Pulse ArmorCreated with materials harvested from a pulsar, this highly magnetic heavy armor attracts physical weapons to its surface and uses those weapons to carry a stunning charge. Pulse armor is black with a metallic sheen, and it has specks of sparkling dust on its surface. It’s always molded for a specific user; pulse armor found secondhand (such as when it’s looted from the body of its original owner) must always be adjusted before it can be worn (Core Rulebook 196). When you’re wearing pulse armor and are hit by a melee weapon that inflicts bludgeoning, piercing, or slashing damage, you can take a reaction to activate the armor’s charge. When you do, the creature who hit you must succeed at a Fortitude save (DC = 10 + 1/2 the armor’s item level + your key ability modifier) or be dazed for 1 round. Once you’ve used the pulse, you can’t use it again until you’ve rested 10 minutes to regain Stamina Points; alternatively, you can spend 1 Resolve Point to recharge it immediately. Source Starfinder #44: Allies Against the Eye pg. 42 Level 20; Price 886,500; Category Heavy EAC Bonus +25; KAC Bonus +26; Max. Dex Bonus +6 Armor Check Penalty —; Speed Adjustment — Upgrade Slots 5; Bulk 2 Source Starfinder #44: Allies Against the Eye pg. 42 Level 8; Price 9,400; Category Heavy EAC Bonus +11; KAC Bonus +13; Max. Dex Bonus +4 Armor Check Penalty -2; Speed Adjustment –5 ft. Upgrade Slots 1; Bulk 2Source Starfinder #44: Allies Against the Eye pg. 42 Level 12; Price 37,500; Category Heavy EAC Bonus +15; KAC Bonus +17; Max. Dex Bonus +5 Armor Check Penalty -2; Speed Adjustment –5 ft. Upgrade Slots 3; Bulk 2Source Starfinder #44: Allies Against the Eye pg. 42 Level 16; Price 177,300; Category Heavy EAC Bonus +21; KAC Bonus +24; Max. Dex Bonus +5 Armor Check Penalty -1; Speed Adjustment –5 ft. Upgrade Slots 3; Bulk 2
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