Injectors

These devices consist of a long metal tube around 6 inches in length with a thin needle covered by a plastic cap. Magical liquids infuse the device and when stab into a individual, the device will discharge the liquid directly into the individual's blood stream, quickly infusing them with the magic the device contained. As a standard action, one can quickly remove the cap and stab themselves or a target within reach to quickly infuse a creature with the liquid contained in the injector. Against an unwilling creature, a melee attack vs AC is required.

### Simple Healing Injector

**Aura** faint Life; **CL** 1st
**Slot** none; **Price** 50 gp; **Weight** 0.1 lbs.
**Description**
The most common of injectors simply filled with a diluted healing compound to stave off wounds until more serious aid can be found. Common among the backstreets. A single injector heals 1d8+1 hit points.

### Standard Healing Injector

**Aura** faint Life; **CL** 2nd
**Slot** none; **Price** 100 gp; **Weight** 0.1 lbs.
**Description**
A stronger healing injector rather then the diluted ones that have flooded the backstreets. When injected, instantly heal 2d8+2 hit points. If injected into a creature that has died in the previous round, it restores the same number of hit points, and if the target’s new hit point total is greater than the negative of its Constitution score, then it comes back to life and stabilizes at its new hit point total. Otherwise, the creature remains dead. Creatures brought back to life in this manner gain a temporary negative level.

### Improved Healing Injector

**Aura** faint Life; **CL** 3rd
**Slot** none; **Price** 225 gp; **Weight** 0.1 lbs.
**Description**
A stronger healing injector rather then the diluted ones that have flooded the backstreets. When injected, instantly heal 3d8+3 hit points. If injected into a creature that has died in the previous round, it restores the same number of hit points, and if the target’s new hit point total is greater than the negative of its Constitution score, then it comes back to life and stabilizes at its new hit point total. Otherwise, the creature remains dead. Creatures brought back to life in this manner gain a temporary negative level.

### Greater Healing Injector

**Aura** faint Life; **CL** 4th
**Slot** none; **Price** 400 gp; **Weight** 0.1 lbs.
**Description**
A stronger healing injector rather then the diluted ones that have flooded the backstreets. When injected, instantly heal 4d8+4 hit points. If injected into a creature that has died in the previous round, it restores the same number of hit points, and if the target’s new hit point total is greater than the negative of its Constitution score, then it comes back to life and stabilizes at its new hit point total. Otherwise, the creature remains dead. Creatures brought back to life in this manner gain a temporary negative level.

### Injector Belt

**Slot** belt; **Price** 100 gp; **Weight** 1 lbs.
**Description**
This sturdy belt similar to a bandoleer has slots shaped to hold injectors and is fitted with ties to keep the injectors from falling out. It holds six injectors. Retrieving an injector from an injector belt is a free action once per round.