Gear
Technological Gear
Each piece of technological gear detailed here has a full description, including a set of abbreviated statistics. This information is organized as follows.
Price
This value is the cost in gold pieces for the PCs to purchase the item—if it's available for sale. As with magic items, a technological item can be sold by PCs for half of this amount.
Slot
This is the part of the body the item must be worn on, if any. If the item's slot matches one of the existing magic item slots, wearing the item prevents the user from wearing or gaining the benefit from a magic item in the same slot.
Weight
This entry lists the weight of the item in pounds.
Capacity
This is the maximum number of charges the item can hold.
Usage
This value lists the number of charges the item consumes from its capacity each time it is activated.
Description
This section describes the gear's appearance and abilities.
Construction
This section describes the requirements that must be met for a character to craft the item. These requirements generally consist of having a feat and access to a manufacturing facility.
This is the Craft DC required to create the item. It is also the Knowledge (engineering) DC to correctly identify the item.
Cost
This amount is the cost in gold pieces to create the item. Generally, this cost is equal to half the price of the item.
On Signals
Some items, like chipfinders, commsets, and detonators, can remotely interact with other objects via signals. Signals have a maximum range set by the device. Furthermore, a signal cannot penetrate solid barriers well. A signal is blocked by 1 foot of metal, 5 feet of stone, or 20 feet of organic matter. Force fields do not block signals at all. Signal boosters and signal jammers can also affect signal range.
Technological Gear
Access and Locks | Price | Weight |
---|---|---|
Access card (brown) | 3 gp | — |
Access card (black) | 10 gp | — |
Access card (white) | 40 gp | — |
Access card (gray) | 90 gp | — |
Access card (green) | 160 gp | — |
Access card (red) | 250 gp | — |
Access card (blue) | 360 gp | — |
Access card (orange) | 490 gp | — |
Access card (prismatic) | 1,000 gp | — |
E-pick (brown) | 30 gp | 1 lb. |
E-pick (black) | 100 gp | 1 lb. |
E-pick (white) | 400 gp | 1 lb. |
E-pick (gray) | 900 gp | 1 lb. |
E-pick (green) | 1,600 gp | 1 lb. |
E-pick (red) | 2,500 gp | 1 lb. |
E-pick (blue) | 3,600 gp | 1 lb. |
E-pick (orange) | 4,900 gp | 1 lb. |
E-pick (prismatic) | 10,000 gp | 1 lb. |
Lock coder (brown) | 600 gp | 5 lbs. |
Lock coder (black) | 2,000 gp | 5 lbs. |
Lock coder (white) | 8,000 gp | 5 lbs. |
Lock coder (gray) | 18,000 gp | 5 lbs. |
Lock coder (green) | 32,000 gp | 5 lbs. |
Lock coder (red) | 50,000 gp | 5 lbs. |
Lock coder (blue) | 72,000 gp | 5 lbs. |
Lock coder (orange) | 98,000 gp | 5 lbs. |
Lock coder (prismatic) | 200,000 gp | 5 lbs. |
Batteries and Power | ||
Battery | 100 gp | 1 lb. |
Power cable | 500 gp | 1 lb. |
Power receiver | 5,000 gp | 1 lb. |
Grenades and Explosives | ||
Arc grenade | 750 gp | 1 lb. |
Atom grenade | 6,000 gp | 1 lb. |
Bang grenade | 250 gp | 1 lb. |
Bio grenade | 3,300 gp | 1 lb. |
Concussion grenade | 750 gp | 1 lb. |
Cylex | 3,600 gp | 1 lb. |
Detonator | 500 gp | 1 lb. |
EMP grenade | 750 gp | 1 lb. |
Flash grenade | 750 gp | 1 lb. |
Flechette grenade | 750 gp | 1 lb. |
Fragmentation grenade | 750 gp | 1 lb. |
Gravity grenade | 2,250 gp | 1 lb. |
Inferno grenade | 750 gp | 1 lb. |
Plasma grenade | 1,600 gp | 1 lb. |
Soft grenade | 750 gp | 1 lb. |
