Construct Armor

The following are new rules for wearing constructs as armor. The cost has been updated to be 700,000 gold as this is much stronger than the original rules put in place. You may still use the original rules and pricing if you wish.

* **Armor Type:** Constructs of CR 8 or lower are treated as light armor, 9-18 as medium, and 19+ as heavy armor. If it counts as light armor, the wearer gains a +4 bonus against any mind-effecting effects, as well as anything that could cause bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, stunning, ability damage, ability drain, fatigue, exhaustion, energy drain, and nonlethal damage. This becomes +8 if medium or immunity if heavy.
* **Armor Bonus:** The wearer gains an armor bonus to AC equal to the construct's natural armor bonus.
* **Maximum Dexterity bonus:** The wearer's maximum dex bonus to AC is equal to the construct's Dex bonus (minimum +0)
* **Temporary HP:** You gain an amount of Temporary HP equal to the construct's HP.
* **Defenses:** You gain any DR, resistances, immunities, or other defensive abilities the construct has while wearing it. Fast healing or regeneration is NOT conferred to the wearer.
* **Offenses:** You gain any natural or special attacks that the construct has (such as both the slam and cannon attacks from a cannon golem).
* **Special Material:** If a construct is made of a specific material (such as a mithral golem), you gain the benefits of wearing armor made of that material.
* **Enchanting:** Construct armor requires double the amount of gold to enchant. Double this again if the construct is usually immune to magic.

### Virtual Intelligence Supplementary Integration Overhaul Network

In certain scenarios, such as a creature possessing the construct somehow, the construct armor being made an intelligent item, or an AI being uploaded to the construct, the Armor can grant additional abilities to the wearer. Regardless, they gain an ego score using the rules for intelligent items. As normal with those rules, the VI may refuse to grant some or all of these benefits to the wearer if they do not follow the VI's ideals or motivations, or their special purpose, if applicable. In extreme circumstances, they may even grant the wearer penalties equal to their intelligence modifier until the behavior is corrected or the wearer doffs the item.

* **Initiative:** The wearer gain a bonus on initiative checks equal to the VI's intelligence modifier.
* **Senses:** The wearer is granted all-around vision, and any other senses the VI possesses.
* **Skills:** The wearer gains all of the base VI’s skill ranks as bonus skill ranks. These bonus skill ranks do not stack with skill ranks the wearer already has; use the higher of the two for each skill.
* **Feats:** While worn, the wearer gains all of the VI's feats as bonus feats.
* **Special:** The wearer can use any special abilities the VI would be able to use, such as spellcasting for an intelligent item with a special purpose or the Frightful Moan ability of a ghost possessing it.
* **Focus:** The wearer gains a pool of Focus equal to the VI's ego score. By spending a point of focus as a swift action, they can add the VI's intelligence modifier to one of the following as a circumstance bonus: Attack rolls, Armor Class, CMB and CMD, skill checks, or a single type of saving throw. This bonus lasts for 1 round per 2 HD the wearer has, or until another point is spent. By spending 2 points, this can be changed as an immediate action.