Powered Armor
System: Pathfinder | Category: Wondrous Item | Slot: Body | SRD
Key Stats
- Slot: body
- Weight: 50 lbs.
- Source: Technology Guide
- Base Item: foot enhancement bonus to the wearer's speed
- Enhancement Bonus: +10
- Capacity: 100
- Usage: see text
- Speed (20 ft.): see text
- Speed (30 ft.): see text
Additional Stats
| Key | Value |
|---|---|
| Name | Powered Armor |
| Powered Armor Ac | +10 |
| Powered Armor Max Dex | +4 |
| Powered Armor Penalty | -2 |
| Powered Armor Spell Failure | 60% |
| Subtype | armor |
| Type | item |
Description
Powered armor represents the pinnacle of personal armor—a suit crafted of multiple skymetals and other materials designed to augment the wearer in numerous ways. The armor actually boosts land speed when worn, granting a +10 foot enhancement bonus to the wearer's speed. While worn, powered armor also grants a +6 enhancement bonus to Strength and Dexterity. Powered armor protects against energy and the environment as if it were a spacesuit. Powered armor has hardness 20 and 300 hit points. Powered armor is fitted with numerous small booster jets that grant the wearer a fly speed of 60 feet (with average maneuverability) in areas of no gravity and 20 feet (with poor maneuverability) in gravity.
As a standard action, the wearer may activate the armor's self-repair system. The armor consumes a single charge and repairs 2d6 points of damage. Only 1 charge can be consumed per turn for this effect.
In addition, the following technological wonders are integrated into a suit of powered armor—each of these devices drains power from the suit's charges as appropriate when they are activated and used.
- Camera in the helmet.
- Commset in the helmet.
- Fire extinguisher mounted on the left wrist.
- Flashlight mounted on the helmet.
- Gloves that can function as grippers.
- Laser pistol mounted on the right forearm that leaves the hand free. Firing this laser pistol is always considered an off-hand attack, and the number of times it can be fired cannot be increased by feats like Improved Two Weapon Fighting.
- Magboots.
- Three medlances. Each medlance can be loaded with a single potion or pharmaceutical; activating an integrated medlance is an immediate action.
- Power receiver.
- Prismatic force field located on hips; activating this force field is a swift action.
- Radiation detector on the right wrist.
- Custom veemods in the visor grant a +10 bonus on Perception checks, low light vision, darkvision up to 120 feet, and all-around vision.
Rumors persist of variant forms of powered armor, including suits sized for giants or that can function as vehicles for multiple creatures.
Raw Data
{
"url": "pfsrd://Technology Guide/Rules/Hazards and Artifacts/Artifacts/Technological Artifacts/Powered Armor",
"body": "<p class=\"stat-block\">Powered armor represents the pinnacle of personal armor—a suit crafted of multiple skymetals and other materials designed to augment the wearer in numerous ways. The armor actually boosts land speed when worn, granting a +10 foot enhancement bonus to the wearer's speed. While worn, powered armor also grants a +6 enhancement bonus to Strength and Dexterity. Powered armor protects against energy and the environment as if it were a spacesuit. Powered armor has hardness 20 and 300 hit points. Powered armor is fitted with numerous small booster jets that grant the wearer a fly speed of 60 feet (with average maneuverability) in areas of no gravity and 20 feet (with poor maneuverability) in gravity.</p><p class=\"stat-block\">As a standard action, the wearer may activate the armor's self-repair system. The armor consumes a single charge and repairs 2d6 points of damage. Only 1 charge can be consumed per turn for this effect.</p><p class=\"stat-block\">In addition, the following technological wonders are integrated into a suit of powered armor—each of these devices drains power from the suit's charges as appropriate when they are activated and used.</p><ul class=\"stat-block\"><li>Camera in the helmet.</li><li>Commset in the helmet.</li><li>Fire extinguisher mounted on the left wrist.</li><li>Flashlight mounted on the helmet.</li><li>Gloves that can function as grippers.</li><li>Laser pistol mounted on the right forearm that leaves the hand free. Firing this laser pistol is always considered an off-hand attack, and the number of times it can be fired cannot be increased by feats like Improved Two Weapon Fighting.</li><li>Magboots.</li><li>Three medlances. Each medlance can be loaded with a single potion or pharmaceutical; activating an integrated medlance is an immediate action.</li><li>Power receiver.</li><li>Prismatic force field located on hips; activating this force field is a swift action.</li><li>Radiation detector on the right wrist.</li><li>Custom veemods in the visor grant a +10 bonus on Perception checks, low light vision, darkvision up to 120 feet, and all-around vision.</li></ul><p class=\"stat-block\">Rumors persist of variant forms of powered armor, including suits sized for giants or that can function as vehicles for multiple creatures.</p>",
"misc": {
"Powered Armor": {
"AC": "+10",
"Usage": "see text",
"Max Dex": "+4",
"Penalty": "-2",
"Capacity": "100",
"Spell Failure": "60%",
"Speed (20 ft.)": "see text",
"Speed (30 ft.)": "see text",
"Technological Artifact": ""
}
},
"name": "Powered Armor",
"slot": "body",
"type": "item",
"source": "Technology Guide",
"weight": "50 lbs.",
"subtype": "armor",
"description": "<p class=\"stat-block\">Powered armor represents the pinnacle of personal armor—a suit crafted of multiple skymetals and other materials designed to augment the wearer in numerous ways. The armor actually boosts land speed when worn, granting a +10 foot enhancement bonus to the wearer's speed. While worn, powered armor also grants a +6 enhancement bonus to Strength and Dexterity. Powered armor protects against energy and the environment as if it were a spacesuit. Powered armor has hardness 20 and 300 hit points. Powered armor is fitted with numerous small booster jets that grant the wearer a fly speed of 60 feet (with average maneuverability) in areas of no gravity and 20 feet (with poor maneuverability) in gravity.</p><p class=\"stat-block\">As a standard action, the wearer may activate the armor's self-repair system. The armor consumes a single charge and repairs 2d6 points of damage. Only 1 charge can be consumed per turn for this effect.</p><p class=\"stat-block\">In addition, the following technological wonders are integrated into a suit of powered armor—each of these devices drains power from the suit's charges as appropriate when they are activated and used.</p><ul class=\"stat-block\"><li>Camera in the helmet.</li><li>Commset in the helmet.</li><li>Fire extinguisher mounted on the left wrist.</li><li>Flashlight mounted on the helmet.</li><li>Gloves that can function as grippers.</li><li>Laser pistol mounted on the right forearm that leaves the hand free. Firing this laser pistol is always considered an off-hand attack, and the number of times it can be fired cannot be increased by feats like Improved Two Weapon Fighting.</li><li>Magboots.</li><li>Three medlances. Each medlance can be loaded with a single potion or pharmaceutical; activating an integrated medlance is an immediate action.</li><li>Power receiver.</li><li>Prismatic force field located on hips; activating this force field is a swift action.</li><li>Radiation detector on the right wrist.</li><li>Custom veemods in the visor grant a +10 bonus on Perception checks, low light vision, darkvision up to 120 feet, and all-around vision.</li></ul><p class=\"stat-block\">Rumors persist of variant forms of powered armor, including suits sized for giants or that can function as vehicles for multiple creatures.</p>",
"_import_path": "technology_guide/item/armor"
}
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