Sonic grenade | 1,000 gp | 1 lb. |
Zero grenade | 750 gp | 1 lb. |
Implants, Medical Devices, and Nanotech | ||
Chemalyzer | 2,500 gp | 8 lbs. |
Clonepod | 60,000 gp | 95 lbs. |
Cortex gun (mark I) | 30,250 gp | 1 lb. |
Cortex gun (mark II) | 60,500 gp | 1 lb. |
Cortex gun (mark III) | 90,750 gp | 1 lb. |
Cortex gun (mark IV) | 120,000 gp | 1 lb. |
Cortex gun (mark V) | 151,250 gp | 1 lb. |
Filter mask | 4,500 gp | 1 lb. |
Goo tube | 6 gp | 1/10 lb. |
Medlance | 500 gp | — |
Nanite canister | 500 gp | 1 lb. |
Nanite hypogun (brown) | 1,000 gp | 1 lb. |
Nanite hypogun (black) | 6,000 gp | 1 lb. |
Nanite hypogun (white) | 15,000 gp | 1 lb. |
Nanite hypogun (gray) | 28,000 gp | 1 lb. |
Nanite hypogun (green) | 45,000 gp | 1 lb. |
Nanite hypogun (red) | 66,000 gp | 1 lb. |
Nanite hypogun (blue) | 91,000 gp | 1 lb. |
Nanite hypogun (orange) | 125,000 gp | 1 lb. |
Nanite hypogun (prismatic) | 178,000 gp | 1 lb. |
Neurocam | 36,000 gp | 2 lbs. |
Skillchip (mark I) | 400 gp | — |
Skillchip (mark II) | 1,600 gp | — |
Skillchip (mark III) | 3,600 gp | — |
Skillchip (mark IV) | 6,400 gp | — |
Skillchip (mark V) | 10,000 gp | — |
Trauma pack | 1,500 gp | 5 lbs. |
Trauma pack plus | 11,250 gp | 5 lbs. |
Veemod (brown) | 200 gp | — |
Veemod (black) | 400 gp | — |
Veemod (white) | 2,500 gp | — |
Veemod (gray) | 6,000 gp | — |
Veemod (green) | 10,000 gp | — |
Veemod (red) | 12,000 gp | — |
Veemod (blue) | 20,000 gp | — |
Veemod (orange) | 30,000 gp | — |
Veemod (prismatic) | 50,000 gp | — |
Veemod goggles | 1,000 gp | — |
Other Tools and Accessories | ||
Camera | 3,000 gp | 3 lbs. |
Chipfinder (brown) | 500 gp | 4 lbs. |
Chipfinder (black) | 3,000 gp | 4 lbs. |
Chipfinder (white) | 7,500 gp | 4 lbs. |
Chipfinder (gray) | 14,000 gp | 4 lbs. |
Chipfinder (green) | 22,500 gp | 4 lbs. |
Chipfinder (red) | 33,000 gp | 4 lbs. |
Chipfinder (blue) | 45,500 gp | 4 lbs. |
Chipfinder (orange) | 60,000 gp | 4 lbs. |
Chipfinder (prismatic) | 76,500 gp | 4 lbs. |
Commset | 6,000 gp | 2 lbs. |
Emergency beacon | 900 gp | 10 lbs. |
Emergency raft | 3,600 gp | 10 lbs. |
Emergency shelter | 18,000 gp | 15 lbs. |
Fire extinguisher | 6,000 gp | 7 lbs. |
Flashlight | 30 gp | 1 lb. |
Force field (brown) | 4,000 gp | 1 lb. |
Force field (black) | 20,000 gp | 1 lb. |
Force field (white) | 40,000 gp | 1 lb. |
Force field (gray) | 60,000 gp | 1 lb. |
Force field (green) | 80,000 gp | 1 lb. |
Force field (red) | 100,000 gp | 1 lb. |
Force field (blue) | 120,000 gp | 1 lb. |
Force field (orange) | 140,000 gp | 1 lb. |
Force field (prismatic) | 220,000 gp | 1 lb. |
Gravity clip | 2,000 gp | — |
Grippers | 100 gp | 5 lbs. |
Hologram generator (brown) | 500 gp | 1 lb. |
Hologram generator (black) | 1,000 gp | 1 lb. |
Hologram generator (white) | 2,000 gp | 1 lb. |
Hologram generator (gray) | 4,000 gp | 1 lb. |
Hologram generator (green) | 30,000 gp | 1 lb. |
Hologram generator (red) | 40,000 gp | 1 lb. |
Hologram generator (blue) | 50,000 gp | 1 lb. |
Hologram generator (orange) | 60,000 gp | 1 lb. |
Hologram generator (prismatic) | 90,000 gp | 1 lb. |
Inertial dampening belt | 10,000 gp | 2 lbs. |
Ion tape | 100 gp | 1 lb. |
Jetpack | 18,000 gp | 10 lbs. |
Laser sight | 8,000 gp | 1 lb. |
Lighter | 10 gp | — |
Magboots | 5,000 gp | 6 lbs. |
Motion tracker | 10,000 gp | 2 lbs. |
Quantum box | 40,000 gp | 2 lbs. |
Radiation detector | 2,000 gp | 3 lbs. |
Robojack | 30,000 gp | 3 lbs. |
Signal booster | 9,000 gp | 7 lbs. |
Signal jammer | 10,000 gp | 8 lbs. |
Tracker chip | 500 gp | — |
Zipstick | 20 gp | 1 lb. |
