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* 50 % [[SRD:Fortification|fortification]] against [[SRD:Critical Hit|critical hits]].
 
* 50 % [[SRD:Fortification|fortification]] against [[SRD:Critical Hit|critical hits]].
* '''''{{Anchor|Customizable}}:''''' [[SRD:Construct Type|Constructs]] of the gear subtype are heavily customizable. A gear's body can be upgraded or outfitted with different armor packages, utilities and grafts to suit the particular gear's needs, and is considered a suit of [[SRD:Masterwork Armor|masterwork]] armor for the purpose of magical enhancement. A gear gets a [[Reinforced Plating (3.5e Creature Ability)|reinforced plating]] bonus equal to half its body's magical [[SRD:Enhancement Bonus|enhancement]] bonus to [[SRD:Armor Class|AC]], rounded up. A complete list of armor types can be found here (link to come)
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* '''''{{Anchor|Customizable}}:''''' [[SRD:Construct Type|Constructs]] of the gear subtype are highly customizable. A gear's body can be upgraded or outfitted with different armor packages, utilities and grafts to suit the particular gear's needs, and is considered a suit of [[SRD:Masterwork Armor|masterwork]] armor for the purpose of magical enhancement. A gear gets a [[Reinforced Plating (3.5e Creature Ability)|reinforced plating]] bonus equal to half its body's magical [[SRD:Enhancement Bonus|enhancement]] bonus to [[SRD:Armor Class|AC]], rounded up. A complete list of armor types can be found here (link to come)
 
** ''Modules:'' Modules are additions to a gear's functionality, giving it more options in battle or aiding it in fulfilling its duties. Any gear, regardless of size or shape, has four module spaces or slots; one body slot, two utility slots and one head slot. Modules are generally unintrusive, although heavier modules may create minor drawbacks, such as an increased [[SRD:Armor Check Penalty|armor check penalty]] or a slightly reduced movement speed. A complete list of modules can be found here (link to come).
 
** ''Modules:'' Modules are additions to a gear's functionality, giving it more options in battle or aiding it in fulfilling its duties. Any gear, regardless of size or shape, has four module spaces or slots; one body slot, two utility slots and one head slot. Modules are generally unintrusive, although heavier modules may create minor drawbacks, such as an increased [[SRD:Armor Check Penalty|armor check penalty]] or a slightly reduced movement speed. A complete list of modules can be found here (link to come).
 
** ''Grafts:'' Grafts represent a higher degree of customization than modules, but also carry a much greater drawback. In order to mount a graft, a gear sacrifices one of its utility module slots, and incurs penalties according to the type of graft. A gear with a graft may lose the use of an arm, or may be rendered enable to run or jump. A complete list of grafts can be found here (link to come).
 
** ''Grafts:'' Grafts represent a higher degree of customization than modules, but also carry a much greater drawback. In order to mount a graft, a gear sacrifices one of its utility module slots, and incurs penalties according to the type of graft. A gear with a graft may lose the use of an arm, or may be rendered enable to run or jump. A complete list of grafts can be found here (link to come).

Revision as of 23:44, 11 September 2009

Created By
Sulacu (talk)
Date Created: March 10, 2008
Status: Completed
Editing: Please feel free to edit constructively!

Gear Subtype

This subtype pertains to the 'Gear' family of constructs, beings of gears and clockwork that give them certain strengths and weaknesses..

Traits

The traits listed here override the base Construct traits wherever applicable.

  • 50 % fortification against critical hits.
  • Customizable: Constructs of the gear subtype are highly customizable. A gear's body can be upgraded or outfitted with different armor packages, utilities and grafts to suit the particular gear's needs, and is considered a suit of masterwork armor for the purpose of magical enhancement. A gear gets a reinforced plating bonus equal to half its body's magical enhancement bonus to AC, rounded up. A complete list of armor types can be found here (link to come)
    • Modules: Modules are additions to a gear's functionality, giving it more options in battle or aiding it in fulfilling its duties. Any gear, regardless of size or shape, has four module spaces or slots; one body slot, two utility slots and one head slot. Modules are generally unintrusive, although heavier modules may create minor drawbacks, such as an increased armor check penalty or a slightly reduced movement speed. A complete list of modules can be found here (link to come).
    • Grafts: Grafts represent a higher degree of customization than modules, but also carry a much greater drawback. In order to mount a graft, a gear sacrifices one of its utility module slots, and incurs penalties according to the type of graft. A gear with a graft may lose the use of an arm, or may be rendered enable to run or jump. A complete list of grafts can be found here (link to come).



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