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Electromuscular StimulatorConsumable 5


RareConsumableGadget
Source Pathfinder Guns & Gears
Price 30 gp
Weight 1 bulk

Activate Two Actions>Interact


This rare gadget uses Stasian technology to grant someone a burst of activity, though its use can be painful. The electromuscular stimulator must be carefully attached to you, requiring 1 minute to do so. You can attach an electromuscular stimulator to yourself. When you Activate an attached electromuscular stimulator, roll a Crafting check, using the Crafting modifier of the creature who attached the stimulator to you, with a DC equal to the standard DC for your level. The effects of the activation depend on the result of the Crafting check.


Critical Success You gain the Quickened condition for 1 minute and can use the extra action each round only to Stride or Strike.

Success As critical success, but you also take Persistent Damage Electrical 3.

Failure You gain the quickened condition for 2 rounds and can use the extra action each round only to Stride or Strike. You take Persistent Damage Electrical 3.

Critical Failure You take 2d6 electrical damage and Persistent Damage Electrical 3.

Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Consumable

An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.

Gadget

Gadgets are consumable technological inventions with innovative uses.