Author Topic: [PoC] Items and Equipment  (Read 6797 times)

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4508
    • View Profile
[PoC] Items and Equipment
« on: February 08, 2013, 10:51:47 PM »
Weapons
Power of Cybernetics includes a number of new weapons, including a new category of ranged weapons: firearms.



Ammunition and Reloading
Firearms are ranged projectile weapons. While each type of firearms uses a different type of ammunition, their individual units of ammunition are generically referred to as "rounds" of ammunition.

Ammo Cell: Nanoguns use ammo cells, small cubes of material that the guns' nanoforges can break down into projectiles to be shot and the energy with which to launch it. Ammo cells are universal, meaning that any given cell can be used by any nanogun for which it is sized. Each ammo cell has 50 units of ammunition when at full capacity. A completely depleted ammo cell is reverted to an empty, blank ammo cell, which can be discarded or filled with ammunition of a different type.

Reloading a nanogun is a move action that provokes an attack of opportunity, or a free action with the Rapid Reload feat (or the Nanogun Focus feat, which applies to all nanoguns). Removing an ammo cell from a nanogun is a free action.

Like drawing any other kind of ammunition, drawing an ammo cell is a free action that doesn't provoke attacks of opportunity.

A nanogun can also be used to combine two partially charged ammo cells of the same type, or to transfer some amount of remaining ammunition from one cell to another (either a cell of the same type, or a blank ammo cell). This takes the same action as reloading the nanogun, and may likewise provoke an attack of opportunity. Without a nanogun or similar equipment, the ammunition within a given ammo cell is inaccessible and cannot be manipulated separately from the ammo cell as a whole.

Box: Many firearms use box magazines or clips of ammunition, which hold a certain number of rounds of ammunition at a time. Although this section refers primarily to boxes, it applies equally to both boxes and clips. Each firearms that uses a box specifies what type of box it uses. Boxes are only compatible between different types of firearms if they use the same type of box. Boxes are never compatible between firearms of different sizes.

Ejecting a box is a free action, but inserting a new box is a move action that provokes attacks of opportunity. The Rapid Reload feat reduces the action to insert a new box to a free action. Drawing a box is the same as drawing ammunition (a free action that does not provoke attacks of opportunity).

Boxes need to be filled with ammunition beforehand. Normally this is done in a safe location, where there is no danger and time is not an issue. Where it matters, loading a box with ammunition provokes an attack of opportunity and takes a move action to load up to 5 rounds, or a full-round action to load up to 12 rounds. If a box is loaded with multiple types of ammunition, the order in which they are fired must be determined when the rounds are loaded into the box.

Linked: Some firearms, mostly heavy weapons and machine guns, use linked belts of ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a single belt holds 50 bullets, but any number of belts can be clipped together, allowing the firearm to seamlessly transition to the next belt when the current one is depleted. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.

Feeding a new belt into a firearm or removing a belt from a firearm's feed is a full-round action, or a move action with the Rapid Reload feat, but this cannot be done while the firearm is firing from that belt. This provokes an attack of opportunity.

Attaching two belts together or detaching two attached belts is a move action that provokes attacks of opportunity. The Rapid Reload feat reduces this to a free action.

Unlimited: Some energy-based firearms use internal power generators or long-lasting power cells. These can last for hundreds, if not thousands, of shots with the weapon, and frequently include easy methods of recharge. Assuming basic maintenance, these weapons never run out of ammunition. Generally, the weapon must be disassembled to remove the generator or power cell. Unlike other firearms, the individual units of ammunition that these weapons use cannot be altered or enhanced.



Legend
Here is the format for weapon entries (given as column headings on Table: Weapons and Table: Ammunition).

Cost: This value is the weapon’s cost in gold pieces (gp). The cost includes miscellaneous gear that goes with the weapon. This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.

Damage: The Damage columns give the damage dealt by the weapon on a successful hit. The column indicates the damage for Medium weapons. Larger and smaller weapons deal appropriately more or less damage. If two damage ranges are given then the weapon is a double weapon. Use the second damage figure given for the double weapon’s extra attack.

In the case of Table: Ammunition, "--" means the ammunition does not change the weapon's normal statistics, while "*" means it may.

Critical: The entry in this column notes how the weapon is used with the rules for critical hits. Some weapons are incapable of causing critical hits, as noted by a "--" in their Critical column.

In the case of Table: Ammunition, "--" means the ammunition does not change the weapon's normal statistics, while "*" means it may.

Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.

In the case of Table: Ammunition, "--" means the ammunition does not change the weapon's normal statistics, while "*" means it may.

Magazine: For ranged weapons, the weapon’s magazine capacity and type are given in this column. The amount of ammunition a weapon carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity. How the firearm is reloaded depends upon its magazine type. The number in this entry is the magazine’s capacity in shots; the word that follows the number indicates the magazine type: box, cylinder, or internal. The linked type has an unlimited capacity; for this reason the entry does not also have a number. The ammo cell type uses standardized universal magazines, regardless of the specific weapon, each of which have a capacity of 50. Weapons with a dash in this column have no magazines; they are generally thrown weapons, or weapons (such as bows) that are loaded as part of the firing process.

Damage Type: Weapons are classified according to the type of damage they deal: bludgeoning, piercing, or slashing. Some weapons deal unusual forms of damage.

In the case of Table: Ammunition, "--" means the ammunition does not change the weapon's normal statistics, while a listed damage means it overrides the projectile weapon's normal damage type.

Size: This column indicates how difficult the weapon is to wield for a creature of the appropriate size: light (light), one-handed (1-h) or two-handed (2-h).

In the case of Table: Ammunition, "--" means the ammunition does not change the weapon's normal statistics.

Weight: This column gives the weight of a Medium version of the weapon.

Special: Some weapons have special features. See the weapon descriptions for details.

Table: Melee Weapons
Melee WeaponsCostDamageCriticalRange IncrementDamage TypeSizeWeightSpecial
Simple Weapons
Laser Chainknife35 gp1d619-20/x210 ft.Piercing and SlashingLight2 lb.Energized, Equivalent
Stun Baton25 gp1d6x210 ft.Bludgeoning1-h5 lb.Special
Martial Weapons
Laser Chainaxe100 gp2d8x3--Piercing and Slashing2-h15 lb.Energized, Equivalent
Laser Chainblade50 gp1d819-20/x2--Piercing and SlashingLight4 lb.Energized, Equivalent
Laser Chainsword75 gp1d1019-20/x2--Piercing and Slashing1-h6 lb.Energized, Equivalent
Exotic Weapons
Plasma Whip150 gp1d8x2--Fire1-h1 lb.Disarm, Energized, Finesse, Reach, Special, Trip
Urtragian Battle Scythe100 gp1d8x3--Slashing1-h8 lb.Special, Trip

Table: Ranged Weapons
Ranged WeaponsCostDamageCriticalRange IncrementMagazineDamage TypeSizeWeightSpecial
Simple Weapons
Desert Eagle50 gp1d8x240 ft.8 boxPiercing1-h4 lb.Prone Shot
Glock 2040 gp1d6x240 ft.15 boxPiercingLight3 lb.Prone Shot
Hardlight Pistol75 gp1d4x230 ft.UnlimitedBludgeoningLight5 lb.Prone Shot, Special
Nanopistol50 gp1d6x240 ft.Ammo CellPiercingLight3 lb.Prone Shot
Martial Weapons
DS-111 Combat Shotgun100 gp2d6x240 ft.10 boxPiercing2-h8 lb.Proximity, Prone Shot
Falcon .4575 gp1d6x240 ft.20 boxPiercing1-h3 lb.Automatic, Prone Shot
Hardlight Rifle200 gp1d10x260 ft.UnlimitedBludgeoning2-h5 lb.Special
Nanorifle100 gp1d12x290 ft.Ammo CellPiercing2-h8 lb.Prone Shot
Nanoshotgun120 gp2d8x230 ft.Ammo CellPiercing2-h10 lb.Proximity
Pulse Cannon100 gp1d8x230 ft.Ammo CellPiercing1-h6 lb.Prone Shot, Strength
Railgun120 gp2d8x2100 ft.Ammo CellPiercing2-h12 lb.Energized
TacMil Sniper Rifle100 gp1d10x2120 ft.15 boxPiercing2-h14 lb.Prone Shot, Special
Exotic Weapons
Assault Nanorifle400 gp2d6x2110 ft.Ammo CellPiercing2-h8 lb.Automatic, Prone Shot
Bolt Pistol75 gp1d8x260 ft.10 boxPiercingLight5 lb.Automatic, Prone Shot
Bolter100 gp1d10x280 ft.20 boxPiercing1-h12 lb.Automatic
Heavy Bolter350 gp2d619-20/x2100 ft.LinkedPiercing2-h30 lb.Automatic

Table: Ammunition
AmmunitionCostDamageCriticalRange IncrementDamage TypeSizeWeightSpecial
Bolter Ammunition
Bolter Rounds (20)1 gp------Piercing--1 lb.--
Bolter Rounds, Inferno (20)40 gp*----Piercing--1 lb.Special
Bolter Rounds, Hellfire (20)40 gp*----Piercing--1 lb.Special
Bolter Rounds, Metal Storm (20)200 gp*----Slashing--1 lb.Special
Firearm Ammunition
.45 Calibre Rounds (20)1 gp------Piercing--0.5 lb.--
.50AE Calibre Rounds (20)1 gp------Piercing--0.5 lb.--
7.62mm Rounds (20)1 gp------Piercing--0.5 lb.--
10mm Rounds (20)1 gp------Piercing--0.5 lb.--
DS-111 Shells (10)1 gp------Piercing--0.5 lb.--
Nanogun Ammunition
Nanogun Ammunition (50)1 gp--------------
Nanogun Ammunition, Cryonic (50)100 gp*----------Special
Nanogun Ammunition, Plasma (50)100 gp*----------Special
Nanogun Ammo Cell5 gp----------0.5 lb.--
Nanogun Chem Cell25 gp----------1 lb.Special

Special Weapon Properties
Automatic: A ranged weapon with this property can be used to make autofire attacks. Autofiring takes as much ammunition as 10 normal attacks, but allows the wielder to attack all creatures and unattended objects within a 5-foot radius.
Disarm: A weapon with this property grants a bonus on the opposed attack roll for a disarm attempt, usually +2.
Energized: A weapon with this property is an energy receptacle, and requires that at least one point of energy be allocated to it to use it properly. The weapon's description indicates what occurs when no energy is allocated.
Equivalent: This weapon is can benefit from feats and other options that normally apply to certain other weapons. See the weapon's description for more details.
Finesse: An appropriately-sized weapon with this property can be used with the Weapon Finesse feat and similar options, even though it isn't a light weapon.
Prone Shot: A ranged weapon with this property can be fired while prone.
Proximity: A ranged weapon with this property is dramatically more effective at close range. The penalty to attack rolls for firing beyond the first range increment also applies to damage rolls with this weapon.
Special: See the weapon's description for details.
Reach: This weapon is a reach weapon.
Strength: A ranged weapon with this property uses its wielder's Strength modifier to determine damage, just like a melee weapon.
Trip: A melee weapon with this property can be used as part of a trip attempt. If the trip attempt fails, the weapon can be dropped.



Weapon Descriptions
Weapons found on Table: Weapons and Table: Ammunition that have special options for the wielder (“you”) are described below.

Assault Nanorifle: You can use an assault nanorifle to make autofire attacks.

Like a crossbow, you can fire an assault nanorifle while prone.

Assault nanorifles are nanoguns and use standard nanogun ammo cells.

Bolt Pistol: You can use a bolt pistol to make autofire attacks.

Like a crossbow, you can fire a bolt pistol while prone.

Bolt pistols are firearms. They use bolter rounds in 10-round bolt pistol clips.

Bolter: You can use a bolter to make autofire attacks.

Bolters are firearms. They use bolter rounds in 20-round bolter clips.

Bolter, Heavy: You can use a heavy bolter pistol to make autofire attacks.

Heavy bolters are firearms. They use bolter rounds in belts.

Bolter Rounds: The standard bolt is the standard-issue antipersonnel ammunition for the bolter. It is designed to penetrate a target and detonate, causing horrific injuries.

Bolter rounds can come in various shapes and sizes, depending on the weapon they are made for. Bolt pistols and bolters use the same .75 calibre ammunition, albeit stored in different clips, but heavy bolters use a .998 calibre version linked in belts.

Bolter Rounds, Hellfire: Hellfire Bolts are designed for use against organic targets. The core and tip are replaced with a vial of mutagenic acid and thousands of needles. When the round enters the target's body, the vial shatters and the needles pierce the victim's flesh, pumping the acid into the target. Hellfire bolts deal damage as though fired from a weapon of one size category smaller, but deal an extra 1 point of acid damage. Any target hit by a hellfire bolt must also make a DC 15 Fortitude save or be sickened for 1d4 rounds.

Bolter Rounds, Inferno: Inferno bolts are designed to immolate their targets and destroy them with superheated chemical fire. The uranium core is replaced with an oxy-phosphorus gel, known as promethium. However, due to the decreased projectile mass, armour-piercing capabilities are compromised. Inferno bolts deal damage as though fired from a weapon of one size category smaller, but deal an extra 1 point of fire damage. Any target hit by an inferno bolt must also make a DC 15 Reflex save or catch on fire.

Bolter Rounds, Metal Storm: In the metal storm frag bolt, the mass-reactive fuse of the standard bolt is replaced with a proximity fuse, and the uranium core and diamantine tip are replaced with increased high-explosives and a fragmentation casing. This means the bolt explodes when it nears an enemy, creating a lethal hail of shrapnel. This bolt is capable of inflicting casualties on multiple lightly-armoured targets, but its effectiveness is dramatically reduced when facing heavily-armoured foes. Metal storm bolts deal damage as though fired from a weapon of one size category smaller, and further impose a -4 penalty on the attack roll. However, attacks with them that hit damage also deal the bolter's base damage (including modifications to the weapon's effective size, such as that caused by using metal storm rounds themselves, but not including other bonuses and penalties to the damage roll, such as enhancement bonuses, or bonus damage dice) to all creatures within 5 feet of the target.

Metal storm bolts deal slashing damage, unlike the piercing damage that most bolter rounds deal.

Desert Eagle: Like a crossbow, you can fire a desert eagle while prone.

Desert Eagles are firearms. They use .50AE calibre rounds in 8-round boxes.

DS-111 Combat Shotgun: DS-111 combat shotguns are dramatically more effective at close range. The penalty to attack rolls for firing beyond the first range category also applies to damage rolls with this weapon.

Like a crossbow, you can fire a DS-111 combat shotgun while prone.

DS-111 combat shotguns are firearms. They use DS-111 shells in 10-round boxes.

Falcon .45: You can use a falcon .45 to make autofire attacks.

