Making Ironman for a player


Conversions


Okay, so a player of mine would like a Pathfinder equivalent of Ironman.

My idea is to use Tony Stark's personality as the foundations for this, having him as a highly intelligent scientist. Naturally, he should have some of the creation feats, but I'm not sure which ones.

Primarily, I've decided that an Air based Wizard is the right choice for this build, as he can cast fly, levitate and feather fall at will.

Also, seeing as Ironman fights with his fists, lasers and beams (Rays in Pathfinder), I'm torn between two ideas:

1. Do I start this build out as a Magus so at first level he gets spell combat to punch, grapple (or whatever) and then unibeam them with a ray of electricity, then have the other 16 or so levels as straight Wizard, so his CL stays the same, or....

2. Do I have him start out as a Fighter, so he gets all proficiency with Armour and gets a decent +1 BAB, then go Fighter the rest of the way?

I'm thinking Magus would be the better option, because Ironman is diverse, but he's also very good at close combat.

The trait I would want for this is Magical Knack, which states; "Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice."

Now, I'm not too sure how that works, but this to me sounds like I should go two levels Magus (or 1 Fighter, 1 Magus) and then have this on the Wizard Class, so at level 3, although he'd only be one level Wizard, he'd still have his Wizard Caster Level as 3rd, so that he can meet the pre-requisites for Arcane Armour Training.

Now, Arcane Armour Mastery needs Medium Armour Proficiency, so if I were to go one level Magus and 1 level Fighter, I'd get Spell Combat and both proficiencies needed, but wouldn't get Spellstrike.

So, because the concept is awesome, should I go two levels Magus and then just pay a feat to acquire Medium Armour Training for Arcane Armour Mastery, using his beam attacks through Spellstrike, or should I grab the proficiency as a fighter, losing Spellstrike?

Why I want the CL higher is because his Ray spells as a Wizard would still equal to his normal Wizard CL for casting spells, so to me it seems like a really good idea.

Anyway, the stats I've come up with are:

20 point buy and human:

Str: 14 (Strong)
Dex: 15 (Fast)
Con: 8 (Heart Problems, slowly dying if untreated)
Int: 18 (16, +2 Human - Highly Intelligent/Genius)
Wis: 10 (
Cha: 10 (Playboy, Billionaire, narcissistic personality outweighs his Philanthropic views and ideals)

I'm tempted to go down the Two-Weapon Fighting route, so he can choose to use Spell Combat and Two-Weapon Fighting with his bare hands. As such, I'd probably give him bonuses to grapple and he would need Improved Unarmed Strike, so it'll be hard creating this guy with Arcane/Spell Caster feat allowances, but it can possibly be done.

He'd have two feats at level 1 for being human (three if we go fighter for 1 level, but two levels Magus seems awesome), then 1 at 3, 5, 7, 9, 11, 13, 15 and 17, totalling 10 in all.

Arcane Armour Proficiency and Mastery costs two feats, Improved Unarmed Strike costs 1, Two-Weapon Fighting costs three (4 if I go with Double Slice, which would be a wise choice), Great Fortitude costs 1, as does Improved Grapple.

That means I would have a maximum of 9 possible feats used up. Improved Bull Rush seems like a nice move to finish off the build. However, Medium Armour Proficiency would be needed without Fighter and Power Attack is also necessary for Improved Bull Rush.

So, let's see what the feat loadout currently looks like below:

1. Improved Unarmed Strike, Two-Weapon Fighting
3. Arcane Armour Training
5. Medium Armour Proficiency
7. Arcane Armour Mastery, Double Slice
9. Improved Grapple
11. Great Fortitude
12. Improved Two-Weapon Fighting (BAB is 6 at level 10 if 2 levels Magus, rest Wizard)
13. Power Attack
15. Improved Bull Rush
17. Weapon Focus (Unarmed Strikes), Improved Critical (Unarmed Strikes)

Wizard gets a Bonus Feat at level 5, 10 and 15.

By end game:

Fort: 9 (8 +2 from Great Fortitude, -1 for Con penalty)
Ref: 9 (5, with +4 from Dex increase at every level)
Will: 12

We can't reach Greater Two-Weapon Fighting with this mixture of classes, but that's not a problem considering the potential of this build.

