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.

Sci-shield Unit

Source Tech Revolution pg. 55
Item Level 5; Price 3,450
EAC Bonus 10; KAC Bonus 11
Max Dex Bonus 2; Armor Check Penalty -3; Speed 25 ft.
Strength 16 (+3); Damage 1d10 P; Size Large (5-ft. reach)
Capacity 40; Usage 1/hour
Weapon Slots 1; Upgrade Slots 3; Bulk 37
Sci-shield units protect scientists conducting dangerous fieldwork. The suit excels at deflecting radiation (granting protection against radiation as if it were item level 7). A biohacker or mechanic wearing a sci-shield unit treats their class level as two higher than normal for the purpose of determining the range of their custom microlab and remote hacking class features.