Like a crossbow, you can fire a falcon .45 while prone.

Falcon .45s are firearms. They use .45 calibre rounds in 20-round boxes.

Glock 20: Like a crossbow, you can fire a glock 20 while prone.

Glock 20s are firearms. They use 10mm rounds in 15-round boxes.

Hardlight Pistol: Like a crossbow, you can fire a hardlight pistol while prone.

A hardlight pistol fires a beam of semisolid light. This hardlight projectile counts as a magic weapon even if it is nonmagical, allowing it to bypass DR/magic and damage incorporeal creatures. Hardlight weaponry does not function in an area where magic is suppressed, such as an anti-magic field or a dead magic plane.

Hardlight pistols are firearms. They have unlimited ammunition. Hardlight pistol ammunition cannot be individually altered or enhanced.

Hardlight Rifle: A hardlight rifle fires a beam of semisolid light. This hardlight projectile counts as a magic weapon even if it is nonmagical, allowing it to bypass DR/magic and damage incorporeal creatures. Hardlight weaponry does not function in an area where magic is suppressed, such as an anti-magic field or a dead magic plane.

Hardlight rifles are firearms. They have unlimited ammunition. Hardlight rifle ammunition cannot be individually altered or enhanced.

Laser Chainaxe: This weapon resembles a greataxe. When energized, an oscillating energy field surrounds the head.

A laser chainaxe is an energy receptacle, and requires that at least one point of energy be allocated to it to use it properly. If no energy is allocated, it deals slashing damage (instead of piercing and slashing) as a weapon one size category smaller and has a critical of x2 instead of x3.

Feats and other options that apply to the greataxe also apply to the laser chainaxe.

Laser Chainblade: This weapon resembles a short sword. When energized, an oscillating energy field surrounds the blade.

A laser chainblade is an energy receptacle, and requires that at least one point of energy be allocated to it to use it properly. If no energy is allocated, it deals piercing damage (instead of piercing and slashing) as a weapon one size category smaller and has a critical of x2 instead of 19-20/x2.

Feats and other options that apply to the short sword also apply to the laser chainblade.

Laser Chainsword: This weapon resembles a longsword. When energized, an oscillating energy field surrounds the blade.

A laser chainsword is an energy receptacle, and requires that at least one point of energy be allocated to it to use it properly. If no energy is allocated, it deals slashing damage (instead of piercing and slashing) as a weapon one size category smaller and has a critical of x2 instead of 19-20/x2.

Feats and other options that apply to the longsword also apply to the laser chainsword.

Laser Chainknife: This weapon resembles a dagger. When energized, an oscillating energy field surrounds the blade.

A laser chainknife is an energy receptacle, and requires that at least one point of energy be allocated to it to use it properly. If no energy is allocated, it deals piercing or slashing damage (instead of piercing and slashing) as a weapon one size category smaller and has a critical of x2 instead of 19-20/x2.

Feats and other options that apply to the dagger also apply to the laser chainknife.

Nanogun Ammunition: A combination of materials, nanogun ammunition provides the material that nanoguns' nanoforges can break down into projectiles to be shot and the energy with which to launch it. Nanogun ammo is always stored within ammo cells, and cannot be recovered once fired.

Nanogun ammunition can be made of any metal, and can be made masterwork, have weapon templates, be enchanted, and so on as normal.

Nanogun Ammunition, Cryonic: Cryonic ammunition is normal nanogun ammo mixed with a quick-hardening goo, similar to that of tanglefoot bags. Cryonic ammo deals damage as though fired from a weapon of one size category smaller, but deals an extra 1 point of cold damage from the goo's endothermic reaction. Any target hit by a round of cryonic ammo must also make a DC 15 Reflex save or become entangled for 1d4 rounds, moving at half speed (the goo is not strong enough to glue a creature to another surface or object).

Nanogun Ammunition, Plasma: Plasma ammunition is normal nanogun ammo mixed with superheated plasma. Plasma ammo deals damage as though fired from a weapon of one size category smaller, but deals an extra 1 point of fire damage. Any target hit by a round of plasma ammo must also make a DC 15 Reflex save or catch on fire.

Nanogun Ammo Cell: Nanoguns use ammo cells, small cubes of material that the guns' nanoforges can break down into projectiles to be shot and the energy with which to launch it. Ammo cells are universal, meaning that any given cell can be used by any nanogun. Each ammo cell has 50 units of ammunition when at full capacity. A completely depleted ammo cell is reverted to an empty, blank ammo cell, which can be discarded or filled with ammunition of a different type.

Reloading a nanogun is a move action, or a free action with the Nanogun Focus feat, which applies to all nanoguns. A nanogun can also be used to combine two partially charged ammo cells of the same type, or to transfer some amount of remaining ammunition from one cell to another (either a cell of the same type, or a blank ammo cell). This takes the same action as reloading the nanogun. A given ammo cell can never store more than one type of ammunition at a time. Removing an ammo cell from a nanogun is a free action.

Like drawing any other kind of ammunition, drawing an ammo cell is a free action that doesn't provoke attacks of opportunity.

Poison cannot be applied to individual nanogun rounds, and applying to to the ammo cell itself does not affect the projectiles created from it. Specialized ammo cells are required for such purposes.

Nanogun Chem Cell: A variant on the traditional ammo cell, chem cells are designed to transmit poisons and other chemicals with ammunition created from them. A chem cell has a reservoir capable of holding up to 50 doses of poison within it. While any doses of poison remains, the chem cell's internal nanoforge will apply it to the raw material provided to the firing nanogun. This automatic application can be toggled on or off as a free action. Each round fired uses one dose until no more doses remain. Other chemicals than poisons can be used with a chem cell.

Chem cells no safer to handle and shoot with than any other poisoned weapon; a natural 1 on an attack roll still risks exposing the attacker to the poison applied on a failed DC 15 Reflex save, as normal. The risk the user takes of exposing himself to the poisons or chemicals stored occurs when they are loaded into the chem cell, as per poisoning a weapon normally. Mixing multiple types of poisons or chemicals inside a single chem cell usually dilutes both of them to the point of inefficacy, so the chem cell automatically rejects the addition of a poison or chemical while at least one dose of a different type remains stored. A chem cell can purge its chemical contents, rendering them as impotent as if they had been wiped off a weapon.

Nanopistol: Like a crossbow, you can fire a nanopistol while prone.

Nanopistols are nanoguns and use standard nanogun ammo cells.

Nanorifle: Like a crossbow, you can fire a nanorifle while prone.

Nanorifles are nanoguns and use standard nanogun ammo cells.

Nanoshotgun: Nanoshotguns are dramatically more effective at close range. The penalty to attack rolls for firing beyond the first range category also applies to damage rolls with this weapon.

Nanoshotguns are nanoguns and use standard nanogun ammo cells.

Plasma Whip: This weapon is a thin, flexible metal wire attached to a handle. When energized, the wire becomes superheated. Because it deals fire damage, plasma whip attacks are affected by fire resistance and immunity, but not by damage reduction. Unlike most sources of fire damage, a plasma whip deals full damage to objects, not half (it is still affected by hardness).

A plasma whip is an energy receptacle, and requires that at least one point of energy be allocated to it to use it properly. If no energy is allocated, it deals nonlethal slashing damage (instead of fire) as a weapon three size categories smaller, deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher, doesn't threaten the area into which it can be used to make an attack, and provokes an attack of opportunity when used, just like ranged weapons.

A plasma whip has reach, so you can strike opponents twice as far away as normal with it. In addition, unlike most other weapons with reach, it can be used against foes within your normal reach.

You can use a plasma whip to make trip attacks. If you are tripped during your own trip attempt, you can drop the plasma whip to avoid being tripped.

When using a plasma whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a plasma whip sized for you, even though it isn’t a light weapon for you.

Feats and other options that apply to the whip also apply to the plasma whip.

Pulse Cannon: Your Strength modifier applies to damage rolls when you use a pulse cannon, just as it does for thrown weapons.

Like a crossbow, you can fire a pulse cannon while prone.

Pulse cannons are nanoguns and use standard nanogun ammo cells.

Railgun: This projectile weapon launches metallic shards out of its long barrel. It uses a series of electromagnets to accelerate these shards to extreme velocities. This uses a significant amount of power with each shot, more than its internal generator can quickly provide. A railgun is an energy receptacle, and requires that at least one point of energy be allocated to it to use it properly. If no energy is allocated, it takes a full-round action to fire each shot, and thus it cannot be used as part of a full attack or a martial strike, nor to perform attacks of opportunity or bonus attacks from other abilities and effects.

Railguns are nanoguns and use standard nanogun ammo cells.

Stun Baton: You can deal nonlethal damage with a stun baton at no penalty.

TacMil Sniper Rifle: The tactical military (TacMil) sniper rifle was developed near the end of the information age. While it has been updated to incorporate newer technologies, its highly effective basic design has remained largely unchanged.

Like a crossbow, you can fire a TacMil sniper rifle while prone.

The TacMil sniper rifle features a flash suppressor as well as an effective sound suppressor, ensuring maximum stealth. The flash suppresser reduces the penalty on Hide checks for sniping with this weapon by 10, to a minimum of -0 (a -10 penalty instead of -20). The sound suppressor adds +10 to the DC of Listen checks made to hear the weapon firing (to DC -10). This qualifies as and does not stack with the sound suppressor gadget. The rifle also has a selector that allows it to fire ammunition at subsonic speeds, which further increases the DC of the Listen check by an additional +20 (to DC 10), but this reduces the range increment by half (to 60 feet) and decreases the damage dealt to that of a weapon one size category smaller (to 1d8 for a Medium creature).

TacMil sniper rifles are firearms. They use 7.62mm rounds in 15-round boxes.

Urtragian Battle Scythe: Despite the similar name and appearance, battle scythes are not simply scaled down versions of the archaic reinforced scythe frequently seen in combat. Battle scythes have a very different curvature and weighting to them, and can be particularly deadly when used to transmit large amounts of kinetic energy. On a charge attack, the battle scythe's critical threat range is 18-20 instead of 20. Its multiplier remains x3.

You can use a battle scythe to make trip attacks. If you are tripped during your own trip attempt, you can drop the battle scythe to avoid being tripped.

Urtragian space pirates treat battle scythes as martial weapons.

Sidebar/Variant: Lethal Weaponry
(click to show/hide)



Legend
Here is the format for explosive weapon entries (given as column headings on Table: Explosives).

Cost: This value is the explosive's cost in gold pieces (gp). The cost includes miscellaneous gear that goes with the explosive. This cost is the same for a Small or Medium version of the explosive. A Large version costs twice the listed price.

Damage: The Damage columns give the damage dealt by the explosive on a successful hit. The column indicates the damage for Medium explosives. Larger and smaller explosives deal appropriately more or less damage.

Critical: The entry in this column notes how the explosive is used with the rules for critical hits. Most explosives are incapable of causing critical hits, as noted by a "--" in their Critical column.

Burst Radius: The burst radius is the area affected by the explosive. All creatures or objects within the burst radius take damage from the explosive.

Damage Type: Explosives are classified according to the type of damage they deal: bludgeoning, piercing, or slashing. Many explosives deal unusual forms of damage.

Reflex DC: Any creature caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage.

Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments. Grenades and most other explosives are thrown weapons.

Size: This column indicates how difficult the explosive is to wield for a creature of the appropriate size: light (light), one-handed (1-h) or two-handed (2-h).

Weight: This column gives the weight of a Medium version of the explosive.

Craft DC: This column gives the Craft DC to create the explosive.

Special: Some explosives have special features. See the explosive descriptions for details.

Table: Explosives
GrenadesCostDamageCriticalBurst RadiusDamage TypeReflex DCRange IncrementSizeWeightCraft DC
Concussion Grenade100 gp4d6--15 feetNonlethal Sonic1510 ft.Light1 lb.20
Cryogenic Grenade250 gp8d6, see text--10 feetCold1510 ft.Light2 lb.30
Dissolver Grenade150 gpSee text--5 feetAcid--10 ft.Light2 lb.20
Dissolver Grenade, Improved700 gpSee text--10 feetAcid--10 ft.Light2 lb.25
Dissolver Grenade, Advanced1650 gpSee text--20 feetAcid--10 ft.Light2 lb.30
EMP Grenade375 gp5d6, see text--20 feetElectricity1510 ft.Light2 lb.25
EMP Grenade, Improved1250 gp10d6, see text--20 feetElectricity1810 ft.Light2 lb.30
EMP Grenade, Advanced2625 gp15d6, see text--20 feetElectricity2110 ft.Light2 lb.35
EMP Grenade, Prototype4500 gp20d6, see text--20 feetElectricity2410 ft.Light2 lb.40
Fireflush Grenade75 gp3d6--10 feetFire1510 ft.Light2 lb.20
Flash-Bang Grenade375 gpSee text--15 feet--1610 ft.Light1 lb.25
Fragmentation Grenade125 gp4d6--20 feetSlashing1510 ft.Light1 lb.22
Gravitic Grenade200 gp6d6--10 feetBludgeoning1510 ft.Light1 lb.25
Kinetic Wave Grenade75 gp2d6--10 feetForce1510 ft.Light2 lb.20
Kinetic Wave Grenade, Improved200 gp6d6--10 feetForce1810 ft.Light2 lb.25
Kinetic Wave Grenade, Advanced400 gp10d6--10 feetForce2110 ft.Light2 lb.30
Kinetic Wave Grenade, Prototype1000 gp14d6--10 feetForce2410 ft.Light2 lb.35
Shrapnel Grenade150 gp5d6--20 feetSlashing1510 ft.Light1 lb.20
Singularity Grenade1000 gp15d6--5 feetDisintegration1510 ft.Light2 lb.40
Smoke Grenade50 gpSee text--See text----10 ft.Light2 lb.20
Sonic Pulse Grenade125 gp3d6, see text--15 feetNonlethal Sonic1210 ft.Light1 lb.22
Tear Gas Grenade300 gpSee text--See text----10 ft.Light2 lb.25
Thermite Grenade150 gp6d6--5 feetFire1210 ft.Light2 lb.25
White Phosphorous Grenade100 gp2d6, see text--20 feetFire1210 ft.Light2 lb.20



Grenade Descriptions
Grenades are a form of splash weapon, and thus require no proficiency to use. They deal their damage (or cause other effects) within the indicated radius burst, centered on where they explode. A successful Reflex save halves the damage a grenade deals. Grenades are created with the Craft (alchemy) skill.

Concussion Grenade: Law enforcement officers in the future use concussion grenades to knock out threatening targets. A few concussion grenades can knock out a room full of criminals, without risk of death or destruction of property.

