Clockwork armor : errata ?


Rules Questions


clockwork armor :
This suit of +2 field plate is composed of durable plates of steel layered over an intricate framework of gears, springs, and pistons that move with mechanical precision. A suit of clockwork armor requires a special winding key to function; this key is created as part of making a suit of clockwork armor.
In order to function, a suit of clockwork armor must be fully wound as a full-round action. Once fully wound, a suit of clockwork armor functions for 4 hours. If a suit of clockwork armor is not fully wound, its gears grind to a halt and it imposes double its normal armor check penalty and a –2 penalty to its wearer’s Strength and Dexterity scores. Donning or removing a suit of unwound clockwork armor requires 10 minutes.
When fully wound, a suit of clockwork armor can be donned or removed as a full-round action that provokes attacks of opportunity. It grants the wearer a +4 temporary enhancement bonus to Strength and Constitution, and its weight does not count against the wearer’s total encumbrance. A single crossbow or firearm sized appropriately for the wearer can be added to
the armor with a successful DC 20 Craft (armorer) check. Such a weapon can be fired once as a standard action by the wearer,then automatically reloads itself in 2d4 rounds, as long as the wearer has the appropriate ammunition in his gear.

Hello, I ask myself if it's not an error for the enhancement bonus :
+4 temporary enhancement bonus to Strength and Constitution

I won't be instead +4 temporary enhancement bonus to Strength and Dexterity as there are –2 penalty to its wearer’s Strength and Dexterity scores if the clockwork armor is not fully wound ?

What means fully wound ? The character must turn a "key" as a spring device ?

Thanks for your future help.


To wind the armor, you must turn the special winding key (a full-round action). This makes it fully wound, and it gives you the bonuses for four hours.

The Dex / Con thing probably isn't a mistake.


The way I'm reading it, you fully wind it as a full-round action, and for the next four hours it grants you a +4 bonus to strength and constitution and some other stuff. After that, the armor 'powers down', doesn't grant the bonuses any more, and imposes some other penalties. It seems to be quite clear.

Admittedly, 'fully wound' is a bit of a vague term, because in those four hours it'll slowly be wound less, logically. But the armor functioning for four hours and then powering down does seem like a reasonable function of the armor.

On the part of winding, it seems like you have to insert a key and wind it as a full-round action; sort of like you see with old cars sometimes. I do wonder where the 'key port' is. Can you yourself stick it in your chest and start winding? That would look amusing.

I hope this makes it a bit more clear! Also, thank you for bringing my attention to this armor, this has been something I've been wanting for a bit ;)

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