The Path to power armour fun


Advice and Rules Questions


Ok, I have a lvl 14 alchemist Grenadier and about 1.3mil gold, downtime and a setting that allows gunslingers and has airship tech. I think it is time to build her suits of power armour. or in her case. power armour ballgowns I have researched my options and want advice.

Path 1. reclass to soulbolt/aegis/metaforge (or straight aegis)
This is probably the most accesable way, but I worry my damage output as the teams ranged AoE damage will fall. I am basically going from
+22 to hit touch AC 7d6+8 bomb damage, 1d8+5 gun damage 4 times a round

to at best
+21 To hit AC 3d8+16+1d8+1d6 )Vital strike/deadly Aim/Psy Strike/weapon enchantment (flaming/frost etc)) 1 time then 3d8+16+1d6 3 times at a much lower chance to hit then alchemist

Benefits: Versatility, access to spells/powers via power stones. Ease of access

Path 2
Craft Construct + Construct armour

This one if the most headache causing as I am not entirely sure how I would use this for what it is I want to achieve.

If I go this route I am mainly looking to augment my alchemist with different suits for different occasions. think Warframe.

the idea would be to just stat up heavy armour. add bonuses. add wands/wonderous items. give it animate object HD and add construct armour.

Examples
Valkyrie armour
Full plate
Fly
Fireball (or some spell that can be fluffed as launching a salvo of missiles)
Dispell (or some means of emulating anti-missile flares)

Varia Suit expy
Full Plate
reduce person (morphball)
Elemental/Energy Resistences (Varia suit passives)

Reinhardt mode
Full Plate
Wall of force (or a means of emulating his Barrier field)
Strength boosts
Force Hook Charge (or bull rush bonuses)
Flamestrike
A lesser version of earthquake (can;t think of one off the top of my head)
A Warhammer I don't need proficiency in


Forgot some things that changes this. Vital strike of course is a once a round action and can't be used in full round actions. and aegis gets the ranged attack and energy attack customizations that actually do a tonn of damage, but seriously, why no adding attribute to the attack and damage.


Well, you would have to look at golems out there in order to find one that has similar powers to what you want to do. But then you can add the Construct Armor ability in order to wear it.

If you combine this with the robot subtype (Dungeons of Golarion 49), you now have a non-magical, intelligent construct that can think and have feats and skills. So you have something akin to an Ironman exoskeletal powerarmor, but which can also work independently of any humanoid. This allows you to gain the advantage of feats and skills that could either not be performed due to class restrictions or character level.


CloudCobra wrote:

Well, you would have to look at golems out there in order to find one that has similar powers to what you want to do. But then you can add the Construct Armor ability in order to wear it.

If you combine this with the robot subtype (Dungeons of Golarion 49), you now have a non-magical, intelligent construct that can think and have feats and skills. So you have something akin to an Ironman exoskeletal powerarmor, but which can also work independently of any humanoid. This allows you to gain the advantage of feats and skills that could either not be performed due to class restrictions or character level.

Yeah the issue I am havving at the moment is the question of can you give constructs spells/Spell likes or can they use wands/magic items.


Depends on the item. I think some constructs can duplicate the effects of certain spells, at least, and 'passive' magic items generally work.

Activating them is a bit harder. Most constructs are mindless and do not have skill points or feats. If they don't have skill points, they can't put anything into Use Magic Device - and without that, they generally can't use wands. (Although I suppose you could always build an original construct and design it specifically to use certain magical gear... I wouldn't limit creativity by pre-emptively denying that, anyway.)


I want to do some test builds, could I get some help from someone that knows the system better.

So my valkyrie

So a base medium construct.
I want it to fly
I want it to have an expy for a missile salvo so Fireball or somesuch
the abillity to dispell or block Spells that I can roleplay as defense flares (without magic immunity, I want to avoid that trait for Balance sake)
and I would probably add the force field from tech guide
and duel wield handguns.

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