The following are new rules for wearing constructs as armor. The cost has been updated to be 700,000 gold as this is much stronger than the original rules put in place. You may still use the original rules and pricing if you wish.
- Armor Type: Constructs of CR 8 or lower are treated as light armor, 9-18 as medium, and 19+ as heavy armor. If it counts as light armor, the wearer gains a +4 bonus against any mind-effecting effects, as well as anything that could cause bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, stunning, ability damage, ability drain, fatigue, exhaustion, energy drain, and nonlethal damage. This becomes +8 if medium or immunity if heavy.
- Armor Bonus: The wearer gains an armor bonus to AC equal to the construct's natural armor bonus.
- Maximum Dexterity bonus: The wearer's maximum dex bonus to AC is equal to the construct's Dex bonus (minimum +0)
- Temporary HP: You gain an amount of Temporary HP equal to the construct's HP.
- Defenses: You gain any DR, resistances, immunities, or other defensive abilities the construct has while wearing it. Fast healing or regeneration is NOT conferred to the wearer.
- Offenses: You gain any natural or special attacks that the construct has (such as both the slam and cannon attacks from a cannon golem).
- Special Material: If a construct is made of a specific material (such as a mithral golem), you gain the benefits of wearing armor made of that material.
- Enchanting: Construct armor requires double the amount of gold to enchant. Double this again if the construct is usually immune to magic.