Utility Jumper - most common outfit used by standard workers.
Leather Jacket - Construction workers, standard guards, built to absorb blows. Leather Jackets grant an extra point of non-lethal conversion above the Armor Class bonus they provide.
Light Tactical - Private Contractors, Mercenaries, Standard Seekers.
Delivery Outfit - Hedron Racers, Corporate Liasons, and Professional sell-swords.
Medium
Concealed Armor - Standard issue for most seeker or law enforcement units.
Tactical Defense - Active Seekers, Avila Honor Guards.
Special Response - Special Seeker units, Corporate Military,
Heavy
Active Defense Unit - Heavy support soldiers, Professional Combat performers, international Seeker units.
Shields
Hardlight Light Shield (3000gp) - 0% ASF - +1 Shield bonus to AC, which also applies against ranged touch attacks. Swift action to activate.
Hardlight Heavy Shield (5000gp) - 0% ASF - +2 Shield bonus to AC, which also applies against ranged touch attacks. Swift action to activate.
Hardlight Tower Shield (7000gp) - 0% ASF - +4 Shield bonus to AC, which also applies against ranged touch attacks. Swift action to activate.
As a standard action, grant yourself total cover from one edge of the square, and partial cover from the two adjacent edges of the square.
Mercadisk - an easy to use device meant to transport people and objects, that can be used for a variety of things.
(5000gp) Exotic Shield - +4 Shield - no ACP/no ASF *Force *Thought
*Force effect
Can hold up to 500lbs and floats 5ft above the ground following within 10ft.
Graves Armor -
Also known as Prism Armor, this was made to help Prism Agents in the field be more adaptable to their surroundings and situations, using tech and knowledge from all the major companies; it is expensive for the standard person to purchase. These have since been adapted by the Renegade Abin Graves to better defend and help the hidden Prism cells around the world.
Each Coalition Armor has military grade hardlight armor built into it. (+6 Deflection Bonus, no max Dex bonus, no armor check penalty, no arcane spell failure chance - 1 charge per round)
It takes 2 minutes to add the parts needed to go up a stage; another person can assist to cut this time in half.
Stage 1 (3000gp) - Under - Made of Suncloth (dyed to choice) with Hedron woven in; provides no Armor bonus, but converts 2 damage to subdual (as standard Suncloth). - 0% ASF -
This can be worn under normal clothes and has one item slot.
Hedron: woven is into it give a +2 to Acrobatics and Climb, and increase the wearers’ speed by +10ft.
No Max Dex bonus or Armor check penalty.
Stage 2 (5000gp) - Light - Adding plates of Bask Duster, provides an Armor Bonus of +4. Max Dex bonus of +5, and no armor check penalty. - 10% ASF -
Wearer loses the bonus to Acrobatics, Climb, and speed provided by Stage 1 armor but instead gains 25% fortification
Battery slot: 10 charges
Add another Item slot (total of 2).
Stage 3 (5000gp) - Medium - Adding plates of Bask-forged Steel, provides an additional Armor bonus of +3 (+7 total). Max Dex bonus reduced by 2 (total of +3), and Armor Check Penalty becomes -2 - 20% ASF -
You have damage reduction 3/- you still have 25% fortification.
Battery slot: 10 charges
Add another item slot (total of 3).
Stage 4 - (5000gp) - Heavy - Adding Bask-forged Gallows metal, provides an additional Armor bonus +4 (+11 total). Max Dex bonus further reduced by 2 (total of +1), and Armor Check Penalty becomes -4 - 30% ASF -
Wearers’ speed decreases by -10ft but you have DR 5/- and 50% fortification.
Battery slot: 10 charges
Add another item slot (total of 4).
The subdual conversion combines at all stages of Prism Armor, providing a maximum subdual conversion of 11 with Stage 4 armor.
Under
Suncloth - (300gp) -0% ASF - 0 Armor Check Penalty
Suncloth provides no bonus to AC, but provides 3 points of subdual conversion which does not stack with any subdual conversion provided by other armor, and which is ignored by bludgeoning weapons.
GoldBlend - Talented artificers have a sunwrap and hedron bodysuit that uses the wearers natural movements to propel them forward with ease.
(6000gp) - Under Armor - *4 subdual conversion - Max Dex ~ - 30ft - No ACP/10%ASF
No item slots *analog - if worn with standard armor it loses all benefits.
+10 to base movement
Gain the Run and Endurance feat.
Treat any falling distance as 10ft less.
Bask Dusters - Can be worn with Medium or Light armor, but not with Heavy or Exotic Heavy Armor.
Red (30000gp) - vest slot - 0% ASF - A Red Duster provides an Armor bonus of +4 with no maximum Dex bonus, no Armor Check Penalty, and no Arcane spell failure chance.