Cryogenic Grenade: When a cryogenic grenade explodes, it deals cold damage to all creatures and objects in its burst radius. The freezing cold automatically stabilizes any creature reduced to negative hit points by the blast. If the cryogenic blast deals sufficient damage to reduce a target to –10 or fewer hit points, the target instead drops to –9 hit points and stabilizes automatically (in other words, the target does not die). Creatures that are destroyed at 0 hit points can still be destroyed by this explosion.

Despite the name, a cryogenic grenade's explosion does not ease cryopreparation of a dead creature. The cryoprep process is far more involved than just freezing everything.

Dissolver Grenade: This grenade releases a cloud of gas that dissolves organic matter, dealing 2d6 points of acid damage per round to all living creatures and organic materials in a 5-foot-radius spread emanation. No saving throw is allowed against this damage. Suspended in an artificial gravity well, the cloud persists until the gravity well collapses after 1 minute. The gravity well prevents even strong winds from dispersing the acid cloud.

Improved dissolver grenades also obscure line of sight, as per the fog cloud spell. It affects a 10-foot radius spread emanation.

Advanced dissolver grenades also obscure line of sight and impede movement, as per the acid fog spell. It affects a 20-foot radius spread emanation.

EMP Grenade: An EMP grenade releases an electromagnetic pulse that instantly shorts out all electronic devices (including computers) within a 20-foot burst radius. Affected devices remain nonfunctional until repaired. The EMP grenade deals no damage to most living creatures. Unattended cybernetic items and magic items are suppressed for 1d4 rounds if the grenade's thrower succeeds of a dispel check with a +5 modifier (1d20+5) against that item (DC 11 + the item's activator or caster level), as though with a targeted dispel magic effect. Similarly, magical auras in the area are at risk of being dispelled, as though with an area dispel magic effect.

A cybernetic creature with any active modules takes 1d6 points of electricity damage per module, to a maximum of 5d6. If the cybernetic creature rolls a natural 1 on its Reflex save, each of its modules are at risk of being suppressed as described above. An EMP grenade also deals 5d6 points of electricity damage to any construct in the burst. Cybernetic constructs take damage only once. They do not take damage both for being a construct and for having active modules. Use only the greater damage expression.

Improved EMP grenades have a +10 modifier on the dispel check, deal 2d6 damage per module (maximum 10d6), and deal 10d6 damage to constructs.

Advanced EMP grenades have a +15 modifier on the dispel check (which functions as greater dispel magic), deal 3d6 damage per module (maximum 15d6), and deal 15d6 damage to constructs.

Prototype EMP grenades have a +20 modifier on the dispel check (which functions as greater dispel magic), deal 4d6 damage per module (maximum 20d6), and deal 20d6 damage to constructs.

Fireflush Grenade: A fireflush grenade contains a chemical compound that combusts immediately upon contact with oxygen. When a fireflush grenade detonates, it produces geysers of flame that fill its burst radius. All creatures and objects within the burst radius take 3d6 points of fire damage. The blast also ignites clothing and other flammable items.

Flash-Bang Grenade: A flash-bang grenade is a non-lethal device that uses a bright flash and loud report to disable victims within its burst radius. All creatures within the burst radius must succeed at a Fortitude save or become deafened for 1 minute, a Will save or be blinded for 1d6 rounds, and a Reflex save or be staggered for 1 round.

Fragmentation Grenade: The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.

Gravitic Grenade: When this grenade detonates, it releases incredible gravitational forces. All creatures within a 10-foot-radius burst are crushed for 6d6 points of bludgeoning damage. A successful Reflex save halves the damage. Massless and incorporeal creatures are unaffected.

Kinetic Wave Grenade: Kinetic wave grenades release a pulse of semisolid energy when they detonate. The detonation is a force effect, and thus can affect incorporeal and ethereal creatures. Further, any creature that takes damage from the explosion is subject to a bull rush attempt, pushing it directly away from the burst's point of origin. The grenade functions as a creature of its weapon size (ie: a kinetic wave grenade designed for Medium creatures bull rushes as a Medium creature, one designed for Large creatures as a Large creature, and so on), and has an effective Strength score of 14.

An improved kinetic wave grenade functions as a creature of one size category larger than its weapon size (ie: a kinetic wave grenade designed for Medium creatures bull rushes as a Large creature, one designed for Large creatures as a Huge creature, and so on), and has an effective Strength score of 20.

An advanced kinetic wave grenade functions as a creature of two size categories larger than its weapon size (ie: a kinetic wave grenade designed for Medium creatures bull rushes as a Huge creature, one designed for Large creatures as a Gargantuan creature, and so on), and has an effective Strength score of 26.

A prototype kinetic wave grenade functions as a creature of three size categories larger than its weapon size (ie: a kinetic wave grenade designed for Medium creatures bull rushes as a Gargantuan creature, one designed for Large creatures as a Colossal creature, and so on), and has an effective Strength score of 32.

Shrapnel Grenade: Similar in concept to the standard fragmentation grenade, the shrapnel grenade propels dangerous shards of metal outward at high velocity when it explodes. Unlike the fragmentation grenade, the shrapnel grenade incorporates aerodynamic metal shards and directional tubes to ensure that each shard is propelled at lethal velocity along a set path. The result is a calculated field of flying shrapnel that is far more effective than the simple pop-and-spray chaos of a fragmentation grenade.

Singularity Grenade: A singularity grenade generates a gravity field so powerful that it bends space into a miniature black hole. The black hole instantly devours all light and matter before collapsing and vanishing. Any character or object in the grenade’s 5-foot burst radius takes 15d6 points of damage. A successful Reflex save halves the damage. If the damage is enough to reduce a creature to –10 hit points, the grenade leaves no trace of the creature behind. The damage from a singularity grenade is not affected by damage reduction or resistances. Massless and incorporeal creatures are unaffected by a singularity grenade.

Smoke Grenade: Military and police forces use these weapons to create temporary concealment. On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet, and on the third round it fills all squares within 15 feet. The smoke obscures sight, including the darkvision ability, as per a fog cloud spell. Any creature within the area has total concealment (attacks suffer a 50% miss chance, and the attacker can't use sight to locate the target). It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green, and purple. As such, they can be used as signal devices.

Sonic Pulse Grenade: A sonic pulse grenade deals 3d6 points of nonlethal sonic damage to any creature in the burst radius. In addition, creatures that take damage from the sonic pulse grenade must also succeed on a Fortitude save against the same DC or be shaken for 1d4 rounds.

Tear Gas Grenade: Military and police forces use these weapons to disperse crowds and smoke out hostage takers. Tear gas grenades have a larger capacity and a more staggered release of the irritant than simply shattering a vial of it. On the round that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 10-foot radius, and on the third round it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.

Creatures caught in a cloud of tear gas are subjected to the irritant (they must make a DC 15 Fortitude save or be nauseated for 1d6 rounds). Those who succeed at their saves but remain in the cloud must continue to save each round. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the Fortitude save.

Thermite Grenade: Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment. The fire damage dealt by a thermite grenade deals full damage to objects, rather than half.

White Phosphorous Grenade: White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a white phosphorus grenade is also set on fire. In addition, a white phosphorous grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade (see above), except that it only fills squares within 5 feet of the explosion point.
« Last Edit: July 17, 2017, 06:05:58 PM by Garryl »

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4508
    • View Profile
(Continued) [PoC] Items and Equipment
« Reply #1 on: February 08, 2013, 10:51:59 PM »
Cybernetic Weapon Properties
Cybernetic weapons function just like magic items. An item can have both cybernetic and magical properties at the same time.

Just like with magical weapons, cybernetic weapons can have an enhancement bonus to its attack and damage rolls. Adding an enhancement bonus requires the Craft Cybernetic Arms and Armor feat and an activator level of at least 3 times the final enhancement bonus.

Table: Cybernetic Weapon Properties
PropertyBase Price Modifier
Autofiring1+1 bonus
Energized+1 bonus
Energy Shielded+2000 gp
Energy Siphon+2 bonus
Irradiating+1 bonus
Irradiating Burst+2 bonus
Smartlink+1 bonus
Velocithor1+2 bonus
1. Ranged weapons only



Autofiring
Price: +1 bonus
Activator Level: 6th
Aura: Moderate transmutation
An autofiring weapon can be used to make autofire attacks. Only ranged projectile weapons can be autofiring weapons.
Prerequisites: Craft Cybernetic Arms and Armor, Spazer Beam.



Energized
Price: +1 bonus
Activator Level: 6th
Aura: Moderate evocation
An energized weapon is an energy receptacle. Each point of energy allocated to it increases its enhancement bonus by 1, to a maximum total bonus of +5.
Prerequisites: Craft Cybernetic Arms and Armor, Energy Weapon.



Energy Shielded
Price: +2000 gp
Activator Level: 5th
Aura: Moderate abjuration
An energy shielded weapon is an energy receptacle. While any energy is allocated to it, the weapon has an energy shield with 10 hit points per point of energy allocated to it, with recovery equal to twice the amount of allocated energy.
Prerequisites: Craft Cybernetic Arms and Armor, Energy Tank.



Energy Siphon
Price: +2 bonus
Activator Level: 8th
Aura: Moderate evocation
A successful hit with an energy siphon weapon forces the target to expend 1 point of energy (if it has any). This energy is expended to no effect. Projectile weapons bestow this ability upon their ammunition.
Prerequisites: Craft Cybernetic Arms and Armor, Energy Transfer.



Irradiating
Price: +1 bonus
Activator Level: 7th
Aura: Moderate necromancy
Upon command, an irradiating weapon releases intense radiation. The radiation does not harm the weapon's wielder, nor does it release significant quantities of radiation except through a successful hit. Such a weapon deals an extra 1d4 points of damage stemming from acute radiation and causes the target to gain 100 points of radiation on a successful hit. Projectile weapons bestow this ability upon their ammunition.
Prerequisites: Craft Cybernetic Arms and Armor, access to a lesser socket, Biofeedback.



Irradiating Burst
Price: +2 bonus
Activator Level: 12th
Aura: Strong necromancy
This weapon functions as an irradiating weapon that also releases a surge of radiation upon scoring a successful critical hit. In addition to the extra damage of the irradiating ability (see above), an irradiating burst weapon deals an extra 1d8 points of damage stemming from acute radiation on a successful critical hit. If the weapon’s critical multiplier is ×3, add 2d8 points of extra damage instead, and if the multiplier is ×4, add 3d8 points of extra damage. On a successful critical hit, the radiation caused is also multiplied by the weapon's critical multiplier. Projectile weapons bestow this ability upon their ammunition.
Prerequisites: Craft Cybernetic Arms and Armor, access to a greater socket, Biofeedback.



Smartlink
Price: +1 bonus
Activator Level: 6th
Aura: Moderate divination
Smartlink weapons can link up with other targeting systems and use them to automatically assist their aim. The weapon grants a +1 insight bonus on attack rolls with it against the subject of the wielder's target lock. This improves to +3 if the wielder has maintained the target lock against the subject for at least 1 round.
Prerequisites: Craft Cybernetic Arms and Armor, Advanced Targeting.



Velocithor
Price: +2 bonus
Activator Level: 10th
Aura: Moderate transmutation
Velocithor only functions with ranged attacks. Velocithor attacks are fired at an extremely high velocity and pierce through most materials with ease. When making autofire attacks with a velocithor weapon, the wielder can elect to affect a 60-foot line instead of the normal 5-foot radius burst. If the wielder would affect a larger radius when making an autofire attack, he or she instead can affect a line 60 feet long for every 5 feet of the burst's radius. The length of a velocithor autofire attack's line cannot exceed the weapon's maximum range. Autofire attacks made in this way deal full damage to objects (rather than the normal half damage for ranged attacks). If the damage caused to an interposing barrier shatters or breaks through it, the line may continue beyond the barrier if the line's range permits; otherwise, it stops at the barrier just as any other ranged attack does.
Prerequisites: Craft Cybernetic Arms and Armor, access to a lesser socket, Kinetic Accelerator.



Cybernetic Ammunition Properties
While most special weapon properties can be applied to both weapons and ammunition, some are restricted to ammunition only. Ammunition properties only function when the weapon is used as ammunition. They provide no benefit on improvised attacks.

Ammunition properties whose prices are given as fixed values sometimes indicate that they are per unit. In such a case, that is the cost for each individual unit of ammunition, not for a group of 50.

Table: Cybernetic Ammunition Properties
PropertyBase Price Modifier
Devastator+300 gp/unit
Shocksplinter+50 gp/unit



Devastator
Price: +300 gp/unit
Activator Level: 12th
Aura: Strong evocation
Devastator can only be applied to ammunition, and only functions with ranged attacks. Devastator ammunition counts as a splash weapon, although attacks with them are not automatically touch attacks and they still require proficiency to use properly. In addition to the normal effects of a ranged attack, a devastator weapon deals 2d6 points of damage to all creatures within 10 feet of the impact point. Any subject that fails a Reflex save (DC 15 + attacker's Constitution modifier) is also knocked prone.
Prerequisites: Craft Cybernetic Arms and Armor, access to a lesser socket, Resonance Detonator or Spazer Beam.



Shocksplinter
Price: +50 gp/unit
Activator Level: 7th
Aura: Moderate evocation
Shocksplinter can only be applied to ammunition, and only functions with ranged attacks. Shocksplinter ammunition counts as a splash weapon, although attacks with them are not automatically touch attacks and they still require proficiency to use properly. In addition to the normal effects of a ranged attack, a shocksplinter weapon deals 1d6 points of damage to all creatures within 10 feet of the impact point. A successful Reflex save (DC 13 + attacker's Constitution modifier) halves this damage.
Prerequisites: Craft Cybernetic Arms and Armor, access to a least socket, Resonance Detonator or Spazer Beam.



In addition to the new weapon properties described above, most magical and psionic weapon properties can be replicated as cybernetic properties. In general, any property whose thematic requirements are similar to those of a module's effects should be available as a cybernetic property with that module substituted for the spell requirements, with an activator level requirement equal to the property's aster level requirement, and requiring the Craft Cybernetic Arms and Armor feat in place of the Craft Magic Arms and Armor feat. Properties that require higher-level spells might also require advanced socket access. The table below provides guidelines to decide what socket access is appropriate to require based on the spell level requirement.
Spell LevelSocket Access
3rd, 4thLeast
5th, 6thLesser
7th, 8thGreater
9thCore
Below are some sample properties that could be converted to cybernetic properties. This is not an exhaustive list.

