🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Magnetic Suit (Major)Consumable 16


Consumable
Source Pathfinder Guns & Gears
Price 2,000 gp
Weight 1 bulk

Activate Two Actions Interact

This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or repel.

While set to attract, you take a -3 item penalty to your AC against attacks made by metal weapons, while creatures within a 20-foot emanation other than you gain a +3 item bonus to their AC. If set to repel, you gain a +3 item bonus to AC against attacks made with metal weapons. While attracting metal, you gain a +3 item bonus to Athletics checks to Climb metal objects and Grapple metal creatures and a -3 item penalty to Athletics checks to Shove metal creatures. While repelling metal, you gain a +3 item bonus to Athletics checks to Shove metal creatures, but you take a -3 item penalty to Climb metal objects and Grapple metal creatures.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.