Header

Advertisement

Tech Items

January 11th, 2016

Josh Zaback

Magic Market Archive

This being Technology Week, I’ve decided to make some great new technological magic items for this week’s Magic Market. The following weapon, armor, and shield are perfect for the fantasy warrior living in a technology world. Perhaps this gear was harvested from an alien ship or crafted by a mad genius… who knows? Enjoy.

 

OMNI SUIT                                        PRICE 75,650 gp
Slot armor; CL 5th; Weight 50 lbs.
Capacity 10; Usage 1 charge per minute; Aura faint transmutation

This suit of deep grey armor is made from interlocking plates that fit tighter and move more smoothly than any forged suit of armor could hope to replicate. Small buttons on the inside of the gauntlets activate a number of special functions of the armor.
This suit of +5 full plate can be used as such without consuming any of this item’s charges. As a swift action, you can activate one of the following abilities for the armor by spending one charge per minute. The ability can be ended with another swift action.
Defense: The armor plates adjust to be stiffer and more protective, and small robotic gears move them to intercept incoming blows, granting you a further +2 armor bonus to AC, but reducing your movement speed by half (rounded up).
Agility: The armor plates in the feet and legs spring to life, increasing your speed and athleticism. Your land, climb, and swim speeds are each doubled, and you gain a +5 bonus on Climb checks and Swim checks so long as this feature of the armor is activated. Because the legs of the armor are busy enhancing your movement, you suffer a –2 penalty to AC against attacks of opportunity caused by movement.
Power: The armor plates in the arms reach forward whenever you are about to strike, granting you a +1 bonus on attack and damage rolls with melee weapons and natural attacks. Because of the way the armor moves, you suffer a –1 penalty to AC while you are using this function. 
None of an omni suit’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +5-equivalent armor for the purposes of the cost of further improving its magical abilities.

Construction Requirements       Craft DC 15; Cost 38.650 gp

Craft Technological Arms and Armor, graviton lab, expeditious retreat, jump, water breathing

 

PLASMA PLUME SHIELD             PRICE 35,170 gp
Slot armor; CL 3rd; Weight 50 lbs.
Capacity 10; Usage 1 charge; Aura faint transmutation

This +3 heavy steel shield is large for its size and contains several extra chambers that generate supercharged, ionized gas that can be released with the push of a button, conveniently located on the shield’s handle.
These +3 heavy steel shields always function as such and consume no capacity to do so. Additionally, as a standard action, you can push a button on the back of the shield to unleash one or more bursts of plasma in a 60-foot line. All characters in the line suffer 4d6 points of fire and electricity damage, or half that amount on a successful Reflex save (DC 12). You can fire any number of lines in this way, but each line consumes 1 charge. Additionally, you may activate this ability as a free action whenever you successfully deliver a shield bash with the plasma plume shield, but only to unleash a single line.
None of a plasma plume shield’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +3-equivalent shield for the purposes of the cost of further improving its magical abilities.

Construction Requirements       Craft DC 13; Cost 17,670 gp

Craft Technological Arms and Armor, graviton lab, scorching ray

 

SHOCK LANCE                                                PRICE 18,310 gp
Slot none; CL 5th; Weight 7 lbs.
Capacity 10; Usage 1 charge/round; Aura faint evocation

This heavy metal rod is capped with double prong, laced with a purple charge of electricity. A blend of magic and technology, these weapons are reliable for both mounted soldiers and spacefaring infantry.
These +1 shocking lances can always be used as such without consuming any charges. As a free action, you can activate the lance for 1 round by spending 1 charge. If you do, the lance's reach is increased by an additional 5 feet, and it deals an additional 2d6 points of electricity on a successful hit. Finally, if the attack is successful, the target must succeed on a Fortitude save (DC = 10 + the amount of electricity damage suffered in this way) or be dazed for 1 round. Even on a successful saving throw, the target is staggered for 1 round.
None of a shock lance’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +2-equivalent weapon for the purposes of the cost of further improving its magical abilities.

Construction Requirements       Craft DC 15; Cost 9,310 gp

Craft Technological Arms and Armor, production lab, lightning bolt