What can he do?
He can choose to spell strike or attack multiple times with his fists for piddly damage (until gaining an Amulet of Mighty Fists), he can levitate at will and cast feather fall for smooth landing. He can fly at will. He can fly in and grapple his target, taking him up into the sky and dropping him, or he can bull rush his target over the edge of a cliff. He also has electric ranged spells (Rays) to compliment the Ironman theme, along with the ability to wear Mithral Breastplate with completely negated Spell Failure. Plus, although he doesn't have any craft feats, he's incredibly intelligent so will be a calculated character with great ideas. His costume look and design will be for fluff.

One thing I'm aware of is the fact his low BAB will possibly make him ineffective at Combat Manoeuvres later on (reaching only a +13 due to having a max BAB of 8, +2 Str, +1 Weapon Focus and a +2 on his CM's of choice, though of course a boost in Str and an Amulet of Mighty Fists would increase this), but I'd say for the Classes, I think this may well work and prove to be effective for a while.

To close things off, one final question I have is if the Wizard chooses to have a Gauntlet as his Bonded Weapon, could he in fact cast spells through his Gauntlet? If armour doesn't effect his ability, I don't see why a Gauntlet would. :)

Anyway, I wouldn't call this build completely finished, but input and critique is definitely welcome on any level, so please give your views and any advice you may have. :)


I would use wand magus and have him use a suit of folding plate from the APG. Wands of scorching ray, Boots of flight/levitation. You could pull a Jarvis and have the armor be intelligent.


Take a look at crafting feats and Construct Armor. He could craft himself a suit of intelligent armor with a few spells at will, like fly. It would be extremely expensive, but I guess that's to be expected.


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If you don't mind, go with synthesist summoner. He's built his eidolon from the shattered remains of an inevitable. In a cave. With a box of scraps!


Rune has a point. Synth summoner makes a lot of sense too.


There are some ways that a synthesist summoner would also be appropriate here as well for a dip, though I agree that crafting feats should get priority, and that intelligence is the main stat. I don't see ironman as being particularly skilled at hand-to-hand combat. At least, as far as a comic-based hero is concerned. It's assumed that everyone and their dog in comics knows at least two forms of martial arts and works out four hours a day. This would free up a large portion of feats for you to get crafting. Anything that boosts your item use itself. I agree that Jarvis as an intelligent item would work, and the use of wands of scorching ray is also bang on. You might also consider an artificer. There are a few pathfinder sanctioned builds using that moniker. Not all of them are balanced, but they do fit the flavour better than most.


Don't forget to have him poisoned or taking bleed damage! He will need an amulet that casts remove poison once a day or something that negates bleed damage. (would make for a good bonded object... Especially if it has a perm light on it)


I was really considering making his suit into an intelligent item, but the only thing I'm worried about is the fact that if I say he can have a bonded amulet of cure poison, with light permanently cast on it and begin play with intelligent, folding plate armour (that's considered as +1 full-plate, not Breastplate), it'd be an incredibly unfair advantage on the rest of the party.

However, this could work if this character came in later, as his wealth by level would enable for all of this to work.

Because Ironman is incredibly agile, I feel Mithral Breastplate would be the best, with pointless armour stuck all over the rest of his body to give the illusion of his official suit. :)

I looked at Synthesist Summoner, but the spells there just don't work well and I feel the Magus abilities and Arcane Pools will be wasted, unless of course he wears Gauntlets (which he kind of does wear) and spent two Arcane Points, boosting each of his fists to +1. :)

I really like the poisoned idea though, and I need to have a look at the crafting feats, because he could easily create his own armour and improve it whenever he wanted. I mean, he is a scientist after all. XD

Can a Wizard cast spells even if they're wearing Gauntlets? I mean, I don't see why not if they don't suffer a spell failure chance and they're still moving their hands to cast them, so all he needs to do is have glass orbs with light permanently cast on them, in the palms of his hands, so when he fires his spells out, it looks legit for his character. :D

Edit: To be fair, straight out Magus is looking better for this build, because I can do exactly the same with it, but cover more options from the Fighter abilities a Magus receives!

He can start out with plain Ironman armour (Red and Gold Breastplate), then spend his money on advancing his suit tech, creating his own folding armour so he doesn't have to wear his suit everywhere.

