Gear (3.5e Subtype)/Gear Customization

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Gear Customization

Customizations represent the tally of base improvements that the gear has made to its original template body.

Armor

Armor upgrades represent the body's defense as a whole and deal primarily with toughness, resistance and physical defense. Armor and Body upgrades are handled in a similar fashion to armor and magical enhancements of armor. Base body models come in three types. At any rate, a gear actua's bodywork is treated as masterwork armor.

  • Light Armor: This standard light armor package is the gear actua's production default. Most actua are first assembled with light armor. It bestows a +3 AC bonus with unlimited maximum Dexterity bonus, an armor check penalty of 0 and an arcane spell failure chance of 0%. The gear actua light armor package does not count as armor for the sake of class features that require the user to be unarmored (such as the monk's AC bonus). Value 0 gp (standardly for free at 1st level); weight 10 lb.
  • Medium Armor: Afforded to the gear actua that are assigned as peacekeepers in law enforcement or work in hazardous environments are most often equipped with this standard medium armor package. It grants the unit a +5 AC bonus with a maximum Dexterity bonus of +5, an armor check penalty of -3 and an arcane spell failure chance of 15%. Value 1,200 gp; weight 25 lb.
  • Heavy Armor: Usually reserved for gear actua that are deployed in the militant faction, units from the United Solips Armed Forces and from the Frenzy Suppression Force, a special agency devoted to hunting down and exterminating frenzying and malfunctioning units, this standard heavy-duty armor package offers maximum protection. On top of granting a +7 AC bonus with a maximum Dexterity bonus of +3, an armor check penalty of -5 and an arcane spell failure chance of 25%, the gear actua's standard heavy armor also bestows the unit with an effective +1 reinforced plating bonus. Value 4,500 gp; weight 40 lb.

It is possible to apply material traits to a Gear Actua's body armor. The price, numerical statistics (and weight, when applicable) change according to the weight category of the armor and the material chosen.

Modules

Body upgrades represent specific special qualities that the actua can choose from in order to better attune to the task he is given. They can be likened to special enhancements for armor. Each of a gear actua's body enhancements have a value in enhancement bonus points. The price of their body upgrades is then subsumed in the price of their armor upgrades and equals the price of their body armor with an effective enhancement bonus of that of the armor enhancement and body upgrades combined (to a maximum of +10 total, same as armor). In order for a Gear Actua's body to be able to receive upgrades, his armor must have a minimum enhancement bonus of +1. For special abilities that increase the base cost by +3 or higher, the gear's armor must have an enhancement bonus of +2 or higher, and for special abilities that cumulatively increase the base cost increase to +5 bonus, the gear's armor must have an enhancement bonus of +3 or higher.

  • Close Combat Module: This module increases the base damage of the gear's slam attacks to 1d8. If the unit moves no more than a 5-foot step during his turn, he receives a +10 competence bonus to resist a grapple, as well as to any ability check made to defend against a bull rush, overrun or trip attempt. This bonus lasts until the start of his next turn. Price +1 bonus.
  • Deflection Array: This module allows the unit to add his body armor's enhancement bonus (but not his armor bonus) to his armor class against touch attacks, including incorporeal touch attacks. Price +1 bonus.
  • Energy Resistance, Lesser: This module laces the unit's body with appropriate protective materials, such as ceramic heat sinks in case of fire. It grants resistance 10 to one chosen energy type, or alternatively resistance 5 to three chosen energy types. Price +1 bonus. Only one instance of energy resistance of any level may be applied to an armor.
  • Energy Resistance, Moderate: This module grants resistance 20 to one chosen energy type, or alternatively resistance 10 to three chosen energy types. Price +2 bonus.
  • Energy Resistance, Greater: This module grants resistance 30 to one chosen energy type, or alternatively resistance 15 to three chosen energy types. Price +3 bonus.
  • Fortification, Light: This upgrade shields the interlocking gear linkages that mobilize the unit underneath structural fortified plates. When a critical hit or sneak attack is scored on the unit, there is a 25 % chance that the critical hit or sneak attack is negated and damage is instead rolled normally. The light fortification module increases the unit's armor check penalty by -1, lessens the maximum Dexterity bonus by -1 and increases arcane spell failure chance by 5 %. In case of the light armor package, the maximum Dexterity bonus of the light armor becomes +8. Light fortification adds 5 pounds of weight to the unit's body armor. Price +1 bonus.
  • Fortification, Moderate: Same as light fortification, but now the chance of negating a critical hit or sneak attack is 75 %, and the penalties to armor check, maximum dexterity and arcane spell failure chance are -2 and +10 % respectively. Moderate fortification requires either the medium or heavy armor package, and adds 10 pounds of weight to the unit's body armor. Price +2 bonus.
  • Fortification, Heavy: Same as light fortification, but now the chance of negating a critical hit or sneak attack is 100 %, rendering the wearer effectively immune. The penalties to armor check, maximum dexterity and arcane spell failure chance are -4 and +20 % respectively. Heavy fortification requires the heavy armor package and adds 15 pounds of weight to the unit's body armor. Price +3 bonus.
  • Jetpack: This large module is strapped to the back plating of the unit's body armor and requires the medium or heavy armor package. It respectively increases and diminishes armor check penalty and max Dexterity bonus by -2, increases arcane spell failure chance by 10 %, and adds 10 pounds to the weight of the unit's body armor. Drawing propulsion energy from the unit's internal functions and storing it, the Jetpack module allows for brief bursts of flight, granting the unit a base flight speed of 40 feet at good maneuverability. Maximum flight time is 1 minute, after which the Jet pack needs to recharge for two minutes. Price +2 bonus.
  • Obfuscation Array: This module grants the unit concealment (20 % miss chance). It is a constant effect that may be activated or deactivated as a free action. Price +1 bonus.
  • Power Armor: This module increases mobility in armor heavier than light. It decreases the body armor's armor check penalty by 2, and increases its maximum Dexterity bonus by 1. On top of this, the Power Armor module lets the unit treat his body armor as light for the purpose of his movement speed. Price +1 bonus.
  • Stealth Module: This module can render the unit and everything it carries invisible to conventional sensors, including sight and darkvision. The stealth module's effects and limitations are the same as those of the invisibility spell. Activating the invisibility effect requires a standard action and may be done at will. Deactivating it is either a free action, or it happens automatically when the unit attacks or casts a targeted spell. Price +3 bonus.

Grafts