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Armor and Shields

Sleep: This bomb produces a low hum,but no visible effect.Anyone within 20 feet ofthe detonation must succeed at a Will saving throw (DC 13) or fall asleep for 1d4 minutes. A larger,more powerful version ofthis 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)

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Void: Perhaps the rarest and most dreaded ofexplosive chaositech devices,this bomb creates a 10-foot-diameter sphere ofutter blackness.Anyone within the area must make a Reflex saving throw (DC 22) to get out ofit.Those who make a successful saving throw are moved to the edge ofthe 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 ofdamage. 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 ofany edge ofthe 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.

A few types ofchaositech armor are described below.Since chaositech is generally more offensive than defensive,there are not as many types ofarmor 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,ifthey 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 ofthe 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 ofthe 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 maximum Dexterity of+2,an armor check penalty of–2,and an arcane spell failure chance of40 percent.

Headclamp activation;Craft DC 42;Price 20,000 gp; Weight 80 lbs.

Animated Exoskeleton: This armor fits over the wearer like a latticework ofthin 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 its own power.Not only that,but because it is all power and little protection—and thus light—it aids the wearer’s speed and Dexterity as well as Strength.The wearer gains a +2 enhancement bonus to both Dexterity and Strength,and her ground speed increases by 10 feet.The exoskeleton offers a +2 armor bonus to Armor Class.The wearer has no maximum Dexterity,no armor check penalty,and an arcane spell failure chance of10 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 ofiron ventlike openings on the outside.When activated,the armor gives offtremendous heat all around it while protecting the wearer.Heated armor inflicts 1d6 points ofheat/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.

Attacking a Headclamp Cord

Many devices function because they are attached to the user’s headclamp via a cord or tube. A smart foe may try to sever this connection. Handle this tactic just like a sunder attempt; the Armor Class of the cord is 14 + the user’s Dexterity bonus. The DM may also grant the cord any of the user’s dodge, deflection, or other Armor Class modifiers, but not armor bonuses, unless the headclamp is a part of the armor (as with animated armor). The cord has a hardness of 1 and 5 hit points. Headclamp cords are fairly easy to repair (Craft [chaositech†], DC 18), but a device that requires the connection cannot function with a broken cord until it is repaired. One can pull a cord out of a headclamp with a Strength check (DC 8).

Lightning 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 ofsmall iron antennae on the outside.When activated,the armor gives off arcs oflightning all around it while protecting the wearer.Lightning armor inflicts 1d6 points of electricity damage per round to anyone within 5 feet (Fortitude saving throw,DC 15, negates),while offering electricity resistance 10 to the wearer.Further, the wearer can activate a more complex lever and throw a 5-foot-wide, 20-foot-long lightning bolt that inflicts 3d6 points ofdamage. After using the lightning bolt,the armor cannot generate electricity for 1d6+1 rounds,while it builds up a charge.

Switch/Lever activation; Craft DC 41;Price 27,000 gp;Weight 55 lbs.

Shield Animator: This small, round,iron device can attach to any shield.Its even smaller accompanying device attaches to a character (her armor, belt,etc.) and then via a thin cord to a headclamp.Without a headclamp,the shield animator cannot function.This pair ofdevices allows the shield to float near the character, usually within about 2 to 3 feet.The animator,directed by the character through the headclamp,moves the shield to block incoming attacks,as though wielded by the character but leaving both her hands free.(See also the ghost shield† on page 41).

Headclamp activation;Craft DC 40;Price 4,000 gp; Weight 1 lb.

Shield Arm: This device (see illustration,page 28) works only with animated armor† or an animated shell†.When affixed to the armor,it takes on the appearance ofa very long, thin iron arm holding a heavy steel shield.The arm wields the shield defensively on behalfofthe armor wearer—the shield protectsthe wearer as normal,with a +2 shield bonus,but leaves both her hands free.However,since the shield arm sometimes can get in the way during combat,the wearer suffers a –2 circumstance penalty to attack rolls in melee.

Use activation;Craft DC 38;Price 2,000 gp;Weight 10 lbs.

Thought Armor: Thought armor consists ofbracelet- and anklet-like steel bands connected to a metal collar by thin, flexible cords.The collar,in turn,connects to a wearer’s headclamp.Thought armor uses the wearer’s mental energy to generate a protective barrier offorce around her.The wearer gains an armor bonus to Armor Class equal to her Intelligence bonus.(Creatures with no Intelligence bonus gain no benefit.) The armor has no movement penalties,no maximum Dexterity,no armor check penalty,and no spell failure chance.

Headclamp activation;Craft DC 45;Price 30,000 gp; Weight 3 lbs.

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