PropertySourceModule Requirements
AnarchicDMGProbability Breaker, Least socket access
AxiomaticDMGOrder Enforcement, Least socket access
Brilliant EnergyDMGEnergy Weapon, Least socket access
DefendingDMGRiot Shield
DistanceDMGKinetic Accelerator, Least socket access
FlamingDMGPlasma Beam or Thermal Lance
Flaming BurstDMGPlasma Beam or Thermal Lance
FrostDMGCryo Core or Ice Beam or Polar Star
Ghost TouchDMGPower Beam, Lesser socket access
HolyDMGLuminate Shielding, Least socket access
Icy BurstDMGCryo Core or Ice Beam or Polar Star
KeenDMGDisruption Crescent or Nova Beam, Least socket access
Mighty CleavingDMGSpazer Beam, Least socket access
ReturningDMGKinetic Accelerator, Lesser socket access
SeekingDMGAdvanced Targeting, Lesser socket access
ShockDMGArc Staff or Lightning Rod or Wave Beam, Least socket access
Shocking BurstDMGArc Staff or Lightning Rod or Wave Beam, Least socket access
SpeedDMGTemporal Accelerator, Least socket access
ThunderingDMGAnnihilator Beam or Resonance Detonator or Vibroblade
ThrowingDMGKinetic Accelerator
UnholyDMGNightmare Ward, Least socket access
CollisionXPHGravitic Amplifier
Coup de GraceXPHOrder Enforcement, Least socket access
DislocatorXPHWarp Beam, Lesser socket access
Great DislocatorXPHAstral Shift, Lesser socket access
LuckyXPHProbability Breaker, Greater socket access
ParryingXPHRiot Shield
PsychokineticXPHPower Beam, Lesser socket access
Psychokinetic BurstXPHPower Beam, Lesser socket access
SunderingXPHDisruption Crescent
SuppressionXPHDisruption Beam, Lesser socket access
TeleportingXPHDimensional Shift, Lesser socket access
« Last Edit: July 09, 2017, 10:50:52 PM by Garryl »

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4508
    • View Profile
(Continued) [PoC] Items and Equipment
« Reply #2 on: February 08, 2013, 10:52:08 PM »
Armor
Concealable armor is introduced in this chapter. This type of armor can either be worn underneath regular clothing or appears as regular clothing at first glance. A successful DC 30 Spot check is usually required to notice and recognize it as armor. See the Disguise and Spot skills for more details.



Legend
Here is the format for armor entries (given as column headings on Table: Armor).

Cost: This value is the armor's cost in gold pieces (gp). This cost is the same for a Small or Medium version of the armor built for humanoids. Armor for larger, smaller, or non-humanoid creatures can cost more or less, as appropriate.

Armor Bonus: Each armor grants an armor bonus to AC. The armor bonus from a suit of armor doesn’t stack with other effects or items that grant an armor bonus.

Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. Heavier armors limit mobility, reducing the wearer’s ability to dodge blows. This restriction doesn’t affect any other Dexterity-related abilities. A character’s encumbrance (the amount of gear carried, including armor) may also the maximum Dexterity bonus that can be applied to his or her Armor Class.

Armor Check Penalty: Any armor heavier than a light undercover shirt hurts a character’s ability to use some skills. An armor check penalty number is the penalty that applies to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks by a character wearing a certain kind of armor. Double the normal armor check penalty is applied to Swim checks. A character’s encumbrance (the amount of gear carried, including armor) may also apply an armor check penalty.

Arcane Spell Failure: Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Most arcane spellcasters face the possibility of arcane spell failure if they’re wearing armor. The number in this column is the chance that the spell fails and is ruined.

Weight: This column gives the weight of a Medium version of the armor.

Special: Some armors have special features. See the armor descriptions for details.

Table: Armor
ArmorCostArmor BonusMaximum Dex BonusArmor Check PenaltyArcane Spell FailureWeightSpecial
Light Armor
Light Undercover Shirt50 gp+2+6-05%2 lb.Concealable
Undercover Vest100 gp+3+5-110%3 lb.Concealable
Light Combat Armor200 gp+4+4-220%6 lb.--
Exotic Light Armor
Ghost Armor3500 gp+5+5-215%15 lb.Energized, Special
Medium Armor
Concealable Vest120 gp+4+5-315%4 lb.Concealable
Tactical Vest250 gp+5+4-425%10 lb.--
Land Warrior Armor400 gp+6+3-530%15 lb.--
Exotic Medium Armor
Boost Armor4000 gp+7+4-320%20 lb.Energized, Special
Heavy Armor
Special Response Vest800 gp+7+2-635%20 lb.--
Forced Entry Unit1600 gp+9+0-740%30 lb.--
Unisoldier Combat Armor2000 gp+10+0-850%50 lb.Massive
Exotic Heavy Armor
Barrier Armor5500 gp+9+2-640%40 lb.Energized, Special
Reinforced Armor7000 gp+12+0-850%60 lb.Energized, Massive, Special

Special Armor Properties
Concealable: This type of armor can either be worn underneath regular clothing or appears as regular clothing at first glance. A successful Spot check is usually required to notice and recognize it as armor.
Energized: Armor with this property is an energy receptacle, and requires that at least one point of energy be allocated to it to use it properly. The armor's description indicates what occurs when no energy is allocated.
Massive: Due to the exceptional bulk of this armor, movement is even slower than normal for armor of this suit's category. Light armor counts as medium armor, medium armor counts as heavy armor, and heavy armor reduces its wearer's speed to half his normal movement speed (rounded down to the nearest 5-foot increment), rather than the normal two-thirds.
Special: See the armor's description for details.



Armor Descriptions
Any special benefits or accessories to the types of armor found on Table: Armor are described below.

Barrier Armor: Barrier armor is powered armor that generates a low-level energy shield. A character wearing boost armor is protected from most energy-based attacks. The energy field provides acid, cold, electricity, fire, and sonic resistance equal to 3 x the amount of energy allocated to the it and a deflection bonus to armor class equal to the amount of energy allocated.

When unpowered, barrier armor impedes the wearer's movements. While no energy is allocated to it, barrier armor's maximum Dexterity bonus is reduced by 2 (to +0), its armor check penalty is worsened by 4 (to -10), and its arcane spell failure chance is increased by 15% (to 55%).

Boost Armor: Boost armor is powered armor that augments the character’s physical abilities. A character wearing boost armor is stronger, faster, and more nimble than ever before. Special mechanisms augment physical strength, granting a +2 enhancement bonus to the character’s Strength score for each point of energy allocated to it. Sensors can detect incoming attacks and augment reaction times, granting a resistance bonus on all Reflex saves equal to the amount of energy allocated.

When unpowered, boost armor impedes the wearer's movements. While no energy is allocated to it, boost armor's maximum Dexterity bonus is reduced by 3 (to +1), its armor check penalty is worsened by 3 (to -6), its arcane spell failure chance is increased by 15% (to 35%), and it is considered heavy armor instead of medium armor.

Concealable Vest: Standard issue in many police forces, this vest provides maximum protection in a garment that can be worn all day long under regular clothing. While it may go unnoticed by a quick glance, it is usually visible to anyone looking closely for it. The DC of Spot checks notice the armor is 5 less than normal for concealable armor (DC 25), and the bonus on Disguise checks is likewise reduced by 5 (to +5).

Unlike most other medium and heavy armors, this armor does not come with gauntlets.

Forced Entry Unit: The most powerful non-military protection available is built into this suit, which consists of a heavy torso jacket with ceramic plates over the chest and back, neck and groin guards, arm protection, and a helmet. Heavy and cumbersome, this armor is generally only donned by tactical officers heading into a dangerous assault.

Ghost Armor: Ghost armor is powered armor that shifts its wearer partially out of phase with the normal world. A character wearing ghost armor is protected from both incorporeal attacks, against which the armor is nearly solid, and against physical attacks, against which the wearer is not entirely present. Some of the armor's armor bonus to AC, up to twice the amount of energy allocated to the armor, applies against touch attacks. Additionally, weapon attacks from corporeal sources attacks have a 5% chance per point of energy allocated (maximum 50%) to simply fail to cause damage to the wearer (although other effects still occur), as though from incorporeality.

When unpowered, ghost armor impedes the wearer's movements. While no energy is allocated to it, ghost armor's maximum Dexterity bonus is reduced by 2 (to +3), its armor check penalty is worsened by 3 (to -5), its arcane spell failure chance is increased by 15% (to 30%), and it is considered medium armor instead of light armor.

Land Warrior Armor: Land warrior armor is the go-to protection for rank and file soldiers. Although it resembles the heavy armor used in days of yore, advanced construction techniques and improved materials give this modern plate mail far improved mobility and greatly reduced weight with only a minor loss of protection compared to its archaic counterpart.

Light Combat Armor: Light combat armor provides less protection than later, heavier types, but also allows increased mobility. Most light combat armors consist of a reinforced blast vest, shoulder and upper arm pads, thigh and abdomen pads, and kneepads. Some light combat armors also include helmets and visors, though not all incorporate this aspect of the armor.

Light Undercover Shirt: Designed for deep undercover work in which it’s critical that the wearer not appear to be armed or armored, this garment consists of a everyday clothing with a band of light protective material sewn in around the lower torso. Recognizing a light undercover shirt as armor requires a DC 30 Spot check.

Reinforced Armor: Reinforced armor is powered armor that uses impact foam and ultra-heavy plating to minimize the threat of kinetic attacks. A character wearing reinforced armor gains DR/- equal to the amount of energy allocated to it. Further, the armor has a 20% chance per point of energy allocated (maximum 100%) to negate the extra damage from a critical hit or precision-based attack (such as sneak attack).

Due to its exceptional bulk, reinforced armor reduces its wearer's speed to half his normal movement speed (rounded down to the nearest 5-foot increment), rather than the normal two-thirds.

When unpowered, reinforced armor all but locks the wearer in place as motion-assist actuators freeze up. While no energy is allocated to it, reinforced armor's armor check penalty is worsened by 7 (to -15), its arcane spell failure chance is increased by 15% (to 65%), and the wearer's speed is further halved (rounded down to the nearest 5-foot increment).

Special Response Vest: Built like the tactical vest, but incorporating groin and neck protection as well as a ceramic plate over the chest, this armor provides additional protection in battles against heavily armed opponents.

Tactical Vest: The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available.

Unlike most other medium and heavy armors, this armor does not come with gauntlets.

Undercover Vest: Covering a larger area of the torso, this vest provides better protection than the light undercover shirt—but it’s also more easily noticed. It’s best used when the armor should remain unseen but the wearer doesn’t expect to face much scrutiny. The DC of Spot checks notice the armor is 2 less than normal for concealable armor (DC 28), and the bonus on Disguise checks is likewise reduced by 2 (to +8).

Unisoldier Combat Armor: The ultimate step in the creation of the one-soldier army, unisoldier combat armor is an all-in-one package that makes the wearer a formidable opponent in combat. The wearer is covered from head to toe with reinforced armor capable of withstanding even heavy weapons fire. Additionally, the armor usually has built-in slots for the addition of onboard computer systems and other gadgets, though not all armors make use of the option.

Due to its exceptional bulk, unisoldier combat armor reduces its wearer's speed to half his normal movement speed (rounded down to the nearest 5-foot increment), rather than the normal two-thirds.



Table: Donning Armor
Armor TypeDonDon HastilyRemove
Light undercover shirt, undercover vest, or concealable vest2 rounds1 round1 round
Ghost armor, light combat armor, or tactical vest1 minute5 rounds1 minute1
Boost armor, land warrior armor, special response vest, or forced entry unit4 minutes11 minute1 minute1
Unisoldier combat armor, barrier armor, reinforced armor4 minutes24 minutes11d4+1 minutes1
1. If the character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent characters. Two characters can't help each other don armor at the same time.
2. The wearer must have help to don this armor. Without help, it can be donned only hastily.

Sidebar: Archaic Armor Among Future Technology
(click to show/hide)
« Last Edit: July 17, 2017, 06:06:49 PM by Garryl »

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4508
    • View Profile
(Continued) [PoC] Items and Equipment
« Reply #3 on: February 08, 2013, 10:52:24 PM »
Cybernetic Armor Properties
Cybernetic armors and shields function just like magic items. An item can have both cybernetic and magical properties at the same time.

Just like with magical armor, cybernetic armor can have an enhancement bonus to its armor (or shield) bonus to AC. Adding an enhancement bonus requires the Craft Cybernetic Arms and Armor feat and an activator level of at least 3 times the final enhancement bonus.

Table: Cybernetic Armor Properties
PropertyBase Price Modifier
Camouflage Field1+3 bonus
Energized+1 bonus
Integrated Jetback1+7500 gp
Shielding, Minor+720 gp
1. Armor only



Camouflage Field
Price: +3 bonus
Activator Level: 5th
Aura: Moderate illusion
This type of armor projects a light-distorting energy field around the wearer, causing the armor and its wearer to visually blend into the environment. The wearer has concealment while this armor is worn. This property can be activated or suppressed as a free action.
Prerequisites: Craft Cybernetic Arms and Armor, Stealth Field.



Energized
Price: +1 bonus
Activator Level: 6th
Aura: Moderate evocation
A suit of armor or a shield with this property is an energy receptacle. Each point of energy allocated to it increases its enhancement bonus by 1, to a maximum total bonus of +5.
Prerequisites: Craft Cybernetic Arms and Armor, Power Suit.



Integrated Jetpack
Price: +7500 gp
Activator Level: 5th
Aura: Faint transmutation
This is essentially just a stripped down personal jetpack built into the suit of armor. While active, the jetpack grants a fly speed of 40 feet with average maneuverability. This speed may be reduced based on the type of armor worn, as normal. The jetpack's capacitors can store enough power for 1 minute of flight per day, which can be divided into increments as small as 1 round. The small internal generator automatically recharges the capacitors over the course of a day. Only the basic jetpack can be easily integrated into existing armor. More powerful versions would be prohibitively expensive to integrate without impeding mobility or compromising the armor's defensive capabilities.
Prerequisites: Craft Cybernetic Arms and Armor, Gravity Booster.



Shielding, Minor
Price: +720 gp
Activator Level: 4th
Aura: Faint abjuration
A suit of armor or a shield with this property provides an energy shield to the wearer. The shield can absorb up to 5 hit points of damage and it recovers 1 hit point per minute. The energy shield will also absorb damage from attacks that would damage the armor itself.
Prerequisites: Craft Cybernetic Arms and Armor, Energy Tank.
« Last Edit: July 09, 2017, 10:52:39 PM by Garryl »

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4508
    • View Profile
(Continued) [PoC] Items and Equipment
« Reply #4 on: February 08, 2013, 10:52:56 PM »
Gadgets
Gadgets are special enhancements that can be made to weapons, armor, and other items. Their effects are wholly mundane, and are not suppressed by effects that suppress or destroy magical and cybernetic effects, even if the item itself has other magical or cybernetic properties. They require no special abilities to make, and function even in an anti-magic field.

When crafting an item with gadgets, each gadget is crafted as a separate component, just like making a masterwork weapon or armor. Crafting a gadget requires a Craft check (the DC of which is noted in the gadget's description), using the same Craft category as the rest of the item. The gadget modifies the market value of the item as indicated in the gadget's description.

