|Date Created:||March 10, 2008|
|Editing:||Please feel free to edit constructively!|
Gear Subtype Edit
[[Summary::This subtype pertains to the 'Gear' family of constructs, beings of gears and clockwork that give them certain strengths and weaknesses.]]
The traits listed here override the base Construct traits wherever applicable.
- Gear Body: The Gear Body type is so similar in structure to living creatures that they can drop below 0 hit points, entering maintenance mode. This functions exactly like dropping below 0 hit points for a living creature, but requires a craft check for stabilization instead of a heal check. The amount of negative hit points the unit can survive can be calculated based on it's Reinforced Plating bonus as a substitute for a constitution modifier. The Gear cannot exit maintenance mode during this time, although it can stabilize itself. Maintenance mode functions as though the unit is unconscious and dying.
- 50 % fortification against critical hits.
- Customizable: Constructs of the gear subtype are highly customizable. A gear's body can be upgraded or outfitted with different armor packages, utilities and grafts to suit the particular gear's needs, and is considered a suit of masterwork armor for the purpose of magical enhancement. A gear gets a reinforced plating bonus equal to half its body's magical enhancement bonus to AC, rounded up. See Gear Customization for a complete list of upgrades available to Gears.
- Modules: Modules are additions to a gear's functionality, giving it more options in battle or aiding it in fulfilling its duties. Any gear, regardless of size or shape, has four module spaces or slots; one body slot, two utility slots and one head slot. Modules are generally unintrusive, although heavier modules may create minor drawbacks, such as an increased armor check penalty or a slightly reduced movement speed.
- Grafts: Grafts represent a higher degree of customization than modules, but also carry a much greater drawback. In order to mount a graft, a gear sacrifices one of its utility module slots, and incurs penalties according to the type of graft. A gear with a graft may lose the use of an arm, or may be rendered enable to run or jump.
Creatures with the Gear Subtype Edit
The following creatures have the gear subtype:
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