TEXT: 25
  The Ironclad
  A Tinker Archetype
  Interjection
  Games
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  The Ironclad ‐ A Tinker Archetype
  Interjection Games
  Ironclad (Archetype)
  They bumble. They jangle. They barely function well
  enough to follow the simplest of orders. And yet the
  creators of these automatons beam like proud parents
  whose baby has just taken her first steps. It may be cute
  and all, but that sort of primitive functionality is liable to
  get somebody killed. That is, somebody on YOUR side
  killed. The way you see it, why develop a brain to put in
  an iron shell when you can develop an iron shell to put
  around your brain?
  Ironclads have the following class features.
  Blueprints and Inventions
  Primary Blueprint: A primary blueprint is a schematic
  containing a number of inventions. An ironclad begins
  play with a single primary blueprint, and never gains
  additional primary blueprints. This primary blueprint can
  contain 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 a
  schematic containing a number of inventions. An ironclad
  begins play with a single secondary blueprint. Each
  secondary blueprint can contain a number of inventions
  whose build point (BP) total is equal to or less than 2. At
  3rd level and every three levels thereafter, the number of
  BP worth of inventions that an ironclad may place in a
  secondary blueprint increases by +1, for a maximum BP
  total of 8 at 18th level. In addition, at 5th level and every
  five ironclad levels thereafter, the ironclad receives an
  additional
  secondary
  blueprint,
  for
  a
  total
  of
  five
  secondary blueprints at 20th level.
  This
  ability
  replaces
  the
  Blueprints
  section
  of
  the
  Blueprints and Inventions class feature.
  Suit Up (Ex): At 1st level, an ironclad gains the ability to
  wrap himself up in a form­fitting metallic suit whose
  invention
  loadout
  is
  a
  combination
  of
  his
  primary
  blueprint
  and
  his
  choice
  of
  one
  of
  his
  secondary
  blueprints. If an invention that cannot be taken multiple
  times is present in both the primary blueprint and the
  chosen secondary blueprint, then the resulting suit is only
  treated as having that invention taken once. Suiting up is
  a full­round action that provokes attacks of opportunity
  and can only be performed if the ironclad has both hands
  free, while leaving a suit is a full­round action that
  provokes attacks of opportunity. Once a suit has been left,
  it cannot be put back on, forcing the ironclad to
  continually suit up with new suits if he needs to slip out of
  them to blend in more easily. Given their form­fitting
  nature, ironclad suits fit only the ironclad and cannot be
  shared, and any bonuses given him by visible clothing,
  such as that granted by the courtier's outfit, do not apply
  while a suit is actively worn.
  When suiting up, an ironclad gains temporary hit points
  equal to twice his ironclad class level. These temporary hit
  points last until the ironclad leaves his suit or until the
  suit is destroyed. A suit is destroyed if the ironclad
  wearing it is reduced to below 0 hit points. Like leaving a
  suit, the fragments of a destroyed suit cannot be put back
  on, forcing the ironclad to suit up again should he recover
  from such a blow. Inventions and other effects that trigger
  on the destruction of an automaton trigger on the
  destruction of a suit. The ironclad may suit up once per
  day at 1st level, plus an additional time per day at 2nd
  level 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 class
  skills have no effect if built into a suit. Further, any non­
  design
  inventions
  that
  would
  normally
  grant
  an
  automaton an untyped bonus grant the wearer of a suit an
  enhancement bonus instead. Design inventions that grant
  an untyped bonus continue to grant an untyped bonus.
  Given the fact that an ironclad is not artificial, inventions
  that repair damage do not heal the ironclad; instead, they
  grant a number of temporary hit points equal to half the
  amount
  of
  healing
  they
  normally
  provide.
  These
  temporary hit points last for 1 minute. Further, inventions
  that allow a standard tinker to ride on top of an
  automaton, such as the saddle invention, allows the
  ironclad to give any other willing creature a ride. The
  cockpit invention cannot be used by an ironclad for
  obvious reasons.
  Inventions that grant proficiency with a weapon never
  create copies of that weapon; the ironclad must supply all
  of
  his
  own
  equipment.