While gadgets are usually only added to items during their initial construction, a completed item can be retrofitted to have a new gadget. This increases the gadget's cost to craft by 50% and its Craft DC by 5.

Gadgets can only be applied to items the of appropriate type. Weapon gadgets can only be applied to weapons, armor gadgets can only be applied to armor, shield gadgets can only be applied to shields, and miscellaneous gadgets can only be applied to non-weapon, non-armor, non-shield items. Some gadgets have additional restrictions placed on them that must be considered before making the gadget modification.



Table: Weapon Gadgets
GadgetMarket Value ModifierCraft DC
Anti-Corrosive Coating+500 gp20
Booby Trapped+2000 gp25
Collapsible+500 gp20
Corner Scope+500 gp25
Identifier Tag+50 gp15
Night Vision Scope+300 gp22
Rangefinder Scope+500 gp20
Sound Suppressor+1000 gp20
Stun Module+750 gp20
Techno-Organic Makeup+500 gp20
Teleporting Magazine+1000 gp23
Variable Ammunition+1000 gp20
Variable Choke+1000 gp20
Voice Recognition System+200 gp15



Anti-Corrosive Coating
Acid deals half damage instead of full to a weapon with this gadget, and it is not subject to rusting.
Restrictions: None.
Market Value Modifier: +500 gp
Craft DC: 20



Booby Trapped
Those characters with a more paranoid outlook on life may consider the booby trapped gadget for protecting their personal belongings. Any weapon with this gadget is designed to function properly only for the owner or owners of the weapon, or for a particular group of characters. If an unauthorized character picks up or attempts to use the weapon, a special trap is immediately triggered. After a trap is triggered, only an authorized user can reset the weapon to its normal state. When selecting the booby trap gadget, the character must designate a single person or a particular group that can use the weapon safely without triggering the trap. Additionally, the character must select a single trap from the list below.
  • Barbs: The weapon rapidly projects spikes or blades from its grip, dealing 1d6 points of piercing and slashing damage to the user each round the weapon is held.
  • Electric Shock: Power cells in the weapon’s grip discharge and deal 1d6 points of electricity damage to the user.
  • Self-Destruct: The weapon explodes violently, dealing 3d6 points of fire damage to the user and all other creatures and unattended objects in a 10 foot radius burst. A successful Reflex save (DC 15) halves this damage. The weapon itself also takes this damage (with no save allowed), which ignores hardness and deals full damage to it despite being an object.
  • Stun Bolt: A stun shock (Fortitude save DC 15) is discharged from a special nozzle built into the weapon. On a failed save, the user is stunned for 1d4 rounds.
A Booby Trapped weapon is a CR 1 trap with a Search DC of 15 and a Disable Device DC of 20.
Restrictions: None.
Market Value Modifier: +2000 gp
Craft DC: 25



Collapsible
In situations that call for stealth and deception, it is of great value to be able to separate an item into its parts and transport them in their broken down state. A weapon that makes use of the collapsible gadget is easily disassembled and reassembled at a moment’s notice. Breaking down a weapon into its individual parts requires a full-round action, while reassembling them in the correct order requires another full-round action. Obviously, the weapons must be fully assembled to be used. In its disassembled state, a weapon is not easily identified; an Appraise check (DC 17) is required to identify a collapsed weapon for what it really is. Further, attempts to conceal a collapsed weapon with the Sleight of Hand skill gain a +2 bonus.
Restrictions: None.
Market Value Modifier: +500 gp
Craft DC: 20



Corner Scope
A corner scope combines a camera with an angled screen, allowing the user to peek around corners by exposing only the weapon on which the corner scope is mounted. As a move action, a character can hold out the weapon into an adjacent space, allowing them to momentarily use line of sight from that space when determining what they can see. The weapon can be sundered and disarmed from this space, although the character holding it cannot.

A character can also use a corner scope with an aimed ranged attack. A character who makes an aimed ranged attack with a corner scope can determine line of sight and line of effect from an adjacent space, as with using the corner scope to look from that space. Using a corner scope this way is awkward, and replaces the normal benefits of making an aimed ranged attack. A character can use only a single scope for a given attack.
Restrictions: Ranged projectile weapons only.
Market Value Modifier: +500 gp
Craft DC: 25



Identifier Tag
Some law enforcement agencies and military units go out of their way to track the exact actions of their members by placing an identifying marker on any ammunition expended. This marker may come in the form of a serial number stamped on a weapon’s casing, or may be as subtle as a chemical compound sprayed on the outside of the ammunition it leaves the weapon’s chamber. Regardless of form, each round of ammunition that is fired from the weapon bears a unique tag that corresponds to the specific weapon that fired it.
Restrictions: Ranged projectile weapons only.
Market Value Modifier: +50 gp
Craft DC: 15



Night Vision Scope
A night vision scope uses light amplification and thermal imaging to produce an accurate picture regardless of lighting conditions. The scope's field of view is very narrow, so while the scope is effective at revealing something whose location the user is already aware of, it is almost useless at finding an invisible and unknown target. A character who makes an aimed ranged attack with a night vision scope does so with darkvision to a range of 120 feet and with low-light vision, thus negating or diminishing the effects of poor illumination. A character can use only a single scope for a given attack.
Restrictions: Ranged projectile weapons only.
Market Value Modifier: +300 gp
Craft DC: 22



Rangefinder Scope
A rangefinder scope makes it easier to aim across long distances. The range increment of any aimed ranged attacks made with a rangefinder scope increases by one-half (multiply by 1.5). This stacks additively with the Far Shot feat, doubling the weapon's base range increment. A character can use only a single scope for a given attack.
Restrictions: Ranged projectile weapons only.
Market Value Modifier: +500 gp
Craft DC: 20



Sound Suppressor
The sound suppressor generates a field of sonic energy that cancels sound produced within field, reducing weapon firing noise to a mere whine of sonic energy discharge. The sound suppressor adds +10 to the DC of Listen checks made to hear the weapon firing or being thrown.
Restrictions: Ranged weapons only.
Market Value Modifier: +1000 gp
Craft DC: 20



Stun Module
One advantage of energy weapons over their ballistic and physical counterparts is that they are capable of altering their own output on the fly. With the stun module gadget, this means that an energy weapon can be used to apply nonlethal force. The stun module can even be applied to ballistic and physical weapons, sheathing their attacks in a dampening energy field. This gadget allows ranged attacks with the weapon to be used to deal nonlethal damage, just like melee attacks. Further, this gadget removes the usual -4 penalty on attack rolls for nonlethal attacks (both in melee and at range).
Restrictions: None.
Market Value Modifier: +750 gp
Craft DC: 20



Techno-Organic Makeup
A weapon with the techno-organic makeup gadget is composed of living tissue or a biological/mechanical hybrid material. Unlike normal weapons, the weapon with this gadget heals itself at a rate of one hit point per hour when damaged. Additionally, weapons with this gadget are susceptible to diseases and poisons specifically designed to target living constructs.
Restrictions: None.
Market Value Modifier: +500 gp
Craft DC: 20



Teleporting Magazine
One disadvantage to the use of ranged weapons has always been limited ammunition. Unless the weapon’s bearer is willing to cart around a bulky power backpack or ribbons of ammunition, reloading is always a problem. The teleporting magazine gadget allows a character to reload without ever having to actually reload; when the weapon detects that it has run out of ammunition, the current box magazine is teleported out of the weapon and another one is teleported in instantaneously as a free action. Though the character never has to reload, he must possess enough magazines to be teleported in or else the gadget does not function. If the weapon or its wielder are prevented from teleporting for whatever reason, the teleporting magazine gadget cannot function, thus requiring the ammunition to be reloaded manually.
Restrictions: Ranged weapons with magazines (ammo cells, bolt cases, etc.) only. Ranged weapons that load individual units of ammunition before firing cannot benefit from this gadget.
Market Value Modifier: +1000 gp
Craft DC: 23



Variable Ammunition
Firearms typically draw their ammunition from a single source and do so until they are reloaded with a fresh magazine. The variable ammunition gadget changes this; it allows the user to load an additional type of ammunition. This essentially doubles the ammunition capacity of the weapon and allows the user to switch between the two different sources of ammunition as a free action.

This gadget may be selected multiple times, each time adding a single additional magazine capacity for a different source of ammunition.
Restrictions: Ranged weapons with magazines (ammo cells, bolt cases, etc.) only. Ranged weapons that load individual units of ammunition before firing cannot benefit from this gadget.
Market Value Modifier: +1000 gp
Craft DC: 20



Variable Choke
The variable choke gadget allows for greater control over a shotgun's spread of fire. This allows a shotgun to be fired in such a way as to affect a small cone. This functions as an autofire attack, except that it applies as a 10-foot cone starting from the targeted point, rather than a burst around it. If the shooter can affect a radius larger than 5 feet when making autofire attacks, the length of the cone can be as large as 7.5 feet for every 5 feet of aurofire radius, rounded down to the nearest 5 feet. Every 5 feet beyond the start of the cone counts as one additional range increment.
Restrictions: Shotguns only, such as nanoshotguns.
Market Value Modifier: +1000 gp
Craft DC: 22



Voice Recognition System
A countermeasure commonly built into weapons is the voice recognition system gadget. It requires any user to speak a command word (a free action) to unlock the weapon before it can be used. Some weapons couple the voice recognition system with the booby trap gadget to require a voice command to reset the weapon to its previous state. Any weapon with the voice recognition system gadget will not fire or activate unless the user gives the command word to the weapon. A DC 20 Disable Device check is sufficient to bypass the weapon lockout.
Restrictions: None.
Market Value Modifier: +200 gp
Craft DC: 15



Table: Armor Gadgets
GadgetMarket Value ModifierCraft DC
Anti-Corrosive Coating+500 gp20
Aqua Jet+2000 gp27
Aquatic Ballast+200 gp20
Environmental Recycler+5000 gp30
Environmental Seal+5000 gp30
Gravity Anchor+1000 gp25
Hydrofilter+2000 gp27
Internal Biosensor+400 gp23
Onboard Computer+100 gp15
Techno-Organic Makeup+500 gp20



Anti-Corrosive Coating
Acid deals half damage instead of full to armor with this gadget, and it is not subject to rusting.
Restrictions: None.
Market Value Modifier: +500 gp
Craft DC: 20



Aqua Jet
A modification to the standard aquatic ballast, the aqua jet gadget actually propels the armor through the water. The wearer of an armor with the aqua jet gadget gains a swim speed equal to his base land speed. This swim speed also grants the wearer a +8 racial bonus on Swim checks and the ability to take 10 on Swim checks, even while threatened or distracted.
Restrictions: Armor with the aquatic ballast gadget.
Market Value Modifier: +2000 gp
Craft DC: 27



Aquatic Ballast
An armor with this gadget is designed for use underwater. It automatically adjusts its buoyancy to aid in aquatic movement. The armor's armor check penalty is halved instead of doubled for Swim checks.
Restrictions: None.
Market Value Modifier: +200 gp
Craft DC: 20



Environmental Recycler
Sometimes, extended protection from hostile environments is needed. This gadget allows for both extended operation times for space combatants and long-term survival for planetary explorers. By recycling air and waste matter, armor with an environmental recycler can supply sufficient breathable atmosphere, food, and water to the wearer for near-indefinite survival. It may not be comfortable, flavorful, or even appetizing, but it works. Solar panels and thermal generators provide the minimal power needed for these hyper-efficient processes.
Restrictions: Armor with the environmental seal gadget.
Market Value Modifier: +5000 gp
Craft DC: 30



Environmental Seal
Since many armors are designed with a particular environment in mind, this gadget provides the wearer protection from harsh conditions. The environment seal gadget transforms any armor into a stable and insulated artificial environment. This provides the wearer with the right amount of breathable atmosphere and external pressure to assure comfort and survival for up to eight hours, ensuring that the armor can function in the extremes of the deep sea or deep space, along with any environment in between. Only certain types of armor can handle this modification and those that do usually integrate a sealed helmet, body glove, and emergency air tanks to generate internal atmosphere.

In providing a breathable atmosphere, an environmental seal provides effective immunity to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons). A standard environmental seal also reduces the damage from extreme underwater pressure by 5 dice of damage (equivalent to 500 feet of depth). No Fortitude save is required against the pressure when the damage completely prevented in this way.
Restrictions: Medium or heavier armor only.
Market Value Modifier: +5000 gp
Craft DC: 30



Gravity Anchor
With space combat almost as common as ground combat in the far-flung future, armor manufacturers seek to make their armor more useful in both space and atmospheric combat. One such enhancement is the gravity anchor gadget, which generates a field of artificial gravity around the armor’s wearer. In abnormal gravity conditions, the gravity anchor can be activated to give the wearer the benefits of full gravity in nearly any situation. Under conditions of heavy or light gravity, the wearer can treat the gravity as normal gravity where beneficial. Under conditions of no gravity or subjective directional gravity, the wearer can treat the conditions as light or normal gravity towards any surface within 60 feet. Under conditions of subjective directional gravity, when not applying gravity towards a surface directly through this gadget, the wearer also gains a +5 bonus on Wisdom checks to control his or her personal gravity.
Restrictions: None.
Market Value Modifier: +1000 gp
Craft DC: 25



Hydrofilter
A modification to the standard environmental seal, the hydrofilter gadget improves the armor's functionality underwater. A hydrofilter can extract oxygen directly out of the surrounding water, providing an unlimited air supply while underwater. It can also filter contaminants out of seawater, providing an unlimited amount of drinkable water while underwater. The standard hydrofilter upgrade also increases the environmental seal's protection against extreme pressure, reducing the damage from pressure by an additional 5 dice of damage (to a total reduction of 10 dice, equivalent to 1000 feet of depth).
Restrictions: Armor with the environmental seal gadget.
Market Value Modifier: +2000 gp
Craft DC: 27



Internal Biosensor
This gadget integrates a medical biosensor into the suit of armor, reading life signs and other pertinent information about the wearer. The biosensor can identify the wearer's current and maximum hit points, the wearer's current radiation level, and whether or not the wearer is currently affected by any diseases, poisons, ability damage, ability drain, or negative levels. The biosensor's output can be routed through the armor's Heads-Up Display (making it visible to the wearer), or through another computer or display. Any creature referencing the biosensor's output gains a +4 circumstance bonus on Heal checks made upon the wearer.
Restrictions: Armor with the onboard computer gadget.
Market Value Modifier: +400 gp
Craft DC: 23



Onboard Computer
This gadget integrates a computer and a heads-up display into the suit of armor. While the computer does not provide any exceptional benefits in and of itself, it can interact with other equipment and gadgets. The onboard computer itself can have appropriate miscellaneous gadgets applied to it.
Restrictions: None.
Market Value Modifier: +100 gp
Craft DC: 15



