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25 The Ironclad A Tinker Archetype Interjection Games Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Sample file

The Ironclad - DriveThruRPG.com · ironclad to give any other willing creature a ride. The cockpit invention cannot be used by an ironclad for obvious reasons. Inventions that grant

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Page 1: The Ironclad - DriveThruRPG.com · ironclad to give any other willing creature a ride. The cockpit invention cannot be used by an ironclad for obvious reasons. Inventions that grant

25

The IroncladA Tinker Archetype

InterjectionGames

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from PaizoPublishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying

Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Sam

ple

file

Page 2: The Ironclad - DriveThruRPG.com · ironclad to give any other willing creature a ride. The cockpit invention cannot be used by an ironclad for obvious reasons. Inventions that grant

The Ironclad ‐ A Tinker ArchetypeInterjection Games

Ironclad (Archetype)

They bumble. They jangle. They barely function wellenough to follow the simplest of orders. And yet thecreators of these automatons beam like proud parentswhose baby has just taken her first steps. It may be cuteand all, but that sort of primitive functionality is liable toget somebody killed. That is, somebody on YOUR sidekilled. The way you see it, why develop a brain to put inan iron shell when you can develop an iron shell to putaround your brain?

Ironclads have the following class features.

Blueprints and Inventions

Primary Blueprint: A primary blueprint is a schematiccontaining a number of inventions. An ironclad beginsplay with a single primary blueprint, and never gainsadditional primary blueprints. This primary blueprint cancontain a number of inventions whose build point (BP)total is equal to or less than the ironclad's class level.

Secondary Blueprints: A secondary blueprint is aschematic containing a number of inventions. An ironcladbegins play with a single secondary blueprint. Eachsecondary blueprint can contain a number of inventionswhose build point (BP) total is equal to or less than 2. At3rd level and every three levels thereafter, the number ofBP worth of inventions that an ironclad may place in asecondary blueprint increases by +1, for a maximum BPtotal of 8 at 18th level. In addition, at 5th level and everyfive ironclad levels thereafter, the ironclad receives anadditional secondary blueprint, for a total of fivesecondary blueprints at 20th level.

This ability replaces the Blueprints section of theBlueprints and Inventions class feature.

Suit Up (Ex): At 1st level, an ironclad gains the ability towrap himself up in a form­fitting metallic suit whoseinvention loadout is a combination of his primaryblueprint and his choice of one of his secondaryblueprints. If an invention that cannot be taken multipletimes is present in both the primary blueprint and thechosen secondary blueprint, then the resulting suit is onlytreated as having that invention taken once. Suiting up isa full­round action that provokes attacks of opportunityand can only be performed if the ironclad has both handsfree, while leaving a suit is a full­round action thatprovokes attacks of opportunity. Once a suit has been left,it cannot be put back on, forcing the ironclad tocontinually suit up with new suits if he needs to slip out ofthem to blend in more easily. Given their form­fittingnature, ironclad suits fit only the ironclad and cannot beshared, and any bonuses given him by visible clothing,such as that granted by the courtier's outfit, do not applywhile a suit is actively worn.

When suiting up, an ironclad gains temporary hit pointsequal to twice his ironclad class level. These temporary hitpoints last until the ironclad leaves his suit or until thesuit is destroyed. A suit is destroyed if the ironcladwearing it is reduced to below 0 hit points. Like leaving asuit, the fragments of a destroyed suit cannot be put backon, forcing the ironclad to suit up again should he recoverfrom such a blow. Inventions and other effects that triggeron the destruction of an automaton trigger on thedestruction of a suit. The ironclad may suit up once perday at 1st level, plus an additional time per day at 2ndlevel and every three ironclad levels beyond 2nd.

Given the aim of an ironclad's suit is purely physical,inventions that grant ranks in a skill or tag skills as classskills have no effect if built into a suit. Further, any non­design inventions that would normally grant anautomaton an untyped bonus grant the wearer of a suit anenhancement bonus instead. Design inventions that grantan untyped bonus continue to grant an untyped bonus.Given the fact that an ironclad is not artificial, inventionsthat repair damage do not heal the ironclad; instead, theygrant a number of temporary hit points equal to half theamount of healing they normally provide. Thesetemporary hit points last for 1 minute. Further, inventionsthat allow a standard tinker to ride on top of anautomaton, such as the saddle invention, allows theironclad to give any other willing creature a ride. Thecockpit invention cannot be used by an ironclad forobvious reasons.

Inventions that grant proficiency with a weapon nevercreate copies of that weapon; the ironclad must supply allof his own equipment. That said, one of the keyweaknesses of automatons, the fact that magicalequipment shorts out their primitive, artificial minds,does not apply to an ironclad. As a result, he may wear,wield, or use magical equipment while suited up;however, an ironclad's suit covers his entire body, makingit so magic items worn against the skin are effectivelysandwiched between that skin and a sheet of invention­ridden metal. All such sandwiched equipment whoseeffects require line of sight to function do not functionwhile a suit is worn. The sole exception to this is if thetarget is the ironclad himself. Additionally, many magicitems that require delicate manipulations to functioncannot be used while worn between the skin and a sheetof metal. As a suit slides under pouches, backpacks, andthe like as it is deployed, many ironclads carry their use­activated items in a pouch to get around this limitation;handy haversacks are also wildly popular.

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