  That
  said,
  one
  of
  the
  key
  weaknesses
  of
  automatons,
  the
  fact
  that
  magical
  equipment 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, making
  it so magic items worn against the skin are effectively
  sandwiched between that skin and a sheet of invention­
  ridden metal. All such sandwiched equipment whose
  effects require line of sight to function do not function
  while a suit is worn. The sole exception to this is if the
  target is the ironclad himself. Additionally, many magic
  items that require delicate manipulations to function
  cannot be used while worn between the skin and a sheet
  of metal. As a suit slides under pouches, backpacks, and
  the like as it is deployed, many ironclads carry their use­
  activated items in a pouch to get around this limitation;
  handy haversacks are also wildly popular.
  1
  
  The Ironclad ‐ A Tinker Archetype
  Interjection Games
  If the ironclad has a feat that an invention grants, then he
  may prepare suit blueprints as though that invention were
  already present in the blueprint. Similarly, if an ironclad
  has reliable access to a feat through his suits, he is treated
  as though he actually has that feat for the purpose of
  meeting the prerequisites of other feats. If not wearing a
  suit that grants a particular feat he doesn't actually have,
  however, the ironclad gains no benefit from taken feats
  that have the suit­granted feat as a prerequisite. If the
  ironclad has equipment or physiology that closely mimics
  the effects of an invention, such as a pair of arms being
  much like the arms invention, or a quiver being much like
  the quiver invention, then he may prepare suit blueprints
  as though that invention were already present in the
  blueprint.
  An ironclad does not need to give himself a directive to
  use inventions built into his suit. Instead, so long as his
  Intelligence is 3 or greater, he follows the rules for
  invention use as though he were an alpha, with the
  exception that he also counts as the tinker for the purpose
  of reloading inventions that can be restocked, such as
  compartments.
  Feats and abilities that grant additional uses of the deploy
  automaton class feature grant additional uses of the suit
  up class feature.
  This ability replaces deploy automaton, directives, HALT!,
  and the swarm.
  Innovation
  Rewiring:
  Innovations
  and
  greater
  innovations that normally modify standard automatons
  or standard automaton blueprints instead modify the
  ironclad while in a suit or suit blueprints, respectively.
  Since the ironclad never learns how to give directives or
  how to deploy automatons, he cannot learn innovations
  that teach him new directives or new kinds of automaton
  blueprints, such as megadroid or kamikaze directive.
  Innovations
  that
  grant
  a
  normal
  tinker
  standard
  automaton blueprints grant an ironclad a secondary
  blueprint instead. Finally, innovations that modify the Hit
  Dice of automatons do not modify the Hit Dice of an
  ironclad. Instead, whenever he uses the suit up class
  feature, he gains twice that many temporary hit points.
  These temporary hit points last until the ironclad leaves
  his suit or until the suit is destroyed.
  Innovations
  Whenever an ironclad gains an innovation, he may select
  one of the following innovations in addition to the choices
  granted to standard tinkers.
  Extra Munitions
  Your organic brain takes up less space than these first­
  generation artificial ones. This lets you slap on an extra
  battery pack or maybe a couple bundles of spare parts.
  Benefit:
  Whenever
  you
  prepare
  your
  secondary
  blueprints, you may select a single invention present on
  each of those blueprints that has a limited number of
  daily uses. The selected invention can be used an
  additional time per day.
  Heightened Reflex Protocol
  You are faster, better, stronger!
  Benefit: While wearing an ironclad suit, you have a +3
  bonus to initiative rolls.
  Iron Man Construction
  You focus on installing additional plating where it won't
  slow you down.
  Benefit: The number of temporary hit points granted by
  the suit up class feature increases by +5.
  Overcharged Capacitors
  The burst of energy granted by suiting up can be a potent
  shield, while it lasts.
  Prerequisite: Iron man construction innovation.
  Benefit: Whenever you have temporary hit points, you
  have DR 3/­.
  Overheat
  Sometimes, a man needs to explode.
  Benefit: As a standard action while wearing an ironclad
  suit, you may explode as per the kamikaze directive.
  Unlike the kamikaze directive, you are not instantly killed
  by exploding, but you automatically fail your Reflex save
  against the explosion and your current ironclad suit is
  destroyed after the action resolves (meaning its granted
  temporary hit points can absorb damage). You are treated
  as though you have the kamikaze directive for the purpose
  of meeting the prerequisites of inventions.
  Retrieval Folds
  You constantly put your suit on without thinking of what
  equipment was left out of your reach. Accordingly, you
  eventually added in a way to fetch equipment.