CLl:
Price: varies
Weight: -
An access card is a small strip of stiff plastic with a color-coded stripe on one side. Some access cards are further decorated with names or titles written in Androffan, or even photographs of long-dead crew members. An access card functions as a key—when swiped through an electronic lock (a move action), an access card unlocks any lock of its color code or a color code of a lower rating. Although access cards do not consume energy themselves, they work in only electronic locks that currently have power. Among certain societies, access cards are also used as decorations, worn as affectations, and incorporated into ceremonial regalia.
Access cards must be encoded to specific locks before they can function. Often, all of the doors in a complex are keyed to a unique set of cards that don't work on doors found in other complexes, much like a skeleton key might open all the doors in one castle but none in another. Coding an access card for specific locks requires a lock coder. Some access cards could be worth far more than the prices listed above if they're specifically encoded to locks that protect more valuable or significant contents.
Construction | Craft (varies) | Cost (varies) |
---|---|---|
Brown | DC 15 | 1 gp, 5 sp |
Black | DC 16 | 5 gp |
White | DC 17 | 20 gp |
Gray | DC 18 | 45 gp |
Green | DC 19 | 80 gp |
Red | DC 20 | 125 gp |
Blue | DC 21 | 180 gp |
Orange | DC 22 | 245 gp |
Prismatic | DC 23 | 500 gp |
Craft Technological Item, production lab
Aura:CLl:
Price: 100 gp
Weight: 1 lb.
Most technological items are powered by electricity. While one can use the electricity provided by a generator, these are rare, expensive, and rarely portable. It's more common and practical to charge such items with batteries. A battery looks like a small silver disk that's etched with strange lines—some people have taken to calling batteries "silverdisks" and sometimes use them as coins. A battery contains 10 charges when full; to charge an item with a battery, one simply slips the disk-shaped device into the proper slot on the item. The battery's charge instantly fully depletes, and the item's internal capacitors fill with 10 charges as it does so. If the item had fewer than 10 open slots in its capacity, the excess charges the battery once held are lost. A battery can be kept within an object indefinitely, or it can be ejected from the object for the purposes of recharging it or storing it elsewhere without affecting the item's charge. Inserting or ejecting a battery is a move action.
Placing a battery in a generator's charging slot can recharge it. However, each time a battery is recharged, there's a 20% chance that the battery is destroyed in the process. A destroyed battery is worth only 10 gp. The bulk of "silverdisks" in circulation today are destroyed batteries; one can tell a functional battery from a destroyed one by the way the circuitry seems to shimmer slightly when reflecting light. The circuitry in a charged battery glows with a soft blue radiance equal to that of a candle.
Aura:CLl:
Price: 3,000 gp
Weight: 3 lbs.
This handheld device can capture still photographs or record video. The device uses a charge when activated and consumes an additional charge each hour; during that hour, individual photographs or video recordings do not consume additional charges. Images and videos captured by a camera can be displayed on the camera's palm-sized screen. A camera can hold up to 20 hours of video footage and 200 photographs.
