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.

Swarm Carapace

Source Tech Revolution pg. 55
Item Level 12; Price 41,200
EAC Bonus 17; KAC Bonus 20
Max Dex Bonus 3; Armor Check Penalty -3; Speed 30 ft., climb 30 ft., fly 40 ft. (poor)
Strength 24 (+7); Damage 3d6 S or P; Size Large (10-ft. reach)
Capacity 20; Usage 1/hour
Weapon Slots 3; Upgrade Slots 2; Bulk 35
This biomechanical armor is grown from Swarm remains, assisting its wearer in infiltrating Swarm hives for targeted strikes. A swarm carapace can use its weapon slots to mount both melee and ranged weapons. The wearer gains telepathy that they can use only to communicate with Swarm creatures, can use Disguise to take the appearance of a Swarm creature without any DC modifiers for imitating a different creature type, and is treated as a Swarm creature for the purpose of fulfilling other Swarm creatures’ Swarm mind abilities (though the wearer does not gain the benefits of Swarm mind). A shirren wearer reduces the armor’s armor check penalty to –2.