 10 additional hit points.
At level 5, and every five levels later, the power armor provides a +1 bonus to one of the iron-clad's physical ability scores (Strength, Dexterity or Constitution) when worn, as long as it isn't broken.

This ability replaces poison use, poison resistance +2, +4 and +6 and poison immunity.

Modifications (Su)

At level 2, and every two levels later (4, 6, 8...), the iron-clad can select a modification for his Power Armor. This works as per the iron-clad ability of the same name, except that the iron-clad has no access to the Enhance Elemental Ray and Flamethrower modifications. At level 10, the iron-clad adds advanced modifications to the list of modifications he can choose from.
At level 20, the iron-clad selects two modifications, plus one grand modification.

This ability replaces discovery and grand discovery.

Swift Engineering (Ex)

At level 3, an iron-clad can create alchemical items with astounding speed. It takes an iron-clad half the normal amount of time to create alchemical items. As a swift action, a number of times per day equal to his Intelligence modifier, the iron-clad may repair 1d6 hit points from an item of his choice.

This ability replaces swift alchemy.

Instant Engineering (Ex)

At level 18, an iron-clad can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. Repairing an item becomes a free action, and the iron-clad may add his Intelligence modifier to the hit points repaired on an item.

This ability replaces instant alchemy.


Nice, Maxximilius!

1) Starting up, you forget to mention one major detail: this is an alchemist archetype model. Lol!

2) As you started your own topic, you should copy the unique text of the Armored Engineer that you may refer, like Modification Pool, Modification List etc. It will be really boring to visit to topics for one main idea.

I won't have time this week, but if you want I shall help you with the fluff part of copy/paste, to edit the text etc.

Silver Crusade

1) Well, it's actually more of an alternate class when you think about it. (Is the "archetype model" expression meaning "an example of what this should look like" ?)
It's not scrapping alchemy altogether, just abording it in a most nuclear physician approach, with armor-protection suit and a fusion energy core producing different rays depending on the phlogistonic mass of components you feed it. Mechanically speaking, it's an alchemist without healing, but with increased physical abilities limited during the day.

2) I would have liked to copy such texts, but as pointed in the armored-engineer's thread, copying a formated text including tables straight from a PDF, ranges from "impossible" to "colossal pain in the ass that would take me hours". Otherwise I would have included it, but really, you just need to open the first link to comprehend the class ; the second is there to credit the original class and show there is a thread about it. If you feel like it, you're free to try it for yourself ; I intend to do a google doc soon enough with all the archetypes and revisions of official archetypes I wrote, so it could come handy - with obviously a special credit to Fnipernackle, and anyone giving a thought on it.

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