Using power armor similar to magitek, even simple foot soldiers can be devastating titans on the battlefield. Ironmen are no simple foot soldiers, however, and are among the most elite pilots of these powerful machines.
The ironman is an archetype of the engineer class.
Power Armor (Ex)
The ironman can craft and pilot a suit of magic-powered armor known as Power Armor, rather than an independent automaton. The power armor must be of Humanoid form. This grants the wearer many of the bonuses normally gained by automatons as they are improved and upgraded, at the cost of taking up the ironman’s armor slot. Getting in or out of power armor is normally a standard action.
The ironman gains the automaton’s hit points as temporary hit points. These temporary hit points can be restored any way in which the engineer could restore his automaton’s hit points, including the repair skill. Furthermore, the ironman can use his Repair ability on his power armor as a swift action so long as he’s piloting it and the power armor continues to provide temporary hit points.
When inside his power armor, the ironman uses the automaton’s size and shape rather than his own. He gains the automaton’s base movement, armor and natural armor bonuses and modifiers to ability scores and a slam attack. The ironman uses the automaton’s Strength and Dexterity scores, but retains his own mental ability scores and Constitution. The ironman uses the automaton’s base attack bonus. He does not gain the Share Trick ability (though the power armor is treated as the engineer’s armor for the purpose of abilities such as the Invisibility Cloak), and does not gain the Automaton Upgrades (but see below).
If the temporary hit points granted by the power armor is reduced to half its maximum, it gains the broken condition, and takes penalties as a suit of armor (attacks are unaffected). If the temporary hit points granted by the power armor is reduced to 0, it becomes inactive. The ironman may only take mental actions, use the Repair ability, or exit the power armor. Using Repair on an inactive power armor requires a standard action, and exiting an inactive power armor requires a full-round action.
This ability modifies and replaces automaton.
Energy Blasts (Su)
At 3rd level, the ironman can fire energy blasts from his power armor. These energy blasts require a ranged touch attack with a range increment of 30 feet and deals 1d6 points of non-elemental damage + an additional 1d6 points of non-elemental damage per three levels after 3rd. The ironman can use this ability a number of times per day equal to his engineer level + his Intelligence modifier.
This ability replaces demolish.
Improved Power Armor (Ex)
At 4th level, the ironman, through repairs and improvements, makes his power armor tougher and stronger, granting the power armor a +1 magical enhancement bonus that improves its armor bonus to AC by 1 and increasing its attack and damage rolls with its slam attack by 1. If using a weapon, it gains just a +1 to attack rolls.
At 8th level and every 4 levels thereafter, the power armor gains an additional +1 enhancement bonus.
This ability replaces the support droid ability and support droid upgrades.
Power Armor Upgrades
Power Armor Upgrade 1: The ironman adds this upgrade to their power armor at 5th level. Adding the first upgrade to a set of power armor allows the ironman to fly (60’, perfect maneuverability) for a number of minutes per day equal to his engineer level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The power armor also grants the ironman DR 5/-. In addition, the ironman may add a +2 equipment bonus to Strength or Dexterity to his power armor.
Power Armor Upgrade 2: The ironman adds this upgrade to their power armor at 10th level. While the ironman is inside his power armor, he can make an additional attack with its slam as part of his full-attack action, at the ironman’s highest base attack bonus. In addition, the ironman can select one feat for which he qualifies. He gains the use of that feat while inside his power armor, but cannot use it for prerequisites. The ironman can retrain the bonus feat once a level. In addition, the ironman may add a +2 equipment bonus to Strength or Dexterity to his power armor.
Power Armor Upgrade 3: The ironman adds this upgrade to their power armor at 15th level. Adding the third upgrade to the power armor grants it the use of an elemental energy attack. At the time of the upgrade the ironman chooses from fire, ice, or lightning elemental energy and picks either a 60 ft. line or 30 ft. cone, inflicting 4d6 points of damage plus an additional 1d6 points of damage for every 2 HD the power armor possesses. A successful Reflex save (DC 10 + 1 per 2 HD the power armor possesses) halves the damage. This ability is usable once every 3 rounds and cannot be changed until the power armor is upgraded again. The ironman also gains the Grab special attack with the power armor’s slam while inside his power armor. In addition, the ironman may add a +2 equipment bonus to Strength or Dexterity to his power armor.
Power Armor Master Upgrade: The ironman adds this upgrade to their power armor at 20th level. The ironman can select one feat for which he qualifies (for the purpose of this bonus feat only, the bonus feat granted by Power Armor Upgrade 2 may be used as a prerequisite). He gains the use of that feat while inside his power armor, but cannot use it for prerequisites. The ironman may also increase the size of the power armor to the size of Large (gaining +6 Strength and additional temporary hit points) and may change the power armor’s elemental energy attack to earth, water or wind damage. The power armor’s DR increases to 10/-. In addition, the ironman may add a +2 equipment bonus to Strength or Dexterity to his power armor.
These abilities replace automaton upgrades.