Aura:CLl:
Price: 2,500 gp
Weight: 8 lbs.
A chemalyzer is a handheld unit with an extendable wand tipped with a sampling nozzle. It grants a +5 competence bonus on all Craft (alchemy) or Knowledge (engineering) checks to identify an unknown pharmaceutical, poison, chemical, or substance. It cannot aid in the identification of magical effects or items like potions.
Aura:CLl:
Price: varies
Weight: 4 lbs.
A chipfinder is a handheld device fitted with a circular screen. When a chipfinder is activated, all active tracker chips within a certain radius appear as glowing dots on the screen, indicating the direction and approximate distance to each installed tracker chip, as well identification number for each chip. The screen can filter out unwanted data to make it easier to track a specific chip. Chipfinders are color-coded items; the higher the chipfinder's color rating, the longer its range. This range is a signal, and can be enhanced by a signal booster or blocked by a solid enough barrier.
Color | Range |
---|---|
Brown | 60 feet |
Black | 300 feet |
White | 1,000 feet |
Gray | 1 mile |
Green | 5 miles |
Red | 10 miles |
Blue | 50 miles |
Orange | 100 miles |
Prismatic | 500 miles |
Construction | Craft (varies) | Cost (varies) |
---|---|---|
Brown | DC 23 | 250 gp |
Black | DC 24 | 1,500 gp |
White | DC 25 | 3,750 gp |
Gray | DC 26 | 7,000 gp |
Green | DC 27 | 11,250 gp |
Red | DC 28 | 16,500 gp |
Blue | DC 29 | 22,750 gp |
Orange | DC 30 | 30,000 gp |
Prismatic | DC 31 | 38,250 gp |
Craft Technological Item, production lab
Aura:CLl:
Price: 60,000 gp
Weight: 95 lbs.
A clonepod looks like a human-sized capsule with a blue window at head height and a bank of touch-sensitive screens and buttons at chest height. A small slot situated below the window can accept genetic material (fingernails, hair clippings, skin samples, and so forth). When genetic material is placed in the slot, the clonepod immediately atomizes the sample and processes the genetic information. At this point, activating the clonepod causes its interior to flood with blue biotic fluid, which is then supersaturated with a combination of proteins, nanites, and other materials. Over the course of the next 12 hours, the clonepod works nonstop to produce an exact replica of the creature from which the genetic material was harvested, as the creature was when the sample was taken. A clonepod can only duplicate a Medium or smaller creature—attempts to clone a larger creature result in a hideous, partially formed monstrosity that heaves and gasps a few times before dying.
The completed clone can remain in stasis inside the pod indefinitely as long as the seals are not broken. The clone created is alive, yet has no mind until a neurocam is used to upload a mind into the clone's brain. A clone has the same Strength, Dexterity, and Constitution scores of the original body. A clone that is awoken before any mind is uploaded into it has no Intelligence score, and its Wisdom and Charisma scores are both 1.
Uploading a mind from a neurocam into a clone takes 10 minutes. If the mind belonged to the same creature that was used to grow the clone, it immediately comes back to life as if under the effects of a clone spell (including 2 negative levels or 2 points of Constitution drain)—provided the user's soul has not yet passed to the Boneyard and been judged. It possesses the same Intelligence, Wisdom, and Charisma of the original mind, all of that creature's skills, and most of the memories and personality of the creature (though there may be gaps or differences). A mind uploaded into a clone after its soul has been judged results in a soulless approximation of the original. Such a creature has its Charisma permanently reduced by 2 points (which cannot be restored), and has no ability to grow more powerful or gain levels (similar to a simulacrum).
If the clone's body and mind are not from the same source, all six ability scores are permanently reduced by 2 points.
Aura:CLl:
Price: 6,000 gp
Weight: 2 lbs.
This handheld device allows for communication between two commset users. A commset carries audio and visual signals, and includes a built-in camera that can record all communications being broadcast. Communication between two commsets requires both users to tune their individual devices to the same frequency. A commset has a range of 1 mile—beyond this range, communication is impossible without enhancing the signal strength with a signal booster. The price and cost listed for this item are for a single commset.