It also provides a +2 Resistance bonus to all saves.
As a standard action, a wearer can place spells into the Duster for later use; a Red Duster can hold up to 3 spell levels (so a wearer could store 3 level 1 spells, 1 level 3 spell, or other combinations).
As a standard action, the wearer can retrieve and cast a stored spell, though all choices made when the spell was originally stored stay with the spell.
White (40000gp) - vest slot - 0% ASF - A White Duster provides an Armor bonus of +4 with no maximum Dex bonus, no Armor Check Penalty, and no Arcane spell failure chance.
It also provides a +3 Resistance bonus to all saves and a +2 Deflection to Armor Class.
As a standard action, a wearer can place spells into the Duster for later use; a White Duster can hold up to 6 spell levels (so a wearer could store 6 level 1 spells, 2 level 3 spells, or other combinations).
As a standard action, the wearer can retrieve and cast a stored spell, though all choices made when the spell was originally stored stay with the spell.
The pockets function like a Handy Haversack.
Black (95000gp) - vest slot - 0% ASF - A Black Duster provides an Armor bonus of +4 with no maximum Dex bonus, no Armor Check Penalty, and no Arcane spell failure chance.
It also provides a +5 Resistance bonus to all saves, Spell Resistance 25, and +4 Deflection bonus to Armor Class.
As a standard action, a wearer can place spells into the Duster for later use; a Black Duster can hold up to 9 spell levels (so a wearer could store 9 level 1 spells, 3 level 3 spells, or other combinations).
As a standard action, the wearer can retrieve and cast a stored spell, though all choices made when the spell was originally stored stay with the spell.
Battery slot: 10 charges
The pockets function like a Handy Haversack.
Hardlight Armors - Belt slot - powered item
Overcharge can be activated as a swift or immediate action, it uses 1 charge per round while active.
It applies against touch attacks but does not add to sub dual conversion.
Most people do not have to worry about wearing armor in a standard setting, these are small cheap items that people who work in dangerous situations would use.
Basic (200gp) (firefighters, medical personal, miners, etc)
+1 deflection bonus to AC
no armor check penalty, no arcane spell failure chance.
Overcharge (1): Increase the deflection bonus by +2 while active, -5 penalty to Stealth from the glow
Professional (1000gp) (Bodyguards, off duty cops, Wilderness guides, etc)
+2 Deflection Bonus to AC
no armor check penalty, no arcane spell failure chance.
Overcharge (1): Increase the deflection bonus by +2
Military (3000gp)
+2 Deflection Bonus to AC
no armor check penalty, no arcane spell failure chance
Overcharge (1): Increase the deflection bonus by +4
Light
No-Suit (15000gp) - A No-Suit provides an Armor bonus of +3 with no maximum Dex bonus, no Armor Check Penalty, and no Arcane spell failure chance. It also provides a 30ft radius Non-Magic Aura, a +5 Circumstance bonus to Stealth checks and a +5 equipment bonus to saves vs Divination/Clairsentience. The wearer can roll Stealth checks in dim light even while observed.
Has 1 item slot
StarSuit (8000gp) - Scattersuit Leather - a StarSuit provides an Armor bonus of +2, a +2 Deflection bonus against ranged touch attacks only, with a maximum Dex bonus of +6, no Armor Check Penalty and no Arcane spell failure chance.
Made of layered scales from the Andrenjinyi to collect light or solar energy, a StarSuit holds up to 10 charges, and regains 1 per hour while exposed to normal light.
Has 2 Item slots
The wearer may expend 1 charge as a free action to fly with good maneuverability for 1 round.
The wearer may expend 1 charge as an immediate action to increase the deflection bonus to +7 (instead of +2) until the beginning of your next round.
Sandis Survival Suit - Made for long term solo expeditions in to the vastwood.
(8000gp) - Light armor - +4 - Max dex +5 - 30ft - No ACP/ASF *Thought
Built in breathing mask - provides breathable air in vacuums or underwater, immune to inhaled poisons
Built in solar charger
Built in First aid - 3/day cure light wounds (1d8+2)
4 Item slots
K’Off - A professional suit made by Dalam to keep the wearer safe until help can arrive, it generates a sonic barrier around the wearer.
(5000gp) - Light Armor - +1 - Max dex +5 - 30ft - No ACP/No ASF
One item slot
Move action - 1 charge per 1 minute - You gain damage reduction 15/- and when you are attacked it deals 1d8+5 sonic damage to the attacker if they are within 5 ft of you.
Rhis effect ends if you move more than 5ft or make an attack from your person.
It is a full-round action to disable this.
Overcharge (5) You can activate this as an immediate reaction.
Medium
Enviro-Suit (5000gp) - A Enviro-Suit provides a +4 Armor bonus, with a maximum Dex bonus of +2, no Armor Check Penalty and no Arcane spell failure chance, with a normal speed of 20ft.
