Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Armor | Shields | Weapons
Artifacts | Augmentations | Creature Companions | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers (Augmentations) | Manufacturers (Weapons) | Other Items | Special Materials

Light Armor | Heavy Armor | Powered Armor
Armor Upgrades

Powered Armor

Unlike light and heavy armor, powered armor requires its own battery, and comes with a fully charged battery at purchase. Powered armor uses the same type of batteries as other items, including charged weapons, and the battery for a suit of powered armor can be recharged as normal using a generator or recharging station (see page 234), or it can be replaced with a new battery when spent (see Table 7–9: Ammunition for battery pricing).
Click here for the remaining rules on Powered Armor.

Obsidian Mask (Hybrid)

Source Tech Revolution pg. 55
Item Level 20; Price 875,000
EAC Bonus 28; KAC Bonus 30
Max Dex Bonus 3; Armor Check Penalty -3; Speed 30 ft.
Strength 30 (+10); Damage 4d10 S; Size Large (10-ft. reach)
Capacity 20; Usage 1/hour
Weapon Slots 5; Upgrade Slots 4; Bulk 32
These ominous suits of armor resemble faceless statues of black glass that reflect light in ominously unpredictable ways. When activated, the armor’s eerie reflections twist and writhe, granting the wearer the alien presence universal creature ability with a range of 120 feet (DC = 20 + the wearer’s Charisma modifier), giving onlookers the confused condition for 1d4 rounds. The wearer isn’t immune to the armor’s unsettling effects; the first time the wearer dons or activates the armor in a 24-hour period, they are exposed to the curse of the zealous.