Aura:CLl:
Price: varies
Weight: 1 lb.
A cortex gun is an incredibly powerful device filled with nanites programmed for physical and mental enhancement. The gun is shaped like a hefty syringe with a handle and a small touch screen on which parameters can be programmed and adjusted to focus the nanites on a specific ability to augment. It can be programmed to enhance a Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma score. Setting a cortex gun to affect one of these six abilities requires a character with the Technologist feat succeeding at a DC 20 Linguistics check. On a failure, the programming is scrambled and nonfunctional until properly set. When a cortex gun is found as treasure, roll 1d8 to determine which ability score it's programmed to, with a result of 7-8 indicating that it's currently scrambled.
A cortex gun is used by placing the tip against the target's forehead and pulling the trigger as a full-round action that provokes attacks of opportunity. This causes an adamantine needle to bore into the skull; the target must then succeed at a DC 25 Will saving throw to resist being stunned for 2d6 rounds. On a success, he's merely staggered for 1d4 rounds. If the cortex gun's programming was scrambled, the nanites die without doing any harm or aid to the target.
If the cortex gun was properly programmed to one of the six ability scores, the nanites swiftly disperse through the user's body, enhancing and augmenting that ability score over the course of several days. These augmentations are inherent bonuses, and increase the ability score by 1 every 24 hours that pass until the cortex gun's maximum bonus is reached.
A cortex gun can only function on living corporeal creatures, but a living creature with a bonus granted by a cortex gun that dies and becomes undead retains that bonus in undeath.
A cortex gun can only be used once before it becomes useless. The final total inherent bonus granted by the cortex gun, as well as its price, cost to create, and Craft DC are as follows.
Model | Inherent Bonus |
---|---|
Mark I | +1 |
Mark II | +2 |
Mark III | +3 |
Mark IV | +4 |
Mark V | +5 |
Construction | Craft (varies) | Cost (varies) |
---|---|---|
Mark I | DC 27 | 15,125 gp |
Mark II | DC 29 | 30,250 gp |
Mark III | DC 31 | 45,375 gp |
Mark IV | DC 33 | 60,500 gp |
Mark V | DC 35 | 75,625 gp |
CLl:
Price: 3,600 gp
Weight: 1 lb.
Cylex is an exceptionally stable form of explosive that can be shaped at room temperature, like soft clay. Neon green in color, a single charge of cylex can be triggered to explode by using a detonator (see below) or applying 10 or more points of electricity damage to it in a single action. When detonated, a single use of cylex explodes in a 40-foot-radius spread and deals 6d6 points of bludgeoning damage and 6d6 points of fire damage to all creatures and objects in the area of effect. A successful DC 17 Reflex saving throw halves the damage.
Aura:CLl:
Price: 500 gp
Weight: 1 lb.
A detonator is a small device that can be used to trigger cranial bombs, cylex, and other explosives remotely. While an explosive is being set, the user can key the explosive to a detonator with a standard action that costs the detonator one charge. Once the explosive is keyed, as a standard action the user can push a button to trigger the explosive. A typical detonator has a range of 1,000 feet—though some may have a reduced range (intentionally or otherwise) and others might be enhanced by a signal booster.
E-Pick
Aura:CLl:
Price: varies
Weight: 1 lb.
An e-pick (short for "electronic lock pick") is a small device that can be used to unlock and disable electronic locks and devices, much in the same way that a set of thieves' tools can be used to dismantle mechanical locks and devices. Brown e-picks allow a user to make Disable Device checks against electronic devices without penalty; those of higher ratings also grant a competence bonus (as indicated below). See Skills for more information on how the Disable Device skill works in regards to technology.
Color | Bonus |
---|---|
Brown | +0 |
Black | +1 |
White | +2 |
Gray | +3 |
Green | +4 |
Red | +5 |
Blue | +6 |
Orange | +7 |
Prismatic | +10 |
Construction | Craft (varies) | Cost (varies) |
---|---|---|
Brown | DC 21 | 15 gp |
Black | DC 24 | 50 gp |
White | DC 25 | 200 gp |
Gray | DC 26 | 450 gp |
Green | DC 27 | 800 gp |
Red | DC 28 | 1,250 gp |
Blue | DC 29 | 1,800 gp |
Orange | DC 30 | 2,450 gp |
Prismatic | DC 31 | 5,000 gp |
Craft Technological Item, production lab
Aura:CLl:
Price: 900 gp
Weight: 10 lbs.
