Technological Items

These descriptions override information published on d20pfsrd or aon

## **Armor**

### **Hard-light shield**

**Price 3,000 gp; Type shield; Weight 1 lb.; Max Dex —; Penalty -3 (Does not stack with worn armor); Arcane Spell Failure 10%; Capacity 20; Usage 1 charge per minute.**

The hard light shield is worn as a gauntlet. The shield is activated as a swift action by clenching the empty fist and deactivated as a free action. The duration of the activation continues to elapse while inactive, and does not cost a charge to reactivate within a minute of activation. While active, this shield occupies the gauntlet’s hand and functions as a heavy shield. It counts as a force effect and is applied to touch AC. The active hard light shield can be used to make a shield bash or the inactive gauntlet can be used as a weapon. The penalties apply even when the shield is inactive.

### **Neraplast Armor**

**1200gp Type light armor; weight 5lbs; 2AC; Max Dex +8; Spell failure 5%; Armor check penalty -0; Capacity 24;**

When activated, the armor changes its colors and patterns to match its surroundings, granting a +3 circumstance bonus on stealth checks until its surroundings change. Also known as One piece jumpsuit.

### **Panic Suit**

**Type medium armor; Weight 2 lbs.; 2 AC; Max Dex +2; Penalty -4; Spell Failure 50%; Usage 10 hours (disposable)**

When not being worn, a panic suit is a fist-sized plastic sphere. When activated, it envelops the creature holding it in a full-body protective suit. While activated, it provides immunity to low radiation and resistance 5 against all forms of energy except sonic damage. Its air filters grant a +4 bonus on saving throws against inhaled poisons and diseases. A panic suit is a single-use item. When its charges run out or its wearer deactivates it, it falls apart into useless fragments.

### **Scatterlight Suit**

**Type light armor; Weight 5 lbs.; 1 AC; Max Dex +8; Penalty -1; Spell Failure 0%; Capacity 24 Usage 1 hour/charge**

A scatterlight suit is made of advanced polymer and metal fibers that when powered distort energy surges away from the user. While powered, the user enjoys an armor bonus to their touch AC against beam weapons, rays, and energy ranged attacks. This includes ranged touch attacks that deal non-physical damage. Activating this suit is a standard action and it automatically deactivates after 1 hour.

Level:

Green, Bonus +5

Red, Bonus +6, 1400gp

Blue, Bonus +7,

## **Cybernetics**

Cybernetics can be installed on a willing or helpless creature with a heal check using the tech's install DC. Each attempt deals constitution damage equal to the implant value. A character with implant values greater than than their constitution or intelligence score gains no benefit from the most recently installed cybertech that exceeds the implant limit.

### **Cyberfocus**

**6000gp; Slot eye; wt 0.5lbs; Install DC 30; Implant value 2,**

A cyberfocus is implanted into an eye socket. It allows the user to more finely control telekinetic attacks. You ignore the penalty from the first telekinetic attack made with Deadly Aim or Power Attack each round. A cyberfocus also improves your eyesight, granting a +2 enhancement bonus on perception checks and a +2 circumstance bonus on saving throws and CMD to avoid being blinded or dazzled.

### **Cybernetic leg**

**4250gp; Slot leg; wt 12lbs; Install DC 28; Implant value 2,**

A cybernetic leg completely replaces a normal leg, from the hip to the foot. It can take the place of a leg lost to a severing wound. The leg is fully functional and no different in appearance from a regular leg, They increase the user’s base land speed by 5 feet and grant a +2 bonus to CMD against trip attempts and a +2 circumstance bonus on Acrobatics checks. A second leg doubles these bonuses

### **Implanted weapon**

**10,000 gp or 1,000gp; Slot arm; Weight based on weapon; Install DC 26 or 16; Implantation 2**

An arm can be modified to conceal a one-handed firearm or light melee weapon. A firearm installed this way can be fired at any time as if it were held. A melee weapon can be drawn or stowed as a swift action. These weapons can be sundered by not destroyed. A slight of hand check to hide these weapons has a +10 bonus. Reloading an implanted ranged is a full round action if the weapon normally takes less than a full round action. Otherwise it takes an additional full round action to reload. Replacing a melee weapon with another melee or a ranged weapon with another ranged only costs 1,000 gold and has an install DC of 16. A cybernetic arm with an implanted weapon has a total implantation value of 2. Implantation only requires the weapon and materials based on the price; no additional hardware is necessary. An implant modification cannot be harvested from a body.

