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Xenotech (3.5e Equipment)

40 bytes added, 00:28, 21 December 2013
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'''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 (3.5e Creature Ability)|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 (3.5e Equipment)|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 (3.5e Equipment)|fusion cell]] is a full-round action.
The [[Shield (3.5e Creature Ability)|shield]] granted by a suit of xenotech armor grant a +3 deflection bonus to AC. A v [[Shield (3.5e Creature Ability)|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 (3.5e Creature Ability)|shield]] grant a +6 defelction bonus instead and become a hard shield with an hadrness 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.

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