An emergency beacon is a small, pod-shaped device that emits a bright red flash from a dome on its top once every 6 seconds when activated. The beacon also transmits its location. Any device capable of receiving signals of any sort can pick up a beacon's signal, which can then be tracked back to the source with a successful DC 15 Knowledge (engineering) or Survival check. A beacon's transmissions have a range of 100 miles over flat terrain, but this range is halved in forests or hills, and quartered in mountainous terrain or through water.
Aura:CLl:
Price: 3,600 gp
Weight: 10 lbs.
An emergency raft initially looks like a bright red plastic cylinder, 6 inches wide and 2 feet long. When activated, it rapidly inflates into a tough little boat that measures 10 feet long, 4 feet wide, and 2 feet deep. It can hold four Medium creatures. The raft comes with two pairs of collapsible, dense plastic oars to row with. The raft can be commanded to compact back into its portable shape at a touch of a button, as long as no foreign objects or creatures remain inside. An emergency raft only consumes charges when commanded to unfold or compact.
Aura:CLl:
Price: 18,000 gp
Weight: 15 lbs.
An emergency shelter is a small, 2-foot-long egg-shaped device that can be activated with the touch of a button (a standard action). Once activated, the shelter rapidly unfolds and inflates into a 10-foot-radius hut capable of providing shelter for up to six Medium creatures. This process takes 1 minute to complete. The shelter includes pneumatic spike anchors that can attach it to any ground cover of hardness 8 or less. Several windows allow those inside to see outside. The interior contains several fluorescent lights. The shelter can withstand winds of up to 120 mph, and provides excellent insulation for those inside, maintaining a temperature between 50 and 80 degrees Fahrenheit. A small combination heater/air scrubber set on the floor near the entrance to the shelter controls the temperature and purifies any noxious external air into breathable air. The hut has fire resistance 20, cold resistance 20, and acid resistance 10. The dense plastic walls have hardness 8 and 10 hit points. The hut cannot float on water. The door is self-sealing, allowing anyone inside an emergency shelter to live in inhospitable conditions with ease for as long as the power holds out. As long as no foreign objects or creatures remain inside an emergency shelter, it can be commanded at the touch of a button to compact back down into its portable shape over the course of 1 minute. After this point, the device consumes 1 charge over the course of 8 hours resetting its internal structure, limiting its deployment to 3 times a day at most.
Aura:CLl:
Price: 4,500 gp
Weight: 1 lb.
A filter mask is a clear plastic shield worn over the entire face. The mask has ionized filters and scrubbers that purify the air the user breathes in and give the mask an unintentionally fearsome look. While the mask has power, the wearer is completely immune to inhaled toxins or diseases. Even when the mask has no power, it grants the wearer a +3 resistance bonus on all saving throws made to resist airborne toxins and diseases.
Fire Extinguisher
Aura:CLl:
Price: 6,000 gp
Weight: 7 lbs.
This cylindrical device has a nozzle at one end and a handle on one side. When activated as a standard action, a fire extinguisher creates a 15-foot cone of misty vapor that swiftly extinguishes fires within its area of effect. Against magical fire effects, such as those created by a wall of fire or similar spell, the fire extinguisher only extinguishes the part of the larger effect its vapors directly contact. Continual magic flames, such as those of a flaming weapon or fire creature, are suppressed for 6 rounds before they automatically reignite. To extinguish an instantaneous fire effect or spell, the wielder must use a readied action with the fire extinguisher to counter the effect; this can cancel the entire effect, provided the source of the effect is in the extinguisher's area of effect.
When used against a creature of the fire subtype, a blast from a fire extinguisher deals 4d6 points of damage (Reflex DC 15 halves). A breathing creature exposed to a direct blast from a fire extinguisher is not harmed as long as the area is relatively well-ventilated—using a fire extinguisher in a confined area with poor or no ventilation can result in slow suffocation (at the GM's discretion).