Techno-Organic Makeup
An armor with the techno-organic makeup gadget is composed of living tissue or a biological/mechanical hybrid material. Unlike normal armor, the armor with this gadget heals itself at a rate of one hit point per hour when damaged. Additionally, armors with this gadget are susceptible to certain diseases and poisons specifically designed to target living constructs.
Restrictions: None.
Market Value Modifier: +500 gp
Craft DC: 20



Table: Shield Gadgets
GadgetMarket Value ModifierCraft DC
Anti-Corrosive Coating+500 gp20
Aquatic Ballast+200 gp20
Magnalock+300 gp22
Techno-Organic Makeup+500 gp20



Anti-Corrosive Coating
Acid deals half damage instead of full to a shield with this gadget, and it is not subject to rusting.
Restrictions: None.
Market Value Modifier: +500 gp
Craft DC: 20



Aquatic Ballast
A shield with this gadget is designed for use underwater. It automatically adjusts its buoyancy to aid in aquatic movement. The shield's armor check penalty is halved instead of doubled for Swim checks.
Restrictions: None.
Market Value Modifier: +200 gp
Craft DC: 20



Magnalock
A shield with this gadget magnetically attaches itself to the wearer's forearm bracer or gauntlets, allowing it to be readied or loosed as a free action once per round. These shields usually come with magnetic bracers that can fit underneath clothing and armor for users who do not wear ferrous or otherwise magnetic arm coverings. Magnalock shields can be disarmed as normal for a held or worn shield.
Restrictions: None.
Market Value Modifier: +300 gp
Craft DC: 22



Techno-Organic Makeup
A shield with the techno-organic makeup gadget is composed of living tissue or a biological/mechanical hybrid material. Unlike normal shields, the shield with this gadget heals itself at a rate of one hit point per hour when damaged. Additionally, shields with this gadget are susceptible to certain diseases and poisons specifically designed to target living constructs.
Restrictions: None.
Market Value Modifier: +500 gp
Craft DC: 20



Table: Miscellaneous Gadgets
GadgetMarket Value ModifierCraft DC
HUD Package, IFF+100 gp20
HUD Package, Targeting+100 gp15
Sensor Package, Armacomp+500 gp20
Sensor Package, Chemicomp+1000 gp20
Sensor Package, Democomp+500 gp20
Sensor Package, Electrocomp+500 gp20
Sensor Package, Evalucomp+1000 gp25
Sensor Package, Geocomp+1000 gp20
Sensor Package, Medicomp+1000 gp25
Tempest Hardened+500 gp20



HUD Package, IFF
A heads-up display with Identification Friend or Foe software locates and identifies allies. It allows the user to pinpoint the location of all allies who also have an IFF package within 120 feet, as per blindsense.
Restrictions: Heads-up display or an item with a built-in heads-up display.
Market Value Modifier: +100 gp
Craft DC: 20



HUD Package, Targeting
A heads-up display with targeting software allows the user to acquire a target lock. A target lock does nothing in and of itself, but some abilities and effects require or are enhanced by having one.
Restrictions: Heads-up display or an item with a built-in heads-up display.
Market Value Modifier: +100 gp
Craft DC: 15



Sensor Package, Armacomp
A sensor device with the armacomp package is designed for the detection and identification of weapons, providing a +4 circumstance bonus on Search checks when searching for weapons, on Appraise checks relating to weapons, and on Craft checks to repair damaged weapons. The bonus on Search checks stacks with the +2 circumstance bonus granted by using a masterwork sensor.
Restrictions: Personal sensor or an item with a built-in sensor.
Market Value Modifier: +500 gp
Craft DC: 20



Sensor Package, Chemicomp
A sensor device with the chemicomp package can locate a specific chemical, providing a +10 circumstance bonus on Search checks when attempting to find chemical compounds. The bonus on Search checks stacks with the +2 circumstance bonus granted by using a masterwork sensor.
Restrictions: Personal sensor or an item with a built-in sensor.
Market Value Modifier: +1000 gp
Craft DC: 20



Sensor Package, Democomp
A sensor device with the democomp package is designed for the detection and identification of explosives, providing a +4 circumstance bonus on Search checks when searching for explosives, on Appraise checks relating to explosives, and on Craft checks to repair damaged explosive devices. The bonus on Search checks stacks with the +2 circumstance bonus granted by using a masterwork sensor.
Restrictions: Personal sensor or an item with a built-in sensor.
Market Value Modifier: +500 gp
Craft DC: 20



Sensor Package, Electrocomp
A sensor device with the electrocomp package is designed for the detection and identification of electronic devices, providing a +4 circumstance bonus on Search checks when searching for electronics, on Appraise checks relating to electronics, and on Craft checks to repair damaged electronic devices. The bonus on Search checks stacks with the +2 circumstance bonus granted by using a masterwork sensor.
Restrictions: Personal sensor or an item with a built-in sensor.
Market Value Modifier: +500 gp
Craft DC: 20



Sensor Package, Evalucomp
A sensor device with the evalucomp package is designed for use by traders. It functions as a masterwork tool, granting a +2 circumstance bonus on Appraise checks. Additionally, it can detect the presence of magical and cybernetic improvements. The sensor has a range of 30 feet. It can be used as a standard action to determine whether an object has a magical or cybernetic aura. Two consecutive rounds of scanning reveals the quantity of magical or cybernetic auras on the object. The user can determine the aura's strength with 3 consecutive rounds of scanning, and an Appraise or Spellcraft check (DC 15 + half caster level) reveals the aura's school as well. Except as noted, the sensor's scanning functions as a detect magic spell would (CL 1st), and effects that modify what information the spell could detect (such as the nondetection spell or an artificer's monocle) also apply to the sensor. The sensor can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Restrictions: Personal sensor or an item with a built-in sensor.
Market Value Modifier: +1000 gp
Craft DC: 25



Sensor Package, Geocomp
A sensor device with the geocomp package can locate a specific mineral, providing a +10 circumstance bonus on Search checks when attempting to find minerals. The bonus on Search checks stacks with the +2 circumstance bonus granted by using a masterwork sensor.
Restrictions: Personal sensor or an item with a built-in sensor.
Market Value Modifier: +1000 gp
Craft DC: 20



Sensor Package, Medicomp
A sensor device with the medicomp package is designed for use by medical professionals. It functions as a masterwork tool, granting a +2 circumstance bonus on Heal checks. Additionally, it can detect most most known diseases and poisons. It can be used as a standard action to determine whether a creature, object, or area (5-ft. cube) has been diseased or poisoned or is contagious or poisonous. The sensor has a range of 30 feet. The user can determine the exact type of disease or poison with a DC 20 Heal check. The sensor can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Restrictions: Personal sensor or an item with a built-in sensor.
Market Value Modifier: +1000 gp
Craft DC: 25



Tempest Hardened
An electronic device with this gadget has radiation-hardened components that protect it from interference by electromagnetic radiation. The device is immune to interference and disruption by effects such as the white noise power and EMP grenades. This gadget only protects the device's electronic components. Cybernetic properties and modules are too complex to be protected by simple tempest hardening, and require specialized protection. Similarly, magical auras and enchantments on the item are just as vulnerable as normal to EMP effects that might disrupt them, such as EMP grenades.
Restrictions: None.
Market Value Modifier: +500 gp
Craft DC: 20
« Last Edit: June 12, 2020, 06:44:29 PM by Garryl »

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4508
    • View Profile
(Continued) [PoC] Items and Equipment
« Reply #5 on: February 08, 2013, 10:53:25 PM »
Items and Equipment

Table: Adventuring Gear
Adventuring GearCostWeight
Cryorevival Lab5000 gp250 lb
Cryostasis Kit50 gp10 lb
Cryostasis Kit, Field300 gp50 lb
Cryostasis Tube6000 gp150 lb
Gas Mask50 gp5 lb
Hologram Player25 gp2 lb
Hologram Recorder75 gp0.5 lb
Magnetic Boots250 gp10 lb
Microcom100 gp--
Rebreather Mask25 gp1 lb
Rebreather Pack200 gp20 lb

Cryorevival Lab: A cryorevival lab is needed for cryorevival (see the Cryorevival use of the Heal skill). The market price includes only the cost of the permanent tools used. The lab must also be stocked with the various materials consumed in the process of cryorevival.

Cryostasis Kit: A cryostasis kit contains all of the tools and materials needed to cryogenically prepare and preserve a single corpse (see the Heal skill). Simple cryostasis kits are usually used in hospitals and medical bays where there is ready access to long-term cryostatic preservation devices.

Cryostasis Kit, Field: A field cryostasis kit contains all of the tools and materials needed to cryogenically prepare and preserve a single corpse (see the Heal skill). In addition to the materials for the cryopreservation process, the kit includes a heavily insulated body bag with a cooling system. The system is capable of keeping the bag's contents at cryopreservation temperatures for up to 3 days before it loses power or burns out. A cryogenically preserved corpse (or body part) remains preserved and does not decay. This effectively extends the time limit on raising that creature from the dead (see the Cryorevival use of the Heal skill or the raise dead spell). Time spent cryogenically preserved doesn’t count against the time limit. However, the freezing temperatures provide no preservation to improperly prepared bodies, which may actually be damaged or destroyed by the extreme cold.

Cryostasis Tube: A cryostasis tube is capable of keeping its contents at cryopreservation temperatures indefinitely while it remains powered, and for up to 3 days without power. A cryogenically preserved corpse (or body part) remains preserved and does not decay. This effectively extends the time limit on raising that creature from the dead (see the Cryorevival use of the Heal skill or the raise dead spell). Time spent cryogenically preserved doesn’t count against the time limit. However, the freezing temperatures provide no preservation to improperly prepared bodies, which may actually be damaged or destroyed by the extreme cold.

Gas Mask: This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases, such as tear gas and inhaled poisons. It provides total protection from most eye and lung irritants. Against stronger inhaled poisons (those with a DC of 20 or higher), it still grants you a +5 alchemical bonus on your saving throw, both the initial saving throw and the secondary saving throw (even if you take off the mask before then). Magical gases often can ignore the protections provided by a gas mask, however.

A gas mask's filter canister lasts for 12 hours of use. Changing a filter is a move action. The market value of a gas mask includes one standard filter canister.

Hologram Player: A hologram player is a small disc with several small light projectors arranged around its outer edge. When activated, the device projects a three-dimensional image in full color as small as three inches in height or as large as a Medium-size character. The hologram player can be hooked into a hologram recorder (capable of storing three-dimensional images), or even to a communication network to receive three-dimensional images for real-time communications.

Hologram Recorder: A hologram recorder is a cylinder no larger than a pen with a bulbous, transparent cap on one end. The device can make a three-dimensional recording of anything within its cone-shaped recording area. Hologram recorders can store up to one hour of three-dimensional images to be played back on a hologram player or transferred to a computer as video data. Most hologram recorders can also be attached to a communication network to serve as a video input device for real-time holographic communications. The hologram recorder is commonly carried by law enforcement agents, as it allows for the accurate collection of evidence and can prevent abuse on the part of the authorities.

Magnetic Boots: Magnetic boots allow the user to cling to magnetic surfaces. While standing on a magnetic surface, the wearer's speed is halved, rounding down to the nearest 5 foot increment. This speed reduction prevents the use of the Tumble skill just like armor or encumbrance. The reduced speed may also affect the wearer's Jump modifier. However, the wearer is incredibly stable, gaining a +4 bonus on checks to resist bull rush, grapple, overrun, and trip attempts. The boots also provide a +4 circumstance bonus on Climb checks to climb magnetic surfaces. Additionally, if the wearer is in an environment without gravity, she treats the conditions as normal gravity towards any magnetic surface she is in contact with. Activating or deactivating the boots is a move action.

Microcom: The micro-aural communicator, or microcom, consists of three components. A tiny earpiece transmits incoming communications directly into the ear, at a volume far too low to allow others to hear. A small node placed on the inside of the lip allows the user to broadcast while speaking no louder than a whisper. Finally, a wristband functions as the input/output port for hooking other devices into the microcom. The Listen DC to overhear a conversation through a microcom is 20 higher than normal.

Rebreather: A rebreather is a breathing apparatus that absorbs the carbon dioxide of a user's exhaled breath to permit the rebreathing (recycling) of the substantially unused oxygen content of each breath. Oxygen is added to replenish the amount metabolized by the user. A simple face mask can store enough oxygen for 1 minute of use before being depleted. Larger rebreathers can hook up to packs of air canisters, usually worn on the back, for up to 1 hour of oxygen. Depleted oxygen supplies can be repressurized with the appropriate equipment.



Table: Alchemical Items
Alchemical ItemCostWeightCraft DC
Bioplast10 gp0.5 lb16
Gas Mask Filter5 gp--15
Gas Mask Filter, Improved100 gp--25
Nutriplast50 gp0.5 lb21

Bioplast: Contained in a small spray can, bioplast bonds with skin on contact and accelerates the healing process by providing a layer of artificial skin to seal the wound. The target of the spray is immediately stabilized. No Heal check is required to use bioplast. Applying bioplast is a standard action. It requires a melee touch attack to apply to an unwilling creature.

Gas Mask Filter: A standard gas mask filter canister provides protections as described in the gas mask description.

Gas Mask Filter, Improved: An improved gas mask filter canister provides increased protection. It provides total protection from all inhaled poisons, regardless of the save DC.

Nutriplast: An improved version of bioplast, nutriplast rapidly accelerates the healing process by activating short-lived nanomachines to repair the wound. The target of the spray is immediately stabilized and gains fast healing 1 for 1 minute. Nutriplast otherwise functions exactly like bioplast.



Table: Poisons
PoisonTypeSave DCInitial DamageSecondary DamageCostCraft DC
ChemstunContact16Stun 1d4 rounds1d2 Dex50 gp20
Tear GasInhaled15Nauseated 1d6 rounds--50 gp21
TruthtellInjury18Truth 3d10 minutes1d2-1 Cha (min 0)25 gp20

Chemstun: A chemical designed to temporarily debilitate most living creatures. Chemstun is frequently used by police forces to non-lethally subdue criminals, and is one of the few poisons that is commonly made legal to own. While it is marketed as being perfectly safe, studies have shown that repeated exposure to chemstun can cause paralysis.

Tear Gas: Military and police forces use tear gas weapons to disperse crowds and smoke out hostage takers. A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated for 1d6 rounds. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the Fortitude save.

Truthtell: Truthtell is a specially formulated chemical that targets areas of the brain that handle creativity and, particularly, lying. By temporarily neutralizing these areas of the brain, truthtell makes it impossible for a character to lie while under the drug’s influence. A character injected with truthtell may make a Fortitude save (DC 18) to negate its effects. On a failed save, the character is compelled to speak truthfully for the next 3d10 minutes. A subject under the effect of truthtell is aware of its influence and may still refuse to answer questions.