  Benefit: As a full­round action that provokes attacks of
  opportunity, you may reach into your ironclad suit to
  retrieve equipment that you were wearing close to the
  skin when you put your suit on. Armor, boots, shirts, and
  other large objects are simply too large to remove, though
  amulets, rings, potions, wands, and other small objects
  can be retrieved quite readily.
  Walking Fusillade
  There's a crossbow on top of your head! You may as well
  make use of it.
  Prerequisite: Weapon mount invention.
  Benefit: Whenever you make a full attack with a ranged
  weapon in your hands, you may make a single attack with
  the ranged weapon in your weapon mount as though you
  were making an offhand attack. The normal penalties for
  two­weapon fighting apply.
  2
  
  The Ironclad ‐ A Tinker Archetype
  Interjection Games
  Greater Innovations
  Whenever an ironclad gains a greater innovation, he may
  select one of the following greater innovations in addition
  to the choices granted to standard tinkers.
  Complex Fittings
  With a little work, you learn how to install inventions
  that typically require the power output of an alpha
  automaton.
  Prerequisite: Designer innovation.
  Benefit: Your primary blueprint is treated as an alpha
  blueprint for the purpose of being allowed to include an
  invention with the Alpha descriptor. (See Tinkering 301:
  Pimp My Alpha.)
  Ejector Protocol
  When you explode, it's a good idea to get OUT of there.
  Prerequisite: Overheat innovation.
  Benefit: Whenever you explode as per the kamikaze
  directive, an oversized spring hurls you up to 30 feet in a
  direction of your choice as a free action. Treat yourself as
  a thrown splash weapon thrown by a creature with an
  attack modifier of +0 for the purpose of determining the
  scatter of your ejector spring. Upon landing, you must
  succeed on a DC 20 Reflex save or land prone. If you fell
  far enough, falling damage applies. If you land in a square
  occupied by a creature, that creature may make an attack
  of opportunity against you.
  Excessive Munitions
  You have taken munitions storage optimization and
  made it an art. A boring art.
  Prerequisite: Extra munitions innovation.
  Benefit: All limited use per day inventions added to your
  primary blueprint can be used an additional time per day.
  Explosive Shunt
  You can shape your ironclad suit such that any explosion
  it creates is fired in a different manner.
  Prerequisite: Overheat innovation.
  Benefit: Whenever you explode as per the kamikaze
  directive, you may choose to direct your explosion in a
  line with a length equal to one­and­a­half times the radius
  of a standard kamikaze explosion instead. You choose the
  facing of this line.
  Power Source Overload
  You can explode in ways that automatons could only
  dream of.
  Prerequisite: Overheat innovation.
  Benefit: Whenever you explode as per the kamikaze
  directive, you may choose to deal acid damage rather than
  fire damage.
  Real­time Reforging
  The presence of heat allows automated systems to knit
  themselves back together.
  Prerequisite: Iron man construction innovation.
  Benefit: Whenever you deal fire damage while wearing
  an
  ironclad
  suit,
  you
  gain
  1
  temporary
  hit
  point.
  Temporary hit points granted by this ability stack, to a
  maximum of 5 temporary hit points. These temporary hit
  points last for 1 minute.
  Shiny Polish
  You love your ironclad suits! Every morning, you polish
  each and every one of them, telling them little snippets of
  their future and how they'll help you topple your foes in
  the most dramatic of fashions. Your allies think it a bit
  daft, but the polish can prove useful sometimes.
  Benefit: Whenever a ranged touch attack made to deliver
  a ray matches, but does not exceed, your touch AC, the ray
  bounces off of your excessively­shiny ironclad suit. Make
  a ranged touch attack against the ray's original owner. If
  that ranged touch attack is a success, the original owner of
  the ray is struck by his own attack. This ability only
  functions while you are wearing an ironclad suit.
  Titan Module
  When a fight is going poorly, it may become a good idea
  to swipe power from the core of an ironclad suit that
  hasn't been put on yet.
  Benefit: As a standard action, you may consume a daily
  use of the suit up class feature to grant yourself temporary
  hit points as though you had just used the suit up class
  feature.
  Line of Succession: At 20th level, an ironclad must
  choose the progenitor line of succession.
  3
  
  The Ironclad ‐ A Tinker Archetype
  Interjection Games
  4
  Table: The Ironclad
  
  The Ironclad ‐ A Tinker Archetype
  Interjection Games
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