Plus, as it doesn't do anything for him other than make him look good, I'd allow light to be cast on his armour permanently, having it activate when he wears it. No idea how to make Jarvis though, but the point in this was to make Ironman specifically. :p

Ah, Unarmed Fighter Weapon Training plus an Amulet of Mighty Fists!

Boss weapons and awesome blast spells. Shocking Grasp, Ray of Enfeeblement (can easily be fluffed to say he adjusted his suit's output level to give off radiation that acts exactly the same as Ray of Enfeeblement), Sickening Ray, Scorching Ray (made to look like an intensified and focused hear blast) etc.

At least it works. :D


Also look into the Dreamscarred Press Aegis, toss in a psicrytal to act as the AI. It is a base class that while being psionic doesn't have to have any psionic powers (but a few might be appropriate, like an energy ray or burst). The class itself is based on a suit of armor that you can customize as you see fit. It is essentially everything you are looking for.

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Although I am not a fan of the class in general, I think Synthesist Summoner would probably the easiest and most appropriate. Not a lot of crazy conversion to do, suits the concept, etc.

Then get his friends to play a Master Chymist, a rogue specializing in party face/manipulation, a super tough fighter or paladin with a special magic shield, an archery specialized ranger, and a demigod (you could tone the last down to some kind of native outsider fighter), and you're good to go.


Plus, awesome character image =]


I agree with the Synthesist Summoner. Your eidolon wraps around you. You can make it a Bipedal with flight, martial weapon Prof, you can still cast spells like rays and such, ect.


freduncio wrote:
Plus, awesome character image =]

Yep, that guy on Deviantart is awesome, but that's how I imagined a Medieval Ironman to look, after seeing his artwork. :p

Hawkeye and Nick Fury also look cool!

Hmm, as for a Synthesist Summoner, I'm still not liking the idea too much, as he wouldn't have the power of some other being helping him.

Everything that aids him, he created and that includes his armour, technology and Jarvis, so I think a Fighter1/Magus1/Wizard15 with the Air domain fits best.

Featherfall, Levitate and Fly at will just scream thrusters to me and it can easily be explained through his technology. :D


What about a Elan Aegis? It fits the bill being that Tony Stark is a mutant/mutate in some canons with the ability to create a suit of armor on the sport without having to call it out from the Foundry or can summon it from the Foundry.The Aegis can offer what you need being a psionic class and their suit is quite mutable.


Another vote for synthesist. Besides literally covering yourself with a protective suit that gives you superhuman abilities and flight, it's also a charisma-based class, perfect for Tony. Only area that's lacking is blasting spells, but you could always find ways to make up for that w/ options to expand your spell list. Or ideally, a DM willing to switch around your spell list a bit. I think you're focusing too much on the blasters and not enough on every other aspect.


freduncio wrote:
Plus, awesome character image =]

Oh WOW! Thanks for that heads up! That is the coolest Avengers Team I've ever seen!

Dark Archive

Synthesist would be the best if you're working within the rules, but when it comes to adding technology to Pathfinder, I always feel better turning to community creations. There are a lot of other savvy gamers out there who want a Pathfinder Ironman :]

Arcanotech Engineer


LOL, that swearing at machinery to make it work statement!

Yea, unfortunately my GM doesn't allow any custom content. I have however made this for my campaign as my brother wanted Ironman after I said there are a billion ways to make it work.

I've actually gone with the approach of his armour just being standard armour, keeping him to a medieval tone, but going about things in a scientific way.

Besides, the people I play with hare Psionics, claiming them to be overpowered. They say the same for gunslinger's and as cuh, I haven't been allowed to create either.

I don't actually want him having a living suit or an Eidolon that wraps itself around his body as although it would look similar to how Ironman's suit unfolds itself around him and how his helmet flicks down seemingly by just thinking, he created it himself.

I could say that he's discovered a way to make his armour do that just for fluff, but effectively he's using the Wizard's Air School to fly, just giving off the illusion that it's his suit and he can go hand to hand and cast ray spells, but still has the option of saving up for a folding suit etc.

The biggest reason as to why I'm against the Summoner idea is because he doesn't go to other beings for help. He creates what he needs, basically creating his own aid. So, with the build I've actually gone with, he can create everything he wants. :p

Thanks for the feedback though guys!

