Clockwork Armor

Suit Clockwork Armor

* A single crossbow or firearm sized appropriately for the wearer can be added to the armor

### Cost to buy

33,350 gp

**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.