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Heavy M-Tek Armor

Heavy M-Tek ArmorAn upgraded magitek armor built with an integrated CPU to think for itself and learn. This magitek armor comes with extra offensive and defensive capabilities.

Heavy M-Tek Armor (CR 9)

XP 6,400
N Large Construct (Machina)
Init +5; Senses Darkvision 120 ft., low-light vision, superior optics; Perception +20

DEFENSE

AC 22, touch 10, flat-footed 21 (+1 dex, +12 natural, -1 size)
hp 105 (12d10+30), Force Field (60 hp, fast healing 12)
Fort +9, Ref +8, Will +8
Hardness 10, resilient; Immune Construct traits
Weakness Critical hits and Lightning

OFFENSE

Speed 30 ft.
Melee 2 Claws +18 (1d8+7)
Ranged Integrated Laser Rifle +12 touch (2d10 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks Combined Arms, Magitek Barrier, Mini Rockets, Tek Laser

STATISTICS

Str 24, Dex 13, Con -, Int 14, Wis 13, Cha 1
Base Atk +12; CMB +20; CMD 31 (can’t be tripped)
Feats Alertness, Combat Reflexes, Deadly Aim, Great Fortitude, Improved Initiative, Point-Blank Shot, Precise Shot
Skills Climb +10, Perception +20, Sense Motive +16
Languages Common + two more

SPECIAL ABILITIES

Combined Arms (Ex)

As part of a full-attack action, a heavy m-tek armor can attack with both melee and ranged integrated weapons.

Force Field (Ex)

A heavy m-tek armor is sheathed in a thin layer of shimmering energy that grants it 60 bonus hit points. All damage dealt to a heavy m-tek with an active force field is reduced from these hit points first. As long as the force field is active, the heavy m-tek is immune to critical hits. A heavy m-tek’s force field has fast healing 12, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours

Integrated Laser Rifle (Ex)

A heavy m-tek armor has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d10 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat.

Magitek Barrier (Su)

Once every 1d2 rounds, a heavy m-tek armor can put up a green barrier thereby gaining the effects of Protect and Reflect for 3 rounds. Blue mages may learn this ability as a 5th level spell (Knowledge: Engineering or Technology DC 25).

Mini Rockets (Ex)

As a standard action, a heavy m-tek armor can fire a rocket to a range of 400 feet. A rocket explodes on impact in a 30- foot-radius burst, dealing 3d6 points of fire damage and 3d6 points of bludgeoning damage to all creatures in the area (Reflex DC 18 halves). A heavy m-tek armor carries a maximum of five mini rockets. Its core can replenish fired rockets at the rate of one per 6 hours, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based.

Resilient (Ex)

Heavy m-tek armor receive a +3 racial bonus on all saving throws.

Superior Optics (Ex)

Heavy m-tek armor see invisible creatures and objects as if they were visible.

Tek Laser (Su)

Once every 1d4 rounds and as a standard action, a heavy m-tek armor can fire a blue blast from its chest in a 30-ft.-cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex save (DC 16) for half damage. Those failing the Reflex save must make a Fortitude save (DC 16) or be stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Engineering or Technology DC 23).