### **Nanite Thoracic Chamber**

**Slot Torso; Weight 1 lbs;**

A nanite thoracic chamber is a small pouch inserted between the stomach and heart of the user. It supplies their cardiovascular system with nanites that enhance their blood, granting a +2 enhancement bonus to their constitution score

+2 8,000 gp; Install DC 24; Implantation 2

### **Skillslot**

**2,000 gp; Slot brain; Weight 1 lb.; Install DC 30; Implantation 1**

A skillslot is implanted into the target’s brain, leaving a small port at the base of the skull. This port is covered with a flap of skin when not in use. Once installed, a skillslot has no effect until a skillchip is inserted into the port. An inserted skillchip enhances the user’s ability in the skill encoded on the chip; the magnitude to which the skill is enhanced depends on the power of the skillchip. This does not grant ranks in the associated skill. It takes 10 minutes for a skillchip to adjust itself to a new skillslot; during this time, the user takes a -2 penalty on all skill checks as distracting sensations flood his mind. When a skillchip is removed, its benefits end immediately, but the wearer suffers no ill effects. Cybernetic implants like Skillslot require a special heal check to install

### **Wirejack Tendons**

**Mark II 16,000gp ; Slot spine; weight -; Install DC 28; Implantation 4**

Wirejack tendons increase the speed that neural signals are sent to the extremities. This grants an enhancement bonus to dexterity.

Mark II: +4 enhancement to dexterity

## **Technological Gear**

### **Battery**

100gp 0.1lbs

Used to recharge technological items. Holds up to 10 charges. Inserting or removing a battery is a move action. When inserted, up to the maximum remaining charge is transferred from the battery to the technological item. Recharging a battery has a chance to destroy it. Also known as blue glowing silverdisk.

Destroyed batteries are called Silverdisks and are worth 10gp each as commodities in Numeria.

### **Commset**

**Weight 2 lbs; Slot held; Capacity 10; Usage 1/hour**

A handheld device that transmits video and audio to other commsets or communication technology. Two commsets are connected by being tuned to the same frequency. A third device causes interference in the signal.

### **Cylex**

**200gp Weight 1 lb.**

This malleable substance explodes when exposed to at least 10 points of electricity damage. One charges deals 6d6 fire and 6d6 bludgeoning damage in a 40ft radius spread. A DC 17 reflex save halves the damage taken. Each additional charge used simultaneously increases each damage by 2d6 each and the DC by 2.

### **Firearm Scope**

Weight 1lbs

When attached to a firearm, the wielder can take a move action to aim the weapon. This reduces the distance penalties to attack rolls to -1 per increment and adds a +4 circumstance bonus to the next attack roll made with that weapon until the end of their turn. This also imparts a -20 penalty to nearby sight-based perception checks.

### **Flashlight**

**30gp Weight 1 lb.; Capacity 10; Usage 1 charge/8 hours**

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. Also known as Technological Cylinder

### **Gravity clip:**

**2000 gp; Weight 1 lb; Usage 1 charge/minute from the attached item**

This clip can be attached to or removed from any powered technological weapon as a full-round action. Activating or switching the mode of the clip is a free action. When activated, it drains 1 charge per minute from the attached weapon. The gravity clip either:

-increases the melee damage of the weapon by one size,

-gives a 2-handed weapon the finesse trait, or

-allows a 1-handed weapon to be treated as a light weapon.

### **Grippers**

**100gp Weight 5lbs**

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.

### **Hologram Generator**

**Usage: 1 charge/round. 1 lbs.**

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.

White: A white hologram generator can create a static, motionless image no larger than a Large creature, and can store five images. 30 charges, 300ft max, DC 14. Contained the image of a standing gearsman when found.