Aura:CLl:
Price: 30 gp
Weight: 1 lb.
When activated, a flashlight creates a beam of normal light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of magical darkness.
Aura:CLl:
Price: varies
Weight: 1 lb.
Force fields are powered by a surprisingly light pair of slender, silvery bracelets. When activated as a standard action, dozens of tiny biofeedback needles pierce the wearer's arms to interface with the nervous system; this process is somewhat painful and the wearer must succeed at a DC 15 Fortitude save to avoid being dazed for 1 round as the force field is activated. Once active, the device generates an invisible and intangible field of force around the target. The force field blocks solids and liquids, but not gases or light (including laser beams). The user of a force field can still breathe, but she cannot eat or drink.
Activating a force field is a standard action that consumes 1 charge, after which point the field consumes 1 additional charge every minute it remains active. While a force field is active, the user gains a number of temporary hit points that varies depending on the force field's power. All damage dealt to the wearer of a force field is subtracted from the temporary hit points it grants first. As long as the force field is active, the wearer is immune to critical hits (but not precision-based damage, such as sneak attacks). A force field has fast healing that replenishes its temporary hit points at a fixed rate each round, but if the force field's temporary hit points are ever reduced to 0, the force field shuts down and cannot be reactivated for 24 hours. Force fields are automatically reduced to 0 hp by disintegration effects. A force field can be deactivated as a free action.
The charge capacity, amount of temporary hit points granted, and rate of fast healing these temporary hit points have varies according to the force field's color code, as detailed below.
Color | Capacity | Temp HP | Fast Healing |
---|---|---|---|
Brown | 10 | 5 | 1 |
Black | 15 | 10 | 2 |
White | 20 | 15 | 3 |
Gray | 25 | 20 | 4 |
Green | 30 | 25 | 5 |
Red | 35 | 30 | 6 |
Blue | 40 | 35 | 7 |
Orange | 45 | 40 | 8 |
Prismatic | 50 | 60 | 10 |
Construction | Craft (varies) | Cost (varies) |
---|---|---|
Brown | DC 27 | 2,000 gp |
Black | DC 28 | 10,000 gp |
White | DC 29 | 20,000 gp |
Gray | DC 30 | 30,000 gp |
Green | DC 31 | 40,000 gp |
Red | DC 32 | 50,000 gp |
Blue | DC 33 | 60,000 gp |
Orange | DC 34 | 70,000 gp |
Prismatic | DC 35 | 110,000 gp |
Craft Technological Item, graviton lab
Goo Tube
Aura:CLl:
Price: 6 gp
Weight: 1/10 lb.
Goo tubes are a form of preserved food. A single goo tube is a malleable cylinder with a cap on one end; when it's opened and squeezed, the colorful, goopy contents are extruded. Although the texture and appearance of this goo is unappetizing, the paste is actually quite tasty, and comes in a mind-boggling assortment of flavors. A symbol on the side of the tube often grants a clue as to what flavor may be contained within, but these symbols can sometimes be counter-intuitive. The contents of a single goo tube can provide nourishment for a day for one Medium-size creature.
Aura:CLl:
Price: 2,000 gp
Weight: -
A gravity clip is a small, disc-shaped device that can be attached to any melee weapon. Once mounted, the clip modulates the weapon's mass on the moment of impact, via the manipulation of the gravity fields around the weapon. Each successful hit against a target consumes a charge from a gravity clip and causes the damage from the hit to resolve as if the weapon were one size category larger than its actual size. This effect does not stack with similar effects, such as those granted by the spell lead blades.
Aura:CLl:
Price: varies
Weight: 1 lb.
A grenade is a small, cylindrical device that is designed to be thrown as a splash weapon or fired from a grenade launcher. Before being thrown by hand, the grenade must be primed with a quick twist of a dial at one end and then armed with a click of a button at the center of that dial. Priming and arming a grenade is a free action; a grenade launcher primes and arms all grenades it fires. The grenade detonates at the beginning of the wielder's next turn, hopefully in the area targeted. When a grenade detonates, it damages all targets within a 20-foot-radius spread. A successful DC 15 Reflex save halves any damage dealt by a grenade.