Table: Tools and Kits
ToolCostWeight
Chemical Lab600 gp50 lb
HUD Glasses55 gp0.5 lb
Pocket Sensor55 gp1 lb

Chemical Lab: A chemical lab possesses all the tools and materials anyone could need to make chemicals, poisons, and alchemical items. Similar to an alchemical lab, it functions as a masterwork tool, granting a +2 circumstance bonus on Craft (alchemy) checks, and also on Craft (poisonmaking) checks. The tools in a chemical lab are so extensive that they allow you to create alchemical items even if you aren't a spellcaster or an activator.

HUD Glasses: These glasses provides a computer screen on their lenses. A built-in imaging system allows them to augment and enhance normal vision. HUD glasses function as a masterwork tool, granting a +2 circumstance bonus on Spot checks. A wide variety of of software and hardware packages are available as add-ons over the basic HUD glasses; additional benefits and utility can be gained through gadgets.

Pocket Sensor: This hand tool includes basic sensing equipment for a number of common tasks and a small screen on which to display the readout. A pocket sensor functions as a masterwork tool, granting a +2 circumstance bonus on Search checks. A wide variety of of software and hardware packages are available as add-ons over the basic pocket sensor; additional benefits and utility can be gained through gadgets.



Table: Services
ServiceCost
Cryorevival5000 gp plus 1 gp x Heal modifier squared

Cryorevival: Buying a cryorevival costs 5000 gp (for materials) plus 1 gp times the square of the cryorevival physician's effective Heal modifier, including tools used and aid another attempts from the rest of the cryorevival team hired. Additional tools or assistance provided by the client do not increase the price. The price includes access to a cryorevival lab (typically either a public hospital or a private clinic).

A typical cryorevival team includes a trained cryorevival specialist (7 ranks in Heal, Wis 18, Skill Focus (Heal), and masterwork tools) and two skilled assistants using aid another for a total modifier of +20 (400 gp). More experienced and prestigious teams are available for higher prices, and sketchier physicians can sometimes be found plying their trade for cheaper in back alley chop shops.
« Last Edit: July 09, 2017, 10:55:53 PM by Garryl »

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4508
    • View Profile
(Continued) [PoC] Items and Equipment
« Reply #6 on: February 08, 2013, 10:53:39 PM »
General Cybernetic Items
Cybernetic items function just like magic items. An item can have both cybernetic and magical properties at the same time, subject to the normal pricing rules and limitations for an item with multiple properties.

Table: General Cybernetic Items
ItemBody SlotMarket Price
Bottomless Magazine +1--2500 gp
Bottomless Magazine +2--8500 gp
Bottomless Magazine +3--18500 gp
Bottomless Magazine +4--32500 gp
Bottomless Magazine +5--50500 gp
Cyberforge Arm GuardsArms1400 gp plus properties
Cyberforge GauntletsGloves1702 gp plus properties
Jetpack, AdvancedBack55000 gp
Jetpack, PersonalBack5000 gp
Warp Gate--75000 gp
Warp Pylon--5600 gp



Bottomless Magazine
Price: 2500 gp (+1), 8500 gp (+2), 18500 gp (+3), 32500 gp (+4), 50500 gp (+5)
Body Slot: --
Activator Level: 3rd (+1), 6th (+2), 9th (+3), 12th (+4), 15th (+5)
Aura: Faint conjuration (creation) (+1, +2), moderate conjuration (creation) (+3, +4), strong conjuration (creation) (+5)
Activation: Use-activated (free)
Weight: 2 lb.

A bottomless magazine provides unlimited ammunition with the indicated enhancement bonus when loaded into a magazine-using weapon. The bottomless magazine adapts itself to any weapon, regardless of magazine type, as long as the standard ammunition used has a market values of less than 1 gp per unit. Ammunition produced by a bottomless magazine is always destroyed after firing, regardless of whether it hits or misses, and disappears as soon as the attack is resolved.

Prerequisites: Craft Cybernetic Item, Energy Weapon.
Cost to create: 1250 gp, 100 xp, 3 days (+1), 4250 gp, 340 xp, 9 days (+2), 9250 gp, 740 xp, 19 days (+3), 16250 gp, 1300 xp, 33 days (+4), 25250 gp, 2020 xp, 51 days (+5)



Cyberforge Arm Guards
Price: 1400 gp plus properties; See text
Body Slot: Arms
Activator Level: 3rd; See text
Aura: Faint Evocation; See text
Activation: Use-activated; See text
Weight: 1 lb.

Cyberforge arm guards are the armor equivalent of cyberforge gauntlets. They are typically well-made metal bracers. The arm guards can be further enhanced as though they were a masterwork suit of armor or shield. They provide an armor bonus to the wearer's Armor Class equal to their enhancement bonus, but other abilities with which the arm guards have been enhanced lie dormant.

Cyberforge arm guards can also be used to activate the Power Suit module as an integrated module three times per day as a free action. The module remains active for 1 minute per activator level before deactivating.

The arm guards' true power is revealed when they are enhanced as armor, and subsequently used while wearing a suit of armor or a shield temporarily created, called, or summoned by a module, spell, power, supernatural ability, or similar effect. While the wearer wears such equipment, she may transfer the arm guards' enhancement bonus and abilities (hereafter referred to as its properties) to the created item as a swift action, suppressing them in the arm guards but allowing the armor or shield to benefit from them. The enhancement bonus and special abilities overlap with any such properties that the armor or shield might already have. Different special abilities apply independently of each other and thus effectively stack, but the same ability from both the base armor and the arm guards (for example, light fortification) would apply only once. Likewise, only the highest enhancement bonus applies.

The wearer may recall the properties back to the arm guards as another swift action. If the armor or shield is destroyed, disappears at the end of its duration, or otherwise ceases to be worn by the arm guards' wearer, the properties are automatically recalled.

The cyberforge arm guards can be enhanced like armor and they can transfer any enhancement bonuses and abilities so gained as described above. They can also be enhanced as though they were any specific types of armor or shield (such as a breastplate or a buckler), including those made from different materials, but not as specific cybernetic or magic armors or shields (such as a celestial armor). Such abilities and enhancement bonuses lie dormant within the arm guards until transferred into a suitable created armor or shield. Track each set of properties independently to determine the price and effects of each set, as though crafting different, independent suits of armor or shields. A given pair of cyberforge arm guards can be enhanced with any number of dormant sets of properties.

Any abilities that have a limited number of uses or charges are tracked across the arm guards and all armor and shields that the abilities are transferred to. Any transferred abilities and enhancement bonuses do not stack with existing properties that the created item already possesses. Any transferred abilities that would not normally be applicable to a created item that they are transferred to have no effect. No one suit of armor or shield can ever benefit from more than one set of properties granted by cyberforge arm guards or similar effects at any given time.

Prerequisites: Craft Cybernetic Arms and Armor, Craft Cybernetic Item, Power Suit, plus the prerequisites of any armor or shield properties applied to the arm guards.
Cost to create: 700 gp, 35 xp, 2 days, plus the costs of any armor or shield properties applied to the arm guards.
Further improvement: Cyberforge arm guards can be improved as armor and shields, and as described above. Their activator level and aura changes according to the properties applied, including any dormant sets.



Cyberforge Gauntlets
Price: 1702 gp plus properties; See text
Body Slot: Gloves
Activator Level: 3rd; See text
Aura: Faint Evocation; See text
Activation: Use-activated; See text
Weight: 1 lb.

Cyberforge gauntlets function as masterwork gauntlets and can be further enhanced as such.

Cyberforge gauntlets can also be used to activate the Energy Weapon module as an integrated module three times per day as a free action. The module remains active for 1 minute per activator level before deactivating.

The gauntlets' true power is revealed when they are enhanced as weapons and subsequently used while wielding a weapon temporarily created, called, or summoned by a module, spell, power, supernatural ability, or similar effect. While the wearer wields such a weapon, she may transfer the gauntlets' weapon-based enhancement bonus and abilities (hereafter referred to as its properties) to the created weapon as a swift action, suppressing them in the gauntlets but allowing the weapon to benefit from them. The enhancement bonus and special abilities overlap with any such properties that the weapon might already have. Different special abilities apply independently of each other and thus effectively stack, but the same ability from both the base weapon and the gauntlets (for example, Flaming) would apply only once. Likewise, only the highest enhancement bonus applies.

The wearer may recall the properties back to the gauntlets as another swift action. If the weapon is destroyed, disappears at the end of its duration, or otherwise leaves the wielder's grasp, the properties are automatically recalled.

As gauntlets, the cyberforge gauntlets can be enhanced normally and they can transfer any enhancement bonuses and abilities so gained as described above. They can also be enhanced as though they were any other weapon (such as a longsword or a light crossbow), including ranged weapons, double weapons, and weapons with different damage types, but not as specific cybernetic or magic weapons (such as a Luck Blade). Such abilities and enhancement bonuses lie dormant within the gauntlets until transferred into a suitable created weapon. Track each set of properties independently to determine the price and effects of each set, as though crafting different, independent weapons. A given pair of cyberforge gauntlets can be enhanced with any number of dormant sets of properties.

Any abilities that have a limited number of uses or charges are tracked across the gauntlets and all weapons that the abilities are transferred to. Any transferred abilities and enhancement bonuses do not stack with existing properties that the created weapon already possesses. Any transferred abilities that would not normally be applicable to a created weapon that they are transferred to have no effect. In the case of double weapons or while wielding multiple weapons simultaneously, the wearer must transfer enchantments to each head and each weapon independently, but can transfer, recall, or swap them amongst all such weapons as part of the same swift action. The wearer can treat all projectiles he or she shoots in a given round as being wielded, and thus they can all have properties transferred to them even if they are not all held at once, and they are not considered to have left the wielder's grasp until the attack that they are used for is resolved. A single property set can be transferred to at most one weapon (or head of a double weapon) at a time, or up to fifty projectiles. No one weapon can ever benefit from more than one set of properties granted by cyberforge gauntlets or similar effects at any given time.

Prerequisites: Craft Cybernetic Arms and Armor, Craft Cybernetic Item, Energy Weapon, plus the prerequisites of any weapon properties applied to the gauntlets.
Cost to create: 1000 gp, 35 xp, 2 days (302 gp mundane, 700 gp cybernetic), plus the costs of any weapon properties applied to the gauntlets.
Further improvement: Cyberforge gauntlets can be improved as weapons, and as described above. Their activator level and aura changes according to the properties applied, including any dormant sets.



Jetpack, Advanced
Price: 55000 gp
Body Slot: Back
Activator Level: 10th
Aura: Moderate transmutation
Activation: Use-activated (free)
Weight: 25 lb.

An upgraded version of the basic jetpack design, an advanced jetpack packs a miniaturized, military-grade generator and further augments it with improved stabilizers and emergency glide wings. While active, the jetpack grants a fly speed of 60 feet with good maneuverability. The advanced jetpack's generator can power it in flight mode nearly indefinitely.

In case of catastrophic thrust failure, glide wings deploy from the advanced jetpack's sides, allowing the user to return to the ground in a controlled descent, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. The wings allow gliding at a speed of 40 feet (average maneuverability). Even if the user's flight maneuverability improves, she can't hover while gliding. If the user becomes unconscious or helpless while in midair, the glide wings automatically extend. The user descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall. This function occurs automatically even if the jetpack's cybernetic properties are suppressed.

Prerequisites: Craft Cybernetic Item, access to a lesser socket, Gravity Booster.
Cost to create: 27500 gp, 2200 xp, 55 days.



Jetpack, Personal
Price: 11000 gp
Body Slot: Back
Activator Level: 5th
Aura: Faint transmutation
Activation: Use-activated (free)
Weight: 10 lb.

The personal jetpack is the toy of choice for individuals who want to soar. While it lacks the fuel capacity for long-term flight, it still provides a massive tactical advantage on the battlefield and makes navigating walls and cliffs a breeze. While active, the jetpack grants a fly speed of 40 feet with average maneuverability. The basic jetpack's capacitors can store enough power for 5 minutes of flight, which can be divided into increments as small as 1 round, and the internal generator automatically recharges them over the course of a day.

A personal jetpack can also be used in low power mode, running almost directly off of the generator's trickle feed of power. In low power mode, a personal jetpack can only provide enough thrust to lift the user and no more than a light load. The flight speed is reduced to 20 feet with clumsy maneuverability. However, this flight can be maintained for far longer. Each 1 minute of flight in low power mode counts as only 1 round from the jetpack's capacitors, allowing for as much as 50 minutes of flight divided into increments as small as 1 minute.

Prerequisites: Craft Cybernetic Item, Gravity Booster.
Cost to create: 5500 gp, 440 xp, 11 days.



Warp Gate
Price: 75000 gp
Body Slot: --
Activator Level: 20th
Aura: Strong conjuration
Activation: Use-activated (see text)
Weight: 3000 lb. or more

A warp gate is a long range persistent transportation system. Warp gates vary in size and shape depending on the expected size of the creatures and objects they are designed to transport. Some are as small as a 10-foot diameter ring, others are massive arches hundreds of feet tall. Regardless, they all function the same and can all interact with each other. By specifying the location and unique warp frequency of another functional warp gate, the two gates can establish a connection between each other, as per a gate spell. The other warp gate may be on the same plane or a different plane. The size of the portal is equal to that of the lesser of the two gates.

Additionally, a warp gate can be used to open a portal to a location other than that of another warp gate. Such travel is much less accurate and consumes significantly more power; such a portal can only be opened once per day. The exit of such a portal opens 1 to 100 miles (1d%) from the desired destination, and it can be used to travel only one way; through the warp gate to the destination, but not back to it. As with travel to another warp gate, the destination may be on the same or a different plane.

Opening a warp gate takes 1 minute of work, and the portal remains open for 2 minutes.

Similar to a warp pylon, each warp gate has a unique warp frequency. The gate's creator automatically knows its warp frequency, and anyone who physically interacts with the gate can determine it with one minute's work and a DC 20 Computer Use check or a DC 25 Use Magic Device check.

Prerequisites: Craft Cybernetic Item, access to a core socket, Astral Shift.
Cost to create: 37500 gp, 3000 xp, 75 days.



Warp Pylon
Price: 5600 gp
Body Slot: --
Activator Level: 7th
Aura: Moderate divination
Activation: Use-activated (see text)
Weight: 500 lb.