Dark Archive

Glad you found something that works!

Grand Lodge

How much of Iron Man does he want NOW? You can stick with pure magus and he will eventually have all he needs.

Magus (pre-7th lvl) - Using Lamellar Leather and Armored Gauntlets (Mark I)

Magus (7th lvl) - Using Mithral Breastplate (Mark II)

Magus (13th lvl) - Using Mithral Half-plate/Fullplate (Mark III/IV)

Instead of Gauntlets you could use a cestus, which would allow you to avoid spending a feat on Improved Unarmed Strike.

I also would avoid Two-Weapon fighting. You are unable to use TWF simultaneously with Spell Combat, as they are the same thing, except one casting. If you use Spell Combat, you cannot use Two Weapon Fighting in the same round. Plus, Iron Man is more of a Heavy hit brawler... Plus, when he gets two rays for Scorching Ray, it can simulate the double repulsor blast! This will also save you some feat expenditure.

I know you want the special school abilities, but these can easily be simulated once he gets the ability to craft specific magic items.

All of the other stuff is not class specific, and story based, so go hog-wild with that.

To me, this way does not hog-tie him into sacrificing BAB and combat effectiveness. He may not get the uber-big spells, but still gets the ones that count.

RPG Superstar 2012 Top 32

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WARSMITH

BAB: +¾
Good Saves: Fortitude and Reflex
Hit Dice: 1d8

Class Skills: Acrobatics, Craft, Disable Device, Fly, Intimidate, Knowledge engineering, Knowledge nature, Perception, Profession, Ride, Spellcraft, Survival, Swim, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier

Warsmiths are proficient in all simple and martial weapons, all armors, and shields (but not tower shields).

LEVEL ABILITY
1. Arcane Strike, Bomb 1d6, Craft Arms and Armor, Enchanted Armor, Enhancements
2. Discovery, Enchanted Armor (+1)
3. Bomb 2d6
4. Discovery, Enchanted Armor (+2)
5. Bomb 3d6
6. Discovery, Enchanted Armor (+3)
7. Bomb 4d6
8. Discovery, Enchanted Armor (+4)
9. Bomb 5d6
10. Discovery, Enchanted Armor (+5)
11. Bomb 6d6
12. Discovery, Enchanted Armor (+6*)
13. Bomb 7d6
14. Discovery, Enchanted Armor (+7*)
15. Bomb 8d6
16. Discovery, Enchanted Armor (+8*)
17. Bomb 9d6
18. Discovery, Enchanted Armor (+9*)
19. Bomb 10d6
20. Discovery, Enchanted Armor (+10*), Forged Intellect

Arcane Strike: At 1st level, the warsmith gains Arcane Strike as a bonus feat.

Bomb (Su): As the alchemist special ability. Alchemist and warsmith levels stack when determining the base damage of a multi-classed character.

Craft Arms and Armor: At 1st level, the warsmith gains Craft Arms and Armor as a bonus feat, even if he does not meet the normal requirements.

Enchanted Armor (Su): Beginning at 1st level, the warsmith possesses a suit of enchanted armor that he has built. This armor is masterwork. While wearing his enchanted armor, the warsmith gains a number of bonus hit points equal to his warsmith level multiplied by his Intelligence modifier. At 2nd level, the warsmith’s enchanted armor gains a +1 enhancement bonus; this bonus increases by +1 at 4th level and every 2 levels thereafter. At 4th level, the warsmith may choose to add a special armor ability worth +1 in place of increasing its enhancement bonus by +1. Upon gaining an additional level, the warsmith can choose to change the special armor ability of his enchanted armor or enhancement bonus of his armor. The maximum enhancement bonus the warsmith‘s armor can possess is +5, but it can have a total of enhancement bonus and special ability bonus of up to +10.

In addition, the warsmith’s enchanted armor gains an additional special ability at 1st level, 2nd level, and every 2 levels beyond 2nd. While these special abilities are built into the warsmith’s suit of armor, they also take up one of the warsmith’s body slots from the following list of body slots: belt, body, chest, eyes, feet, hands, head, headband, neck, shoulders, or wrist. These special abilities mimic the abilities of wondrous items that normally fill the allocated body slot. The caster level required to construct the body slot item cannot exceed the warsmith’s level. At each level, the warsmith can choose to change the special abilities on his suit of enchanted armor.

