Clockwork Armor

Price 33,350 gp; Slot armor; CL 11th; Weight 60 lbs.; Aura moderate transmutation
== DESCRIPTION ==
This suit of +2 field plate is composed of durable plates of steel layered over an intricate framework of gears, springs, and pistons that move with mechanical precision. A suit of clockwork armor requires a special winding key to function; this key is created as part of making a suit of clockwork armor.
In order to function, a suit of clockwork armor must be fully wound as a full-round action. Once fully wound, a suit of clockwork armor functions for 4 hours. If a suit of clockwork armor is not fully wound, its gears grind to a halt and it imposes double its normal armor check penalty and a –2 penalty to its wearer’s Strength and Dexterity scores. Donning or removing a suit of unwound clockwork armor requires 10 minutes.
When fully wound, a suit of clockwork armor can be donned or removed as a full-round action that provokes attacks of opportunity. It grants the wearer a +4 temporary enhancement bonus to Strength and Constitution, and its weight does not count against the wearer’s total encumbrance. A single crossbow or firearm sized appropriately for the wearer can be added to the armor with a successful DC 20 Craft (armorer) check. Such a weapon can be fired once as a standard action by the wearer, then automatically reloads itself in 2d4 rounds, as long as the wearer has the appropriate ammunition in his gear.
=== CONSTRUCTION REQUIREMENTS ===
Cost 17,350 gp; Feats Craft Magic Arms and Armor; Spells animate objects
== Clockwork Armor (Pathfinder 2E): ==
Item Level: 10 
Price: 9000 gp 
Category: Medium or Heavy Armor 
Bulk: L 
Usage: Worn
=== Description: ===
This intricately crafted suit of +2 field plate armor is a marvel of mechanical precision and engineering. Layers of durable steel plates are expertly fused with a complex framework of gears, springs, and pistons, providing both enhanced protection and remarkable flexibility.
=== Activation: ===
To activate the clockwork mechanism within the armor, the wearer must engage in a full-round action to wind the armor using a special winding key (included with the armor). Once fully wound, the armor remains active for 4 hours before requiring rewinding.
=== Effects: ===
When the Clockwork Armor is fully wound, the wearer gains the following benefits:
* +4 temporary enhancement bonus to Strength.
* +4 temporary enhancement bonus to Constitution.
* The wearer's weight does not count against their total encumbrance.
* Armor check penalty is reduced by 2.
* The wearer can add a single crossbow or firearm (sized appropriately for the wearer) to the armor. The wearer can fire this weapon as a standard action once per round. The weapon automatically reloads itself in 2d4 rounds, as long as the wearer has appropriate ammunition in their gear.
=== Activation and Removal: ===
Fully donning or removing the Clockwork Armor while it is fully wound is a full-round action that provokes attacks of opportunity. If the armor is not fully wound, donning or removing it requires 10 minutes.
=== Special: ===
If the wearer is proficient with both medium and heavy armor, the Clockwork Armor can be chosen to be either medium or heavy armor when created.
Crafting Requirements: Feats: Craft Magical Arms and Armor Skills: Craft (armorer) DC 20 Materials: A set of +2 field plate armor, clockwork components, and a specially crafted winding key.