Warp pylons emit an energy field around them that dimensional travelers can follow like a beacon. Any teleportation or planar travel effect with an intended destination within 100 feet of the warp pylon is no more than 2d10x5 feet off target, regardless of the normal accuracy of the effect used (travelers may still be shunted away if they would teleport to an non-occupiable location). Only travelers that know the warp pylon's approximate location and its unique warp frequency can make use of this more accurate teleportation. The pylon's creator automatically knows its warp frequency, and anyone who physically interacts with the pylon can determine it with one minute's work and a DC 20 Computer Use check or a DC 25 Use Magic Device check.

A warp pylon is a free-standing structure. Designs vary, but the most common version resembles a large crystal, approximately 14 feet tall, with an 8-foot diameter metal ring floating around it at its midpoint. It has Armor Class 4, hardness 8, and 100 hit points, but it is further protected by an energy shield with another 100 hit points and a recovery of 1 hit point per round.

Prerequisites: Craft Cybernetic Item, access to a lesser socket, Astral Shift.
Cost to create: 2800 gp, 224 xp, 6 days.



Table: Cybernetic Weapon Crystals
CrystalMarket Price
Weapon Energy Cell, Least1000 gp
Weapon Energy Cell, Lesser4000 gp
Weapon Energy Cell, Greater9000 gp
Weapon Energy Cell, Disposable, Least50 gp
Weapon Energy Cell, Disposable, Lesser200 gp
Weapon Energy Cell, Disposable, Greater450 gp



Weapon Energy Cell
Price: 1000 gp (least), 4000 gp (lesser), 9000 gp (greater)
Body Slot: -- (weapon crystal)
Activator Level: 3rd (least), 6th (lesser), 9th (greater)
Aura: Faint evocation
Activation: Use-activated (free)
Weight: --

Weapon energy cells allocate temporary energy into the weapon to which they are attached. As a separate source of energy, you cannot allocate energy into the same receptacle as the energy cell. You can suppress or resume the cell's function as a free action.

Least: The energy cell allocates up to 1 points of temporary energy.

Lesser: The energy cell allocates up to 2 points of temporary energy.

Greater: The energy cell allocates up to 3 points of temporary energy.

Prerequisites: Craft Cybernetic Arms and Armor, creator must have an energy pool with at least 1 (least), 2 (lesser), or 3 (greater) energy.
Cost to create: 500 gp, 40 xp, 1 day (least), 2000 gp, 160 xp, 4 days (lesser), 4500 gp, 360 xp, 9 days (greater).



Weapon Energy Cell, Disposable
Price: 50 gp (least), 200 gp (lesser), 450 gp (greater)
Body Slot: -- (weapon crystal)
Activator Level: 1st (least), 4th (lesser), 7th (greater)
Aura: Faint evocation
Activation: Use-activated (free)
Weight: --

Disposable weapon energy cells function just like normal weapon energy cells, except that they function on a more temporary basis. They allocate temporary energy into the weapon to which they are attached. As a separate source of energy, you cannot allocate energy into the same receptacle as the energy cell. Once activated (a free action), the disposable energy cell allocates its energy for 1 minute, after which it becomes burned out and useless.

Least: The energy cell allocates up to 1 points of temporary energy.

Lesser: The energy cell allocates up to 2 points of temporary energy.

Greater: The energy cell allocates up to 3 points of temporary energy.

Prerequisites: Craft Cybernetic Arms and Armor, creator must have an energy pool with at least 1 (least), 2 (lesser), or 3 (greater) energy.
Cost to create: 25 gp, 2 xp, 1 day (least), 100 gp, 8 xp, 1 day (lesser), 225 gp, 18 xp, 1 day (greater).
« Last Edit: June 13, 2020, 12:17:24 AM by Garryl »

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4508
    • View Profile
(Continued) [PoC] Items and Equipment
« Reply #7 on: May 08, 2013, 04:23:16 PM »
Cybernetic Devices
Cybernetic devices are cybernetic items that allow a character to temporarily benefit from a module. A device is essentially a module that has been stored in physical form. A module in a device can be activated only once. The device has instructions encoded into it that describe how to activate its otherwise inert components.

Physical Description
A device is a cybernetic item that contains the machinery and physical components to assemble and activate a module in the field. While they may have complex internal machinery and circuitry, devices usually appear relatively simple from the outside. Appearances and forms vary, but devices are typically small, hand-held objects about the size of a baseball. A device has AC 8, 2 hit points, hardness 10, and a break DC of 20.

Activation
To use a device, an activator must reconstruct and activate the module contained within it. Doing so involves several steps and conditions.

Decipher the Encoding
The instructions encoded in a device must be deciphered before a character can use it or know exactly what module it contains and what socket it is keyed to, if any. This requires a successful Computer Use check (DC 20).

Deciphering a device to determine its contents does not activate its cybernetic payload unless it is a specially prepared booby-trapped device. A character can decipher the encoding in a device in advance so that she can proceed directly to the next step when the time comes to use the device.

Activate the Module
Using a device requires activating the module from the device. Unlike activating a module normally, activating a module from a device takes only a standard action and can be done at any time. It need not be done while the user is refreshing her energy.

To have any chance of activating a device's module, the device user must meet the following requirements.
  • The user must have the module on her class list or otherwise have an ability that allows her to activate it (such as the Activate Module feat).
  • The user must have access to the socket to which the device is keyed (if any).
If the user meets all the requirements noted above, and her activator level is at least equal to the device's activator level, she can automatically activate the module without a check. If she meets both requirements but her own activator level is lower than the device's activator level, then she has to make an activator level check (DC = device's activator level + 5) to activate the module successfully. If she fails, the usage of the device is wasted to no effect. If the user does not meet both requirements, she can attempt to use the device anyways, regardless of her own activator level, with a DC 20 + device's activator level Use Magic Device check.

Determine Effect
A module successfully activated from a device works exactly like a module activated and attached to the keyed socket the normal way. The module is activated at the device's activator level, and has a base energy capacity based on the device's activator level rather than the user's character level (1 + 1 per 6 activator levels of the device). The user's own abilities may modify the energy capacity of device-based modules, just like normal modules that she activates normally.

The module and its socket attachment last for up to 10 minutes per activator level if not deactivated sooner, after which point it ceases functioning. Modules activated through devices do not count against the limited number of modules the user can have active at once. Similarly, the keyed socket attachment does not count against the limited number of concurrent socket attachments the user can have at once, although it still counts against the number of attachments that can be made to a given socket at once.

Assume the device module's activator level is always the minimum level required for the keyed socket, unless the device's creator specifically desires otherwise.

The encoding for an activated module disappears from the device and the physical components are consumed.

Market Value
The market price of a device is equal to 25 gp x the keyed socket's cost multiplier x the device's activator level.

Table: Devices by Socket Attachment
SocketCost MultiplierMinimum Activator LevelCost With Minimum AL
Nonex11st25 gp
Leastx35th375 gp
Lesserx59th1125 gp
Greaterx713th2275 gp
Corex917th3825 gp
Devices cannot be keyed to special sockets (such as an energy warrior's energy emitter socket).

Crafting a Device
In order to craft a device, the creator must possess the Craft Cybernetic Device feat, must be able to activate the chosen module, must have access to the keyed socket, and must have an activator level at least as high as the device's. Just like the creation of other cybernetic items, multiple characters can work together to craft a single device, each one meeting one or more of the prerequisites and dividing the experience cost between them as they see fit.

Just like any other cybernetic item, crafting a device costs gp equal to 1/2 its market value, xp equal to 1/25 its market value, and takes 1 day for every 1000 gp of market value (minimum 1 day).
« Last Edit: July 09, 2017, 10:57:56 PM by Garryl »

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4508
    • View Profile
(Continued) [PoC] Items and Equipment
« Reply #8 on: August 22, 2014, 07:12:49 PM »
Plasteel material
Plasteel has the strength of steel, but the weight and potential transparency of plastic. It is usually used to provide windows in underwater vehicles and structures without compromising structural integrity. Any object made out of iron or steel can be made out of plasteel.
Hit Points: 20/inch
Hardness: 10
Weight: Objects made out of plasteel weigh half as much as a normal item made from iron or steel.
Special: Plasteel is non-metallic. Effects that specifically affect metal items do not affect plasteel items. Druids can wear plasteel armor and shields without breaking their vows.
Cost: Plasteel objects normally made of iron or steel can be made of plasteel at an additional cost of 250 gp/lb of the item's normal weight.
« Last Edit: July 09, 2017, 10:58:11 PM by Garryl »

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4508
    • View Profile
(Continued) [PoC] Items and Equipment
« Reply #9 on: August 22, 2014, 07:13:47 PM »
Cybernetic Grafts
Modules, System feats, and other aspects of cybernetics usually represent external tools and minor biomechanical devices. Some people go a step further, replacing large portions of their anatomy, rather than just augmenting it, with artificial technology. These replacements are represented by grafts.

Grafting
Creating a graft usually involves taking a portion of an existing creature and transplanting it into or onto the body of another living creature. Cybernetic grafts are more closely related to objects than most other types of grafts, however. While some cybernetic grafts consist of genetically engineered limbs and organs grown in vats or on clones, others are primarily mechanical and must be constructed just like any other cybernetic object. Grafting is essentially an alternative method of item creation, and its benefits are many. Bearers gain the benefits of cybernetic items without actually wearing the items. Many grafts are difficult to spot under casual observation, allowing their bearer an unseen advantage when other potent items are unavailable.

The cybernetic grafts in this section have the following rules in common. (These follow the revised graft rules presented in Magic of Eberron and Races of the Dragon.)

Cybernetic grafts can be created and applied only by someone with the Cybernetic Grafter feat. While the creation and application of a graft is similar in theory to the principles involved in the creation of general cybernetic items, grafts involve the manipulation of biological processes and structures, an exacting and specialized science that involves tools and training far beyond the norm. More information on creating grafts is presented below.

An individual can have a total of five grafts on his body, and all grafts must be of the same kind. A single body can support only so many growths before it is overwhelmed with competing biomechanical signals, resulting in death or, as is more often the case, utter madness. No portion of the body (head, skin, flesh, legs, and arms) can have more than one graft. Furthermore, no character can have more than one type of graft -- for instance, both a cybernetic graft and an undead graft (described on page 70 of Libris Mortis and page 214 of Fiend Folio). Rumors of attempts to bypass these biological limits abound, but such monstrosities -- for that is what such creatures become -- rarely live long. Space pirates, due to their long history of cybernetic augmentation and genetic engineering, are one of the few exceptions to this rule.

A graft requires a sacrifice from the host. The cybernetic grafts presented here take a toll on a creature's body. In most cases, a graft simply applies a permanent reduction to the character's hit point total. This is not damage and can't be healed. In others, a graft might cause a permanent reduction in an ability score or a permanent penalty on certain checks or saves. A creature with a graft cannot get rid of the penalties or other costs of a graft unless the graft is removed. The specific extra cost of a graft is provided with each graft's description under the Sacrifice entry.

All cybernetic grafts have biological components. Typically, these components are developed from tissue donated by the recipient for whom the graft is designed, so as to reduce the risk of rejection. However, the field of anti-rejection medication is mature enough that the graft can be used by other creatures than the donor instead. Some grafts, however, require tissue samples from specific creatures. In any case, each graft has a Donor entry, which describes where the graft originates from. If taken from a donor creature, the graft tissues must be no more than 7 days old when creation of the graft begins. The donation typically does not harm the donor creature, though some grafters prefer to take donations from dead donors for their own safety, when not taking tissues from the recipient.

Grafts are difficult to remove. Grafts have no statistics of their own and can't be attacked or damaged separately from the creature to which they are grafted. A character with the Cybernetic Grafter feat can remove a cybernetic graft safely from a living creature; this requires 8 hours of work in a quiet setting (similar to creating a graft). A graft that has been safely removed can be applied to another character, though this application must take place within 24 hours of its removal and deals 4d6 points of Constitution damage to the receiving character. Without the proper feat, a graft can be removed only if the body part to which it is grafted is removed (a grisly task to be sure); even then, the graft tissue instantly dies and can't be reused.

Similarly, a graft on a creature that is killed also dies instantly and can't be harvested and reused. Among other effects, this means that an NPC's graft probably can't be recovered as treasure. For tips on dealing with this in the game, the DM should consult the Draconic Grafts as Treasure sidebar (see page 129 of Races of the Dragon). A graft should, however, be treated as part of a creature for the purpose of being brought back from the dead, so a character who is killed and resurrected returns with her grafts intact.

A graft is not a magic or cybernetic item. It does not radiate a magical or cybernetic aura once completed, and it does not take up space on the body as a magic or cybernetic item would. A graft can't be suppressed with dispel magic or suppress modules, nor is it affected by an antimagic field or similar effect.

Multiple cybernetic grafts bestow a cumulative benefit upon their host. A character with at least two cybernetic grafts gains a bonus on saving throws against poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain equal to the number of cybernetic grafts he has minus one (+1 on saves for two cybernetic grafts, +2 on saves for three, and so on).

Creating a Cybernetic Graft
The creation of a cybernetic graft must be done in a quiet and comfortable setting and requires a supply of materials, including the donated tissue sample or body part (see below). The cost of the materials is subsumed in the cost of creating the graft. Creating a graft otherwise works like crafting a general cybernetic item, including the cost to create, time required, and activation of modules required. If a graft incurs extra costs in material components or XP, as noted in its description, these costs are in addition to those derived from the graft's base price.

Unlike with creating normal cybernetic items, cybernetic grafts need not be crafted over consecutive days. A grafter can spend a day here and there tending to a growing graft. It is not functional until the total time necessary to complete the graft is spent. However, he cannot skip more than 7 days during his work on an incomplete graft; doing so means the incomplete graft dies, and he loses a portion of the gp involved in the graft's creation equal to the amount of time spent working on it. No XP is lost until the graft is completed. A grafter must devote 8 hours to the task on any day when he works on a graft. Failure to do so means the day's work is wasted, and no gp or XP are spent.

The recipient of a cybernetic graft doesn't incur any of the costs involved with acquiring a graft until it is attached during the second phase of the procedure. A completed graft can be attached to a recipient in a procedure that takes 8 hours, during which time both the grafter and the recipient must be present. If a graft is not attached to a recipient within 1 day of when it is completed, the graft requires 1 hour of care from the grafter each day thereafter to keep it from dying.



Table: Cybernetic Grafts
GraftMarket PriceGraft Sacrifice
Arms Grafts
Arm Mount4000 gp2 hp
Bionic Arm1500 gp2 hp
Elbow Rockets12000 gp2 hp
Flesh Grafts
Altered Nerve Clusters12500 gp2 hp
Nanorepair Cells50000 gp6 hp
Wired Reflexes20000 gp8 hp, -2 Concentration
Head Grafts
Bionic Eye3000 gp2 hp
Cognition Shield180000 gp4 hp, -2 Sense Motive
Ocular Laser8000 gp2 hp, -2 Spot
Social Stabilizer25000 gp2 