One item slot
DR 5/slashing or piercing.
The Enviro-Suits are generally made in three variants - choose one
Fire and Force Immunity
Cold and Negative Energy Immunity
Electric and sonic Immunity
Xelanic Plate - Custom grown to fit the buyer by Umbarro, harvested from magically crossbred verdant isles species.
(20000gp) *living Exotic Medium - +6 Natural Armor - +6 Max Dex mod - 25ft - -2ACP/25%ASP
*Converts an amount of natural armor to subdual
*Sunder attempts hurt the wearer the same
Fast healing 10 for the Armor - Regeneration 1 for the user - acid stops regeneration and fast healing for 1 round.
Removing or donning it takes 1 hour and does 2 points of constitution damage.
Industry Standard - Provided to all Vith Industries workers, its meant for quick access and to protect the wearer from both the high altitude and sparks of the warehouses.
(4000gp) - Medium armor - +5 - Max Dex +2 - 20ft - -2ACP - 20% ASF
One item slot
It can be donned or removed as a move action.
It gives +5 to fort saves for cold or warm weather exposure saves
Heavy
Ammon Tactical Armor - with the violent Prism Disadents, Ammon seekers have to be ready to fight anywhere and withstand unnatural attacks and violence.
(20000gp) - Tactical Armor provides a +9 Armor bonus, with a maximum Dex bonus of +3, an Armor Check Penalty of -5, and a normal speed of 30ft.
Powered
Defensive Kinetic Disruption - Crit multipliers are reduced by 1 against the wearer.
Advanced Urban Mobility - Gain the effects of Jump(10th level caster) for 1 charge
Tactical Armor has 2 Item slots
Tactical Armor comes with gauntlets that deal 1d4 lethal bludgeoning damage
Tactical Armor (12000gp) - Tactical Armor provides a +8 Armor bonus, with a maximum Dex bonus of +3, an Armor Check Penalty of -6, and a normal speed of 20ft. It also provides DR 3/adamantine.
Powered
Tactical Armor has 4 Item slots
Tactical Armor comes with gauntlets that deal 1d4 lethal bludgeoning damage.
Blitz Armor (8000gp) - Tactical Armor Attachment - Uses 4 Item Slots
Uses 2 charges per day. Provides a +3 Circumstance bonus to Acrobatics, and the wearer is considered to have the Run feat while wearing it. It also increases your normal speed by +10ft movement.
Overcharge: Spend 5 charges - As a swift action you can move double your speed. You gain an additional +10 Circumstance bonus to your Acrobatics when jumping, and removes any height or total movement limitations from your Jump checks until the beginning of your next turn.
Division Armor (10000gp) - Tactical Armor Attachment - Uses 4 Item Slots
Uses 2 charges per day. Your Armor is considered to have the Breach modifier, and your Gauntlets deal 1d6 damage instead of the normal 1d4 damage. You have Spider Climb and Feather Fall at will.
Overcharge: Spend 5 charges - As a free action, add a +10 Circumstance bonus to your next Strength check to break an object, or your next Bull Rush or Grapple CMB attempt that occurs before the end of your turn. Creatures and objects that are Bull Rushed or Grappled by you are considered Polarized and take an additional 1d8 damage from your attacks until the beginning of your next turn.
Guard Armor - (6500gp) - Tactical Armor Attachment- Uses 4 Item Slots
Uses 2 charges per day. Provides a +2 Circumstance bonus to Initiative checks and darkvision 60ft, and an additional +5 Circumstance bonus to spot invisible creatures. You are considered to have the Blind Fight feat. You also generate a force field that gives 15 temporary HP; these 15 temporary HP recharge at the rate of 3 points per round.
Overcharge: Spend 5 charges - As an immediate action, you create a shield effect on as many allies within 30ft as you would like; they gain a +5 Deflection bonus to AC and Reflex saves until the beginning of your next turn.-
Arkani Armor - (8000gp) - Tactical Armor Attachment - Uses 4 Item Slots
Uses 2 charges per day. Grants a fly speed of 60ft or 90ft if in less than medium armor.
Feather Fall at will. You gain a +10 to fly checks.
Overcharge: Spend 3 charges - As an immediate reaction you can move your fly speed in any direction gaining your ranks in Fly as a dodge bonus to the beginning of your next turn.
Exotic Armor
Artori Armor (30000gp) Armor Bonus +10, Max Dex +3, Speed 20ft, Armor Check Penalty - 7.
2 Item Slots
Constructed from the World Trees of Godsface, and powered by a small world seed.
Gain 10 Resistance to Fire, Cold, Electric; when this armor resists energy, you gain fast healing 2 for an amount of rounds equal to the amount resisted.
