Chapter Two: Bones of Steel
Sleep: This bomb produces a low hum, but no visible effect. Anyone within 20 feet of the detonation must succeed at a Will saving throw (DC 13) or fall asleep for 1d4 minutes. A larger, more powerful version of this bomb puts creatures to sleep for 1d10+2 minutes (Will save, DC 18). Switch activation; Craft DC 30; Price 500 gp (1,500 gp for enhanced version); Weight 1 lb. (2 lbs. for enhanced version) Void: Perhaps the rarest and most dreaded of explosive chaositech devices, this bomb creates a 10-foot-diameter sphere of utter blackness. Anyone within the area must make a Reflex saving throw (DC 22) to get out of it. Those who make a successful saving throw are moved to the edge of the area, to the safest location possible (DM’s discretion). Those who fail the Reflex save must then make a Fortitude save (DC 22) to avoid disintegration. Even a successful Fortitude save results in the victim suffering 6d6 points of damage. Further, the void remains for 1d6 rounds, during which time anything still within the area must make another Fortitude save each round. Worse, anything within 20 feet of any edge of the sphere that is not secured must make a Strength check (DC 25) or be drawn into the sphere’s area and thus forced to make a Fortitude saving throw as described above. Switch activation; Craft DC 40; Price 9,000 gp; Weight 3 lbs.
Armor and Shields A few types of chaositech armor are described below. Since chaositech is generally more offensive than defensive, there are not as many types of armor as there are weapons. Generally, chaositech armor is more than simply a protective garment that you wear. It has power and enhances the wearer in ways normal armor never could. All armor and shields check for chaotic failure once per week, if they are used during that week. Animated Armor: Animated armor resembles plate armor, but it is covered in moving iron bars, some gearlike apparatus, and even tough, resilient tubing. All the plates and pieces of the armor share sturdy joints and connections so that, once the wearer has donned the suit, it is more like an outer shell than armor. The wearer must attach her headclamp inside the helmet of the animated armor. Without a headclamp, this armor functions as normal plate armor, except that it weighs more. The devices attached to the armor allow it to move under its own power, as directed by the wearer. Thus, it adds its strength to the wearer’s, granting a +4 enhancement bonus to her Strength score. Further, because the armor can walk and run for the wearer, she can move twice the distance she normally could travel before facing fatigue. It provides an armor bonus of +9, has a maxi-
29
mum Dexterity of +2, an armor check penalty of –2, and an arcane spell failure chance of 40 percent. Headclamp activation; Craft DC 42; Price 20,000 gp; Weight 80 lbs. Animated Exoskeleton: This armor fits over the wearer like a latticework of thin metal rods. A tube connects it to the wearer’s headclamp. Without an attached headclamp, this armor offers no benefit. It provides only moderate protection, but like animated armor† it moves under Attacking a Headclamp Cord its own power. Not Many devices function because they are only that, but because attached to the user’s headclamp via a it is all power and little cord or tube. A smart foe may try to sever this connection. Handle this tactic just protection—and thus like a sunder attempt; the Armor Class of light—it aids the the cord is 14 + the user’s Dexterity wearer’s speed and bonus. The DM may also grant the cord Dexterity as well as any of the user’s dodge, deflection, or other Armor Class modifiers, but not Strength. The wearer armor bonuses, unless the headclamp is a gains a +2 enhancepart of the armor (as with animated ment bonus to both armor). The cord has a hardness of 1 and Dexterity and 5 hit points. Headclamp cords are fairly easy to repair (Craft [chaositech†], DC 18), Strength, and her but a device that requires the connection ground speed increascannot function with a broken cord until it es by 10 feet. The is repaired. One can pull a cord out of a exoskeleton offers a headclamp with a Strength check (DC 8). +2 armor bonus to Armor Class. The wearer has no maximum Dexterity, no armor check penalty, and an arcane spell failure chance of 10 percent. Headclamp activation; Craft DC 40; Price 16,000 gp; Weight 30 lbs. Animated Shell: The animated shell is just like animated armor†, only more effective. It not only offers a +10 armor bonus to Armor Class, but it also confers damage reduction 10/lawful (10/+1). It confers the same penalties as animated armor. Headclamp activation; Craft DC 48; Price 28,000 gp; Weight 100 lbs. Heated Armor: This armor resembles plate armor in every way, except that it is heavily insulated with a silvery fabric on the inside and bears a number of iron ventlike openings on the outside. When activated, the armor gives off tremendous heat all around it while protecting the wearer. Heated armor inflicts 1d6 points of heat/fire damage per round to anyone within 5 feet (Fortitude saving throw, DC 15, negates), while offering fire resistance 10 to the wearer. Switch activation; Craft DC 37; Price 18,500 gp; Weight 55 lbs.