Belts: belts and girdles.
Body: robes and vestments.
Chest: mantles, shirts, and vests.
Eyes: eyes, glasses, and goggles.
Feet: boots, shoes, and slippers.
Hands: gauntlets and gloves.
Head: circlets, crowns, hats, helms, and masks.
Headband: headbands and phylacteries.
Neck: amulets, brooches, medallions, necklaces, periapts, and scarabs.
Shoulders: capes and cloaks.
Wrist: bracelets and bracers.

Enhancements (Sp): At 1st level, the warsmith learns a small number of arcane spells called enhancements. The warsmith uses the alchemist’s extracts known and extracts per day table. A warsmith prepares enhancements from an instruction manual the same way an alchemist prepares extracts from a formula book. A warsmith must have an Intelligence score equal to 10 + the spell level of an enhancement in order to cast enhancement. The save DC, if any, of a warsmith’s enhancement is 10 + the spell level + the warsmith’s Intelligence modifier. However, most warsmith enhancements target himself or his armor.

Discovery (Ex, Sp, or Su): At 2nd level, and every 2 levels beyond 2nd, the warsmith gains one of the following discoveries.

Discoveries:

Additional Armor: The warsmith may construct a number of additional suits of enchanted armor equal to his Intelligence modifier. He must pay the construction costs for these additional suits of armor. If the warsmith has the Enchanted Shield discovery, he may also construct a number of additional enchanted shields equal to his Intelligence modifier.

Alchemical Bomb Discovery: The warsmith selects a discovery from the list of alchemist discoveries; the selected discovery must be one that has the word “bomb“ in its name. The warsmith levels stack with alchemist levels for the purposes of qualifying for alchemical discoveries; a warsmith without alchemist levels uses his warsmith level as his alchemist level. This discovery may be selected more than once; each time, the warsmith selects a different bomb discovery.

Amateur Gunslinger: The warsmith gains Amateur Gunslinger as a bonus feat.

Armor Training: As the fighter ability of the same name. The warsmith may select this discovery up to 2 times. The first time, the warsmith gains the ability to

Armored Damage Reduction: While wearing his enchanted armor, the warsmith gains DR/adamantine equal to ½ his class level. The warsmith may select this discovery a second time; when he does, his damage reduction increases to DR/adamantine equal to his class level.

Armored Familiar: This discovery acts as the Tumor Familiar alchemist discovery, except the familiar is a mechanical construct, gaining all the traits of the construct type. When the warsmith selects this discovery, he may choose to apply the clockwork template to his familiar. The warsmith uses his class level as his equivalent alchemist level; alchemist and warsmith levels stack for the purposes of this discovery.

Deflective Armor: The warsmith’s enchanted armor’s armor bonus (including any enhancement bonus to its armor bonus), up to an amount equal to half the warsmith’s level, applies against touch and ranged touch attacks.

Energy Resistant Armor: The warsmith gains energy resistance 5 against one of the following energy types while wearing his enchanted armor: acid, cold, electricity, fire, or sonic. At 4th level, and every 2 levels thereafter, the warsmith’s energy resistance increases by 5 or he gains energy resistance 5 to a different energy type.

Efficient Armor Crafting: The warsmith reduces the cost of adding special abilities to his armor by 25%. The warsmith may select this discovery up to 3 times; its effects stack.

Enchanted Shield: The warsmith may enchant a shield as if it were a suit of enchanted armor. The only body slot enhancements the enchanted shield can have are the hand, ring, and wrist body slots.

Explosive Missile: The warsmith gains the alchemist discovery of the same name.

Extra Armor Slot: The warsmith’s enchanted armor gains an extra item body slot of the warsmith’s choice. This essentially gives the warsmith two item body slots of the same type on his enchanted armor. Each time the warsmith gains a new level, he can change which item body slot is doubled.

Firearm Enabled: The warsmith gains the ability to build firearms into his enchanted armor. A single one-handed firearm may be built into the wrist slot of the enchanted armor; this uses up the warsmith’s enchanted armor’s wrist slot. The warsmith can also build a one-handed or two-handed firearm into his shoulders slot. The warsmith must pay the cost of the built-in firearms.