### **Ion Tape**

**100 gp; Weight 1 lb; Disposable;**

Ion tape is a ribbon of material tightly wound around a spindle. A roll of ion tape fits in the palm of a hand A single roll contains 50 feet of tape. A single strip of tape is easy to cut through or tear. When wrapped around an object, it has a weak adhesive that keeps it in place. When ion tape is exposed to an electrical charge of any power (including a jolt from a zip stick), the tape bonds together into a single mass of plastic-like material, gaining hardness 8 and 30 hit points. When used to bind a creature, a few strips of activated ion tape require a successful DC 28 Strength check to break. A second jolt from an electrical source causes the tape to revert to its weaker ribbon condition, at which point it can be torn free easily. A strip of ion tape can hold about 5 pounds of weight normally, but when activated via a jolt, a single hardened strip can support up to 300 pounds of weight. The uses for ion tape are many—it can be used to construct basic objects (such as a ladder), patch holes, bind prisoners, and so on. \*It can be reused, but it can't be untorn so it's stuck at its length or shorter

### **Medlance**

**500gp; 10 charges; disposable**

This wand-like device contains a reservoir at one end and a small pad at the other. A medlance can be filled with a single dose of liquid, such as a pharmaceutical, a potion, or a poison. It can then be used to administer the liquid to a creature—if the target does not wish to be injected with the medlance’s contents, the wielder must succeed at a touch attack to dispense it as a standard action. Otherwise, administering liquid via a medlance is a move action. Refilling is a full-round action. Also known as Technological Wand

### **Nanite canisters**

**500gp**

Restores 10 Charges to a nanite powered tech device.

### **Nanite hypogun**

10 charges. 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 as a standard action. On the primary setting, some hypogun heals an amount of hit point damage determined by its color.

(Brown) 1d8+1 healing for 1 charge. Or remove sickness for 5 charges. 1000gp

(Black) 2d8+3 healing for 1 charge. Or lesser restoration for 5 charges. 6000gp

(White) 3d8+5 healing for 1 charge. Or remove disease for 5 charges. 15,000gp

(Reflexive) +4 alchemical bonus to reflex saves for 1 charge. Lasts 1 hour. Spending an additional charge grants evasion as well. When this expires, the target is exhausted.

### **Power Cable**

500gp

A 5-foot long cord Can be attached to a technological item with charges or a battery as a move action. Can also be attached to a generator or other power source as a move action. Transfers all available charges to the technological item from the power source instantly. Batteries have the normal chance of being destroyed when charged this way.

### **Proximity helmet**

Wt 2lbs, 10 charges, grants a +5 bonus to notice moving objects within 60 ft. Also makes a small beep whenever a small or larger creature approaches within 60ft. Uses 1 charge/hour

### **Remote detonator**

Wt 1lbs, Electronic device that comes with multiple proximal detonators. Pairing and inserting a detonator with an explosive takes 1 minute, then the device has a 1 minute safety lock. After the 1 minute lock, the remote detonator can be activated at up to 1000ft away to deal 10 points of electric damage.

### **Signal booster:**

**Weight 7lbs; Capacity 10; Usage 1/hour**

When activated, this metal sphere extends dozens of antennas. While active, the range of technological signals are extended. Signals received are repeated in a designated arc. At 360͒ the signal reaches 1 mile. At 180 it reaches 2 miles. At 90͒, 3 miles, at 45 4 miles, and at 22 5 miles. Each signal booster used in a transmission imposes a cumulative -1 on all skill checks on the signal (eg diplomacy, engineering, perception, sense motive).

### **Veemod goggles**

1000gp 10 charges.

A pair of veemod goggles can be fitted with one veemod lens; attaching a veemod lens is a standard action that provokes an attack of opportunity.

### **Veemod lenses**

-Black Lenses: Provides +2 competence bonus to sight-based perception checks. Zooms in or out by blinking twice, magnifying up to double. Uses 1 charge per day. 400gp

-White Lenses: Provides +5 competence bonus to sight-based perception checks. Zooms in or out by blinking twice, magnifying up to five times. Uses 1 charge per day. 2500gp.

### **Zipstick**

20 gp; Weight 1 lb.; Capacity 10; Usage 1 charge

A zipstick is a small pen-like device used to administer a small jolt of electricity. This jolt is enough to cause 1 point of nonlethal electricity damage with a successful touch attack. A zipstick is used most often to activate or deactivate items that function on ion-bonding technology, such as ion tape.

## **Pharmaceuticals**

### **Hemoamp**

750gp - When injected, hemoamp grants a +8 alchemical bonus to the target’s constitution score as well as a -6 penalty to fortitude saves and all charisma-, intelligence-, and wisdom- based skill checks and ability checks. Lasts 1 minute. When this ends, the target takes a -2 penalty to constitution for 1 hour.

