Xenotech (3.5e Equipment)

Summary::Xenotech weapons and armor come from worlds beyond the stars, they are extremely complex and are nigh indestructible

The xenotech template can be added to any suit of armor, shield, or weapon crafted by a creature with the xenotheric subtype. They represent a strange mix of technology, magic and psionic often referred as xeno-sorcery. Unlike many other items they are able to function even in dead magic zone for a time at the expnse of precious bio-energy charges.

Requirements
The creator of a xenotech item must have the xenotheric template. It is possible for a creature with 10 or more ranks in Knowledge (Xeno) to craft a xenotech weapon, as long as she has an xenotech item of the same type to use as reference (a xenotech melee weapon for melee weapon, a xenotech suit of heavy armor for heavy armor and etc).

Xenotech Armor and Shields
The xenotech template can be added to any suit of armor or shield. The armor often take a highly technological apparence, but depending on the alien who crafted the suit could also take the appearance of a geiger-esque suit of armor.

Cost: 50,000 gp

Affinities: Unlike normal items template, xenotech armor and shield do not have affinities.

Special: Xenotech armor and shields can only be worn by xenotheric creature, xenoblooded creature or a creature with at least 10 or more rank in knowledge (xeno). Xenotech armor and shield provide a shield (see below). Additionally while in a dead magic zone or an anti-magic field the wearer may spend one bio-energy charge to keep any magical or psionic enhancement on the armor active for 1 round as a free action during her turn. On the downside xenotech armor and shields require one fusion cell to function, if the shield is ever depleted the cell has a 10% chance of overloading requiring it to be replaced. Replacing a fusion cell is a full-round action.

The shield granted by a suit of xenotech armor grant a +3 deflection bonus to AC. A shield granted by a xenotech shield grant a +2 deflection bonus to AC. If both a suit of xenotech armor and shield is worn the shield grant a +6 deflection bonus instead and become a hard shield with an hardness of 5.

Xenotech armor and shields are nearly indestructible, tripling their hardness and hit points. The hardness of a xenotech item cannot be completely bypassed, if an effect would bypass it hardness it is halved instead.

Xenotech Weapons
Xenotech weapons are very unusual looking, obviously technological and yet often looking rather plain. Although the appearance of the weapon vary greatly on who crafted it.

Cost: 50,000 gp

Affinities: Unlike normal items template, xenotech armor and shield do not have affinities.

Special: A xenotech weapon project a powerful forcefield alongside it edge/impact points/ammunition that weaken matter, allwoing it to completely bypass hardness (with the exception of the hardness of other xenotech weapon, armor and shield) and damage reduction (with the exception of DR/-). Xenotech weapons aslo tend to form bonds with their wielders, making them impossible to disarm or remove from the wearer without her consent. Additionally the weapon can be absorbed by the wielder's body, granting a +40 bonus on sleight of hand checks made to conceal it and allowing it wielder to draw and sheathe the weapon as a free action. On the downside xenotech weapons require one fusion cell to function.

Xenotech weapons are nearly indestructible, tripling their hardness and hit points. The hardness of a xenotech item cannot be completely bypassed, if an effect would bypass it hardness it is halved instead.