Firearm Proficiency: The warsmith gains proficiency in all firearms.

Force Armor: The warsmith’s enchanted armor’s armor bonus (including any enhancement bonus to its armor bonus), up to an amount equal to the warsmith’s level, applies against incorporeal touch and incorporeal ranged touch attacks.

Gunsmithing: The warsmith gains Gunsmithing as a bonus feat.

Item Creator: The warsmith gains a bonus item creation feat. He must meet the requirements of the selected feat. He may select this discovery multiple times, each time selecting a different item creation feat that he meets the requirements for.

Skilled Armor: The warsmith selects one of the following skills: Acrobatics, Climb, Escape Artist, Fly, Stealth, or Swim. The warsmith’s enchanted armor provides him with a circumstance bonus equal to his level to the selected skill. The warsmith can select this discovery multiple times; each time, it applies to a different skill.

Sudden Spell: The warsmith can choose to cast any prepared spell that targets himself or his enchanted armor as an immediate action; this reduces the duration of the spell to 1 round.

Trapfinding: The warsmith adds half his class level on Disable Device skill checks to disarm traps and on Perception skill checks to detect traps. The warsmith can detect and disarm traps with a DC higher than 20 and can detect and disarm magical traps.

Vestigial Arm: The warsmith gains the alchemist discovery of the same name, using his warsmith level as his alchemist level. This discovery can be selected two times, gaining the same benefits of the alchemist version of this discovery. Additional arms are enhancements to the warsmith’s armor; the warsmith’s body does not grow additional limbs of his own when selecting this discovery.

Wings: The warsmith gains the alchemist discovery of the same name, using his warsmith level as his alchemist level. This discovery can be selected multiple times, gaining the same benefits of the alchemist version of this discovery. These wings are enhancements to the warsmith’s armor; the warsmith’s body does not grow wings of his own when selecting this discovery.

Forged Intellect: At 20th level, the warsmith gains either the Awakened Intellect grand discovery or the warsmith’s enchanted armor becomes an intelligent magic item.


Synthesist Summoner. Why?

War Machine wore some armor named "Eidolon Warware."


Very late to the party, and even though you've decided already, here's my idea:

Toneh Starque
Human Expert 9
Str 12, Dex 12, Con12, Int 20 (after racial and advancement), Wis 12, Cha 12
Take these feats
2x Skill Focus (Craft Weapons, Craft Amor)
Scholar (Knowledge Engineering, Knowledge Physics)
Prodigy (Craft Weapons, Craft Amor)
Master Craftsman (Wondrous works best)
Field Repair
Max out skills (Acrobatics, Fly, and the Craft and Knowledge skills above)

Build a suit of adamantine armor, attach various weapons to it
Build a glowing magitech item (Numerian level) that 'casts' Possess Object on whatever items it touches (usually the suit)
Build other items like Hat of Telepathy, Gloves of Searing Light, Amulet of the Ram, etc.
Everything would use normal rules for animated object construction, but since it's tech not magic, it wouldn't be subject to Dispel Magic, Antimagic Field or similar effects.

I will stat up the animated suit later. Should be fun.

Off to work.


Summoner Synthesist is going to be the best bet.

Your hang up is that there's a lack of desire for there to be "outside help" but remember that is all fluff. Strip ALL the fluff of the summoner away and look at the crunch. Now say that instead of evolving an eidolon, your PC is developing new tech to add on to it. TADA! It's PERFECT. It's very simple, you just have to let go of your fixation on the eidolon as an extra-dimensional being.

Dismissing the eidolon? It unfolds, transforms into some kind of rocket and shoots off back to the automated lab back at home for repairs. Re-summoning it? Same thing in reverse!


Aeshuura wrote:

I also would avoid Two-Weapon fighting. You are unable to use TWF simultaneously with Spell Combat, as they are the same thing, except one casting. If you use Spell Combat, you cannot use Two Weapon Fighting in the same round. Plus, Iron Man is more of a Heavy hit brawler... Plus, when he gets two rays for Scorching Ray, it can simulate the double repulsor blast! This will also save you some feat expenditure.

I know you want the special school abilities, but these can easily be simulated once he gets the ability to craft specific magic items.

All of the other stuff is not class specific, and story based, so go hog-wild with that.

