BisectedBrioche
2007-10-14, 01:50 PM
MARK IV Hazardous Environment Suit
Value: 100,000gp
The HEV suit is an orange suit of full platemail +5 armour, minus the helmet. It has the following abilities;
Energy Armour The suit has a store of 100 units of energy. Every time the wearer takes damage half of the damage instead drains units of energy instead of hp. For example 30 points of damage will take away 15hp and 15 points of energy. If the suit is exposed to shock energy then the suit's energy is restored and none of the damage is blocked (1 point of damage = 1 unit of energy). A friendly caster can release a spell which does shock damage slowly to restore the suit without harming the wearer.
Antidote The wearer recieves +5 to saves against secondary (not primary) damage from poisons.
Administering Morphine The wearer gains the Ferocity (Ex) ability. They may fight without penalty even while disabled or dying.
Zoom The wearer gains the use of a small telescope which may be used or put away as a free action.
Flashlight As a swift action the user may shine a light 30 feet ahead, iluminating all in a strait line. The suit has a small internal power supply which lasts 10 rounds, it is able to restore 2 rounds worth of energy every round it is disabled.
Long Jump Module This is a separate arifact worth 10,000gp. If added to the suit the wearer gains +10 to jump checks and need only move 5 feet to make a running jump.
Sprint Module The wearer may run without penalty, draining two of the flashlights 10 charges per round. If they run out the normal rules for running apply.
Air Supply This works the same as the sprint module but applies to holding breath under water.
Comments/criticisms?
Value: 100,000gp
The HEV suit is an orange suit of full platemail +5 armour, minus the helmet. It has the following abilities;
Energy Armour The suit has a store of 100 units of energy. Every time the wearer takes damage half of the damage instead drains units of energy instead of hp. For example 30 points of damage will take away 15hp and 15 points of energy. If the suit is exposed to shock energy then the suit's energy is restored and none of the damage is blocked (1 point of damage = 1 unit of energy). A friendly caster can release a spell which does shock damage slowly to restore the suit without harming the wearer.
Antidote The wearer recieves +5 to saves against secondary (not primary) damage from poisons.
Administering Morphine The wearer gains the Ferocity (Ex) ability. They may fight without penalty even while disabled or dying.
Zoom The wearer gains the use of a small telescope which may be used or put away as a free action.
Flashlight As a swift action the user may shine a light 30 feet ahead, iluminating all in a strait line. The suit has a small internal power supply which lasts 10 rounds, it is able to restore 2 rounds worth of energy every round it is disabled.
Long Jump Module This is a separate arifact worth 10,000gp. If added to the suit the wearer gains +10 to jump checks and need only move 5 feet to make a running jump.
Sprint Module The wearer may run without penalty, draining two of the flashlights 10 charges per round. If they run out the normal rules for running apply.
Air Supply This works the same as the sprint module but applies to holding breath under water.
Comments/criticisms?