New Armor

Construct armor is a special kind of armor worn over a character’s body and gear. Wearers are attuned to their constructs, typically through a special ring or helmet. Inside, the wearer gains several benefits based on the type of construct.

A character wearing construct armor gains the armor bonus, and suffers the armor penalty, maximum dexterity bonus and spell failure chance specified by the armor. If the wearer already has armor, use the construct armor’s penalties if they are greater than the regular armor, otherwise use the standard armor’s penalties. Armor worn beneath construct armor is inert, providing no additional protection or enchantments deriving from the armor (although the above-mentioned penalties, if greater than the construct armor, remain in effect). Additionally, the character may use the construct armor’s Strength score and bonus, if it is higher than their own. The wearer gains the Damage Reduction, Spell Resistance, and any other specified abilities and defenses of the construct armor.

When worn, construct armor protects the wearer from harm. All damage inflicted to the wearer is split evenly between the wearer and the construct armor. Construct armor can be repaired with make whole or similar spells that can heal constructs.

Construct armor requires a magical link with its wearer, either created at the time of the armor’s creation or through a keyed item specially attuned to the wearer, the process of which is a closely guarded secret.

Through the connection, construct armor can operate somewhat independently. A wearer may exit functioning armor as a swift action, and don as a full-round action. When not worn, the armor may be commanded by the wearer of the attuned object, performing a single Standard Action. This is a Full Round Action on the part of the controller, and has a range of 100 feet, at which point the link becomes impossible to maintain, leaving the armor dormant.


Construct Armor

*Construct armor's weight doesn't count towards encumbrance when worn.

*When wearing other armor underneath, use better of armor+enhancement ratings, worse of Max Dex, Armor Check Penalty and Arcane Failure %.

*Damage is distributed evenly between wearer and construct armor's HP after any modifications increasing or decreasing the result (such as Damage Reduction).

*Wearer temporarily gains abilities while wearing construct armor. This includes speed, improved senses, a minimum strength score (use wearer's if higher), and special defenses and abilities (such as DR, SR). These last as long as the construct armor is above 0 HP.

MagiTek Guardian Armor (construct armor)
 Armor Price Armor
 Bonus
 Max
 Dex
 Armor
 Penalty
 Arcane
 Failure
 Weight
 Guardian 19,500 +9 +2 -3 15% 150

Granted Abilities
Movement: 40 feet. Senses: Darkvision 60 feet, Low Light Vision. Hit Points 56, Properties: Fast Healing 2, DR 5/adamantine, SR 16. Strength 16.

Guardians are armored suits constructed of intricately graven stone. Modifications of the graven guardian construct type, they are unique to Arcadia and attuned to the worshipers of Astoroth.

Faith Bound (Su) A graven guardian cannot attack any creature that openly wears or displays the holy symbol of Astoroth unless that creature first attacks the graven guardian. When shooting into melee that includes such creatures, treat the construct as having Precise Shot.

Magic Weapon (Su) A wearer of Guardian construct armor that carries Astoroth's favored weapons, the bastard sword or the arcuballista, treats that weapon as a +1 weapon as long as it is wielded by the Guardian. A bastard sword gains the keen weapon special ability (even if the weapon is a bludgeoning weapon). If it is a thrown weapon, it gains the returning weapon special ability. An arcuballista gains the seeking weapon special ability, and generates new ammunition with each attack (this ammunition is destroyed whether or not it hits). Magic items do not benefit from the enhancement bonus, but any abilities not already on the magic weapon are temporarily added to it.

Enhancements (Su or Ex) Guardians are created with two special abilities, each aligning with one of the domains of Astoroth. Choose two of the following abilities to modify the Guardian.

Air: Flight (Su)—The Guardian gains a fly speed equal to its base speed with average maneuverability and a + 6 racial bonus to the Fly skill.
Artifice: Repair (Ex)—The Guardian’s fast healing increases to 5.
Community: Alliance (Su)—Adjacent worshipers and Guardians dedicated to the same god gain a + 1 luck bonus on attack rolls, weapon damage rolls, and saves.
Healing: Recovery (Su)—Once per day, when reduced below half hit points, the Guardian automatically heals 3d10+6 points of damage.
Magic: Resistant (Su)—The Guardian’s SR increases by 5.
Travel: Speedy (Su)—The Guardian gains Mobility as a bonus feat, and all of its modes of movement increase by + 10 feet.
War: Enhanced (Su)—The enhancement bonus of the Guardian’s weapon increases to +2.



Steamwork Constructs

Steamwork armor was developed in 4739 AR by a joint commission between the three major consortiums within Pitax. Their task was to create a new tool for use in war, something that would vastly increase a soldier’s killing potential. In an unprecedented display of cooperation, a secret agenda was laid out to address the sinister task and, within a decade, a powered suit of armor had been designed and prototyped. Rather than clockwork gears, Steamwork operates by hydraulics powered by a small fire elemental.

Steamwork armor remains a curiosity outside of the factory-forges of Pitax, and their deployment has been minimal. Within the city, numerous units have been deployed amongst the city’s protectors, excelling in their tasks of security and construction.

To fully utilize the armor, the wearer must become proficient in its handling. Without Armor Proficiency: Construct Armor, armor penalties double and are applied to attack rolls as well as skill checks.


Steamwork Dreadnought (construct armor, steamwork)

 Armor Price Armor
 Bonus
 Max
 Dex
 Armor
 Penalty
 Arcane
 Failure
 Weight
 Dreadnought 29,000 +12 +1 -5 25% 300

Granted Abilities
Movement: 30 feet. Senses: Darkvision 60 feet, Low Light Vision. Hit Points 68, Properties: DR 5/adamantine. Strength 28.

Massive (Ex): The size of Dreadnought armor increases the wearer's grip, allowing the wearer to utilize oversized weapons without suffering the usual -2 attack penalty.

Latch (Ex): The wearer of Dreadnought armor gains a +2 bonus to disarm attempts, and a +2 bonus to CMD against disarms. Attempts to disarm do not provoke attacks of opportunity.

Add on: 4,000 gp
Repair Harness (Ex) As a standard action that does not provoke an attack of opportunity, a Steamwork Dreadnought can repair damage done to either itself or an adjacent steamwork creature, healing 1d10 points of damage to the target.











 Armor Price Armor
 Bonus
 Max
 Dex
 Armor
 Penalty
 Arcane
 Failure
 Weight
       




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