### **Hype**

250gp - A synthetic adrenaline derivative once used by soldiers, hype boosts perception and reaction time but comes with some nasty side effects. This pharmaceutical has an onset time of 1 round and its effects last for 1 hour. It provides a +5 competence bonus on Perception checks and increases the user’s base land speed by 10 feet, but the user takes a -4 penalty on concentration checks and on all Intelligence-, Wisdom-, and Charisma-based skill checks (with the exception of Perception). Also known as Orange Vials.

### **Soothe**

200gp - Heals 1d8hp when applied to a wound and gives a feeling of euphoria. This preserves the appearance of the wound. The user gains a +2 morale bonus on saving throws against pain. Soothe is mildly addictive (DC 15). When consumed or injected, soothe only heals 1hp.

### **Strange fluids**

An unpredictable metallic sludge found only in Numeria. It appears from technological wreckage and contains some inconsistent combination of substances that were never meant to be consumed. Strange fluids can be consumed as a drug and has minor addictive properties. In order to be significantly affected, a character would have to consume a liter of Strange fluids. Strange fluid DC is 15+1d10. Upon failure, the consumer gains a 1d4 alchemical bonus to their wisdom score. and rolls a d100 the first time fluids are consumed or 5d20 any later times. After 1d4 hours, the bonus ends and the character is damaged Con by 1 level and is sickened for 1 hour. Strange fluids are rumored to cause a staggering array of effects which can include: organ disintegration, permanent blindness, immortality, or permanent wings.

Marrow was able to use this to modify a ratfolk.

### **Strength damaging poison**

25gp Damages strength 1 level, DC 11. Also known as Vials Tingly Juice

### **Torpinal**

300 gp A serum that makes the injected subject more cooperative during interrogation. It has a 1-minute onset time. The effects of a single dose of torpinal can be resisted with a successful DC 12 Will saving throw. Additional dose can be used, and often are when the subject succeeds at a save against torpinal. Each dose administered within a 1-minute period forces a new saving throw to resist the effects, with the DC increasing by 2 per additional dose (to a maximum of DC 22). A victim that succumbs to torpinal becomes highly suggestible to revealing truthful information for 10 minutes. Whenever the victim is posed a question during this time, the victim must succeed at a Will saving throw (DC = the DC of the dose of torpinal the victim failed his saving throw against) to resist replying to the question in as truthful a manner as he can. The victim isn’t compelled to follow any suggestions other than the one to answer questions truthfully. A victim under the effects of torpinal takes a -10 penalty on Bluff checks, making it difficult to lie even if successfully saving against the torpinal’s ongoing effects. Torpinal is a poison and mind-affecting effect.

### **Universal serum**

400 each, Injector with a vial of blue serum. When injected, heals 1d8hp and grants a +4 enhancement bonus to either strength, dexterity, or constitution for 3 minutes. Attempting to use more than 1 universal serum on a subject within 24 hours instead fatigues the target for 3 minutes.

## **Technological artifacts:**

### **Aggression facet**

Value unknown; a bizarre crystal with a technological interface. Disrupts computer systems.

### **Chaos facet**

Value unknown; a bizarre crystal with a technological interface. Disrupts computer systems.

### **Defensive facet**

Value unknown; a bizarre crystal with a technological interface. Disrupts computer systems.

### **Power relay**

Value unknown; in possession of Torch's council.

### **Surgical bed**

Value unknown; This object can be used to perform surgery, either medical or cybernetic. When using this object with the technologist feat, it grants the user a +5 bonus on heal checks for surgery and implant, as well as reducing the penalty from performing self surgery from -5 to -2. Characters with the technologist feat can use the +5 bonus when using aid another. Found on medical deck and smiler base.

### **Technological work bench**

Value unknown; This set-up can be used to craft technological items that are not firearms, beam weapons, heavy weapons, armor, robots, pharmaceuticals, or nanite-based. This includes commsets, cybernetic limbs, empty batteries, flashlights, firearm scopes, hologram generator, medlances, power cables, powered weapons. proximity helmets, remote detonators, signal boosters, skillchips, skillslots, veemod goggles, veemod lens, and zipsticks. Found in the ruins under Iadenveigh.

### **Nanotech work bench**

Value unknown; This bench can be used to create nanite-based technology. Nanite technology includes nanite canisters, nanite hypoguns, and nanite thoracic chambers. Found under Iadenveigh.