I may or may not be the Iron Man


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Grand Lodge

character:

1st level is fighter: point blank shot, Precise shot. This removes most of the penalty, since you're going to be firing rays mostly here.
2nd Wizard
3rd Wizard - Arcane Armor Training
4th Wizard - Craft Wonderous Item
5th Wizard - Craft Arms and armor
6th Wizard - Craft wand
7th Wizard - Craft Construct
8th Wizard
9th Wizard - Leadership - Get a cohort. could be another wizard, or cleric. This is the computer that helps build your stuff.
10th Wizard
11th Ek - Craft Staff, Arcane Armor Mastery
12th EK
13th EK - Staff like wand, You add your EK levels to both your fighter and Wizard to qualify for feats.
14th Ek - Imp Crit - Ray
15th Ek - Co-op Crafting - Doubles crafting speed.. also allows for use of Hedge Mage to get a 5% discount from things due to the cohort having it.
16th EK
17th EK - Arcane Builder - Construct
18th Ek
19th ek - ???, ???
20th EK

With the computer-cohort, focus solely on one class. Cleric works, Wizard works, etc. Collect the same crafting skills so Co-op Crafting works, especially with golems, since you'd cut it in half and by 25% with the arcane builder.

For the character.. Where to fit in still spell? I could put it early.. but Armor Training is slightly more effective for it to be honest. Honestly.. still spell probably isn't needed too much.

For the suit, Golem crafted suit. We use an animated mythril breast plate. As far as I see, this would require us to be level 11 before we can get the golem made. So, we probably want to switch leadership and golem crafting.

So that starts off with a 15 hardness. So if we enchant it so its a +3 armor.. That would be a 21 hardness. Arrows balk at your hardness. You could easily wade through a field of battle with hardly any problems at all. Its only when you start getting up against magical enemies do you have a problem... Well that could be fixed with an anti-magic field.. Since your armor is a construct, created by the construct feat, your armor doesn't suffer from it.

Grand Lodge

I've got it.. we're going to gonna go Animated Huge Adamantine Shurikin for the armor.

The only requirement for the construct is it has to be your size. We could go with a piece of ammo/throwing weapon. Make it big. Adamantine it. Enchant it.

Build really big ass golem. Have that golem throw you the animated construct and have that transform. I'm not sure if ninja stars break or not on impact.. if it doesn't.. well that would be awesomely cool.

Two more homoculuses.. or animated objects to create your arms.

Interestingly enough.. a construct limb can gain ranged attack abilities... So one has to wonder about the memidarche magus again, and if it is possible for that character to get ranged spell strike with his construct limb...

If the limb is a gauntlet, then you could use weapon wand on it I think. If It has ranged attack, you could use ranged spell strike through it..


I used a Samsaran Synthesist. The Synthesist gives me the evolving armor, and the ability to turn an ordinary guy into a tank (both str and HP.
The Samsaran gives me the ability to add CHA+1 extra arcane spells which I take as either evocation spells, Or

take 1 level or Heavens Oracle and add awesome display so I can use illsuion spells like color spray.

This gives me the options of making a crowd control or direct damage style character.


Espy Kismet wrote:
I still don't know why the golem armor is absolutely terrible.

The post calling it terrible does mention the higher cost and lesser flexibility of golems as opposed to animated objects. Probably what was meant.

Grand Lodge

Poldaran wrote:
Espy Kismet wrote:
I still don't know why the golem armor is absolutely terrible.
The post calling it terrible does mention the higher cost and lesser flexibility of golems as opposed to animated objects. Probably what was meant.

Animated Objects though are able to be made into construct armor... granted the armor only gets a 3d10+20 hp. You can increase that to 4d10+20 or 5d10+20

Making it adamantine increases hardness.

Spells mostly won't damage the armor, they have to target your full AC. So.. in an odd way, firearms would shoot right through you. Hmm..

Against swords/arrows though.. Those get stopped. And could be stopped pretty hard too. Get heavy fort, and you stop sneak attacks and crits fairly easily. Increase enhancement bonus.. Once it becomes a breast plate, that gives you +2 hardness +10 hp.

Its expensive sure.. But you're a wizard harry. You should already have magic up.. An anti-magic field for example.. Your armor should still work, since it is a construct made with the construct feat.


Doomed Hero wrote:

Tony Stark's real super powers are the ability to build just about anything, and a bottomless bank account. Let's work from that premise.

(long post, but I'm kinda proud of it. bear with me)

** spoiler omitted **

** spoiler omitted **...

There are several things wrong with this build RAW wise. Just to name 2 - Despite your claim you can't do Mithril Celestrial Plate, you also can't intensify Magic Missiles.

Still it wasn't a bad read.


Drachasor wrote:

"Any sufficiently analyzed magic is indistinguishable from SCIENCE!"

A Magus or Wizard just fits Ironman better.

Depending on the reading of Construct Armor, a Wizard could use it effectively. If it lets you give the Golem attack commands or use an action to have the golem attack, then you don't have to worry about your BAB when using the Golem's abilities. In this case a Wizard is best for the Construct Armor.

Quote:

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 first 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.

Above it states that you'd use the wearers base attacks and saves, so I'm assuming that means you'd use your own BAB and saves while using the construct as a weapons system. Arguably, if you're going for Ironman, you'll be a partial construct anyway (read-> you already have a construct power core in your body) so your BAB will be a full BAB with the construct sub-type anyway.


Daniel Turner Zen Archer wrote:
Above it states that you'd use the wearers base attacks and saves, so I'm assuming that means you'd use your own BAB and saves while using the construct as a weapons system.

Read carefully.

1) The Construct Performs no Independent Actions -- This does not mean it can perform no actions, though one could argue it that way.

2) THe wearer retains his base attack and saves -- this means if the WEARER attacks or saves, he uses his base attack and saves.

So if you order your armor to attack or use its custom EYE LASERS, then you'd think it would use its BAB. Attacks against the construct could certainly require it to make a save as well.

Honestly, the Construct Armor rules are so vague as to be pretty much useless, imho. You can't even tell what they intended to allow or not.

And you have FAQs that completely change the rules and go against RAW, like saying a construct that is immune to Fire somehow provides less fire protection than one that's vulnerable to fire. So some stuff they want for it doesn't even make any sort of logical sense.


Espy Kismet wrote:
I still don't know why the golem armor is absolutely terrible.

It's not a terrible idea, simply an expensive idea for a single item, which if your gm is using the 'no half wealth on a single item' rule can be an expensive issue, but that's an argument for a different topic. A construct, when brought to o HP or less is instantly destroyed, unfortunately, while a magic weapon, armor, or shield will continue to function as a magic item even when it has the broken condition.

Quote:

Broken

Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.

If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.
If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty.
If the item is a wand or staff, it uses up twice as many charges when used.
If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item's. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item's total cost to repair such damage (more if the item is badly damaged or ruined).

Note that the above doesn't state that magic items will cease functioning if they're a weapon, shield, or armor that is broken, only that a weapon suffers a -2 on attack and damage rolls, an armor only grants half its AC bonus, and anything else that doesn't fit into that category (ring of invisibility anyone?) isn't affected by having the broken condition.

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