The type of damage dealt by grenades varies widely and depends upon the nature of the specific grenade. The different types of grenades and the damage types they deal (along with any additional effects their damage deals) are listed below.
- Arc GrenadeDeals 5d6 points of electricity damage.
- Atom Grenade: Creates a 20-foot-radius area of medium radiation that persists for 24 hours.
- Bang Grenade: Deals no damage but staggers creatures for 1 round and deafens them for 1d4 rounds (DC 15 Fortitude save negates).
- Bio Grenade: Infects creatures who fail a DC 15 Fortitude save with bubonic plague (no onset).
- Concussion Grenade: Deals 5d6 points of bludgeoning damage.
- EMP Grenade: Deals 5d6 points of electricity damage to robots and electronic-based gear, half damage to cyborgs and androids, and no damage to other creatures.
- Flash Grenade: Blinds creatures for 1d4 rounds (DC 15 Fortitude save negates).
- Flechette Grenade: Deals 5d6 points of piercing damage.
- Fragmentation Grenade: Deals 5d6 points of slashing damage.
- Gravity Grenade: Deals 5d6 points of force damage. Creatures damaged by a gravity grenade are automatically subjected to a trip attack (grenade's CMB = +15).
- Inferno Grenade: Deals 5d6 points of fire damage.
- Plasma Grenade: Deals 4d6 points of fire damage and 4d6 points of electricity damage.
- Soft Grenade: Deals 5d6 points of nonlethal damage.
- Sonic Grenade: Deals 5d6 points of sonic damage; creatures who fail a DC 15 Fortitude save are also deafened for 1d4 rounds.
- Zero Grenade: Deals 5d6 points of cold damage.
CLl:
Price: 100 gp
Weight: 5 lbs.
Grippers are powerful, long-handled tools that resemble a blacksmith's tongs. Once they're set, they can be locked into place to grip an object. Used when attempting to pry open a stuck object (in a manner similar to the use of a crowbar), grippers grant a +2 circumstance bonus on Strength checks. When used to attach two devices, a set of grippers holds on with an effective Strength score of 24. Applying grippers to a creature and then locking the grippers to crush flesh and bone is a standard action that provokes an attack of opportunity and also requires a successful melee attack with an improvised weapon. Once locked, the grippers deal 1d4+7 points of damage.
Aura:CLl:
Price: varies
Weight: 1 lb.
A hologram generator is a handheld device with a long, thin barrel. It manipulates photons and sound waves to produce highly realistic images and sounds, similar in nature to those generated by figment illusions.
Before a hologram generator can generate an image, though, it must store the image in its memory. The maximum size and maximum number of images a generator can store vary according to its color, but storing an image is a standard action regardless of the strength of the generator. More powerful generators can store moving images and sounds, or even generate illusions that interact with their environments.
Once a hologram generator's memory is full, additional images overwrite existing images as chosen by the user at the time of their recording.
Generating a hologram is a standard action. If the hologram generator is then left alone, it continues to project the image until it depletes its charges. Alternatively, the user can aim the hologram at a different location as a move action.
A hologram generator is a color-coded item, and the particulars of its abilities, including its energy capacity, the range at which it can create its holograms, and the Will save DC to disbelieve the hologram if it is interacted with, vary as detailed below.
Brown Hologram Generator
A brown hologram generator can create only a static, motionless image no larger than a Small creature, and can store only one such image.
Black Hologram Generator
Aura:CLl:
Price: 10,000 gp
Weight: 2 lbs.
When activated, an inertial dampening belt anchors the wearer in place, protecting her against outside forces. This effect gives the wearer a +4 bonus to her combat maneuver defense against bull rush, reposition, and trip attempts, consuming 1 charge per minute. If the wearer falls from a height of greater than 10 feet, the inertial dampening belt automatically activates just prior to impact and reduces the falling damage by half, consuming 1 charge per die of falling damage. If the belt has insufficient charges to reduce the entire amount of damage, the damage is not reduced for the excess dice. Damage from landing on hazardous objects such as spikes is not reduced.