Rooted: If the wearer does not move more than 5ft in a round, gain an additional +3 Armor bonus to AC and a +1 Deflection bonus to saves.
The Artorian Armor has Regeneration 1; if the armor is destroyed, the world seed will take root and plant itself.
Without proficiency you do not gain the Rooted bonus.
Marut Armor (40000gp) Armor Bonus +14, Max Dex +2, Speed 20ft, Armor Check Penalty -10, DR 10/Chaotic, SR 20.
2 Item Slots
Wearing Marut Armor grants the user 2 Slam attacks (2d6 bludgeoning damage { One slam does +1d6 Electric damage, the other does +1d6 Sonic damage, 20/x2 critical). If you hit with both slam attacks on the same target or confirm a critical hit, deal an additional +3d6 electric/sonic damage.
You are treated as having the Awesome Blow feat.
Your space becomes 10x10 and you count as a Large creature, though your wielded weapons do not increase in size or damage.
Without proficiency your normal speed is 10ft, and apply the Armor Check Penalty to Reflex saving throws.
Nano-Plate - A grey plate meant to accommodate to the users needs, a mix of living steel and Gallows metal.
(14000gp) - Exotic Light armor - +*special Max Dex +special - 30ft - ACP *special - ASF 20%
2 Item slots
You have 11 item points to spend per day, the reset at the beginning of each day.
Dormant state it converts 11 points to subdual - the armor has fast healing 3
As a full round action you can distribute how your armor fits, you have 11 item points to assign to your AC bonus and Max Dex mod - the armor check penalty is the difference between them divided by 2 (Rounded up)
Each 4 points of AC reduces your speed by 5ft.
For one item point you can cast Burst of Adrenaline or Burst of Insight
Regional Modifications -
+50 gp for Light Armor
+100 gp for Medium Armor
+150 gp for Heavy Armor
Urban - Made for the hustle and bustle of the Rethi Empire or Junction, it provides additional padding giving an additional 2 point of non-lethal conversion beyond the AC bonus.
Wilderness - Designed for long hunting trips in the Artori wilds or the Verdant Isles, the armor is built to allow a person to get reasonable rest without having to expose them to danger.
Elevated - From Reprise to the Mountains of Korzha, the armor is modified to help protect against the cold and reduce the potential lethality of falling.
Social - A fine layer of void glass nanites covers the armor, you can change its basic visual look and feel to another style as a standard action, this does not alter Max Dex, Armor Check Penalty, or any other effect other than the visual.
Generator - Using small Balanced Engineering based kinetic engines you restore 1 charge per hour to your charge pool.
Marshland - The north of Corlia, the swamps of Mourningthorne, your armor is sealed to prevent as much water from getting in as possible though it does slow down most users.
Desert - Exposed on Thus, or wandering the Amal Desert, the armor not as sturdy is meant to provide some protection from the building heat.
Aquatic - Longsong to Silenni, there is no shortage of coastal or oceanic dealings. It trades some protection for buoyancy so as not to become a death sentence if you were to fall overboard.
- Vith Industries Golem Armor
General Rules:
Each Unit has an amount of temporary hit points that stack with the person piloting the unit.
When the unit runs out of temporary HP, then the pilot must start making Operation checks at the start of every turn; these are Knowledge (Engineering) checks at DC (5 + AC bonus of the unit + 1 per round it is out of HP).
If you pass the Operation DC you can continue to operate the unit normally without issues; the first time you fail the check, the unit counts as having the broken condition until it can be repaired. Golem Armor counts as both a weapon and armor for purposes of the broken condition.
If you fail a second time, you are limited to 1 (non-full round) action per turn and the armor still counts as broken.
If you are knocked down to prone, it requires a standard action to stand up; during a round in which you stand up, you cannot take a 5ft step as a free action.
Repairing broken Golem Armor requires a DC 20 Craft (Technology) check and 1 hour of work to restore 1 temporary HP. Multiple people may make this check simultaneously, with each successful check restoring 1 temporary HP. Once a Golem Armor has at least 1 temporary HP it loses the broken condition.
Donning Golem Armor is a bit more complicated than putting on standard heavy armor; Sentry and Defender units take 5 minutes and Leviathan take 10 minutes, as seen in the table below. Each feat you take in golem piloting reduces this donning time by 1 minute, and each person you have helping you reduces the donning time by 1 min to a minimum of 1 minute.
Common Traits:
Stability: +4 to CMD when resisting a bull rush or trip.
Inherent Strength: Use the suit’s Strength score in place of your own.
Heavy Fortification: Immune to precision damage.
Ant Haul: When calculating your carry loads, treat yourself as one size category larger.
Reinforced Plating: Against most weapons, you will use your Full AC and not Touch AC to calculate hit chance against you.
When Piloting you cannot use any Strength or Dexterity based skills.