Technology Guide | Rules | Equipment | Gear | Technological Gear | On Signals | Nanite Hypogun

Nanite Hypogun

Aura:
CLl:
Price: varies
Weight: 1 lb.

Nanite hypoguns inject specialized nanites into a creature's body to heal many sorts of physical and mental injuries. Injecting someone with a nanite hypogun requires a touch attack. Nine categories of nanite hypogun exist along the color code scale, as detailed below. All nanite hypoguns have two settings. On the primary setting, the hypogun heals an amount of hit point damage determined by its color. Each use of a hypogun on its primary setting consumes 1 charge. On the secondary setting, a dose from a nanite hypogun has a different effect determined by its color—these effects mimic specific restorative spells as indicated on the chart below. Each use of a hypogun on its secondary setting consumes 5 charges. Although they are not magical, nanite hypoguns have an effective caster level for the purposes of determining the potency of their effects as required by special circumstances (such as determining if a disease is cured, or if damage caused by a clay golem's cursed wound ability can be healed).

A nanite hypogun functions only on a living, corporeal creature. It has no effect on undead creatures whatsoever.

ColorPrimary EffectSecondary EffectCL
Brown1d8+1 healingRemove sickness1st
Black2d8+3 healingLesser restoration3rd
White3d8+5 healingRemove disease5th
Gray4d8+7 healingNeutralize poison7th
Green5d8+9 healingBreath of life9th
Red6d8+11 healingHeal11th
Blue7d8+13 healingRegenerate13th
Orange8d8+15 healingGreater restoration15th
Prismatic9d8+17 healingTrue resurrection16th
ConstructionCraft (varies)Cost (varies)
BrownDC 27500 gp
BlackDC 283,000 gp
WhiteDC 297,500 gp
GrayDC 3014,000 gp
GreenDC 3122,500 gp
RedDC 3233,000 gp
BlueDC 3345,500 gp
OrangeDC 3462,500 gp
PrismaticDC 3589,000 gp

Craft Technological Item, nanotech lab