To me, this way does not hog-tie him into sacrificing BAB and combat effectiveness. He may not get the uber-big spells, but still gets the ones that count.

Hey again, Aeshuura! :)

I was going with the Two-Weapon Fighting Tree, simultaneously with Spell Combat because on some rounds, such as when Ironman's suit energy has depleted (when he runs out of spells in other words), he'd have the option to go hand to hand in combat.

The Cestus is a cool idea, but I think it would add to the Spell Failure chance (which is being negated for the Breastplate by level 7), so can't really be done, as my brother's pretty set on being able to fly, levitate and feather fall at will, without having to cast spells. :)

I was thinking straight Magus too, but it's those at Will spells that are best for him, because then he's not spending his attack spells to fly as well.

@SmiloDan - Custom Class/Archetype? Yea, it's not allowed, but thanks for the input anyway. :)

@Fog - It's not a bad idea, but I'm really not familiar with that class and all of the abilities seem a bit sucky, as do the spells for this concept, so that's one of the contributing factors as to why I decided against it in the end.

They don't really get any decent ray spells, from what I've seen. :/


Ironman really isn't much for hand to hand...he'd rather just blast away. Maybe the gm would allow a rapid crossbow wrist mounted? I would definitely say he is working on the armor, but really he shouldn't look anything power wise like ironman until probably mid to high lvls. Energy shields is another big thing with him. So a spellcaster type is the way to go hands down... I have to say I'm on the Synthesist band wagon, probably with some lvls of sorcerer for blasting. This will probably show my age/geek lvl, but I'm pretty sure there was a what if? Comic in which Tony Stark went as a spellcaster instead of tech. Have the eidolon appear as armor and just say he manifests it with his will/mind.


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Actually someone posted about the warlock from 3.5, that would work the best hands down (flight at will and blasts at will) but you would need to talk to the gm

Grand Lodge

Hey Bandavaar! We meet again, ha ha!

I guess it depends on what your brother is going for specifically. For me, I would build him up. Craft the boots of flying, the armor, a belt of physical might, and gauntlets that can repulsor!

To me, the important part of Iron Man, is that it is his "toys" that make him... and as such they can be taken away. To me that is a special and unique quality that makes Iron Man.

Now that seems to be not what your brother is going for, so it I think that I will have to save this idea for another day... ;p


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Yar!

I know I'm coming late to the party, but I figured I'd put in my two coppers as well, and a completely different perspective (all rules legal to boot).

While I agree that a Synth Summoner wold be the easiest way to make it happen, and the other options presented above are good, there is ANOTHER option that no one has mentioned yet: CONSTRUCT ARMOR!

Ironman's suite of armour is a GOLEM created by the character (I'd go with Magus for the versatility and combination of melee and magical might).

Rules for doing this are in Ultimate Magic, also found HERE.

Of particular note is this Golem modification:

Building and Modifying Constructs wrote:

Construct Armor

Requirements: Craft Construct, Craft Magic Arms and Armor, animate objects, the construct modified must be the same size as the creator
CR Increase: +1
Cost: 35,000 gp
This modification allows the construct to be worn like armor by its creator. So long as the creator wears it, the construct performs no independent actions, remaining under the control of the creator, and any attacks directed at the wearer damage the construct. When a construct is destroyed while serving as armor, the wearer loses all the benefits, but regains all the hindrances until the armor is removed, which takes the same amount of time that removing breastplate armor does. If the construct is still active, the creator can order the removal of the armor with a swift action, at which point the construct leaves the creator's space and enters a space adjacent to the creator. Donning construct armor takes a full-round action if the construct is still active. The creator cannot don a construct with this modification if the construct has been destroyed.

The construct's wearer retains his base attacks and saves. Construct armor counts as breastplate armor for purposes of determining AC, weight, Dexterity modifiers to AC, and chance of arcane spell failure.

Build your mithral golem and wear it into battle! (of course, this will take a lot of money and possibly higher levels, but it IS another option, and one that, I think, fits the Ironman theme very well).

~P


That is pretty cool


i built a class just for this reason. it has all the information to play the class, how to make your armor adamantine or mithral, pictures for examples, favored class options for every core race, feats and equipment. i hope this helps. let me know if it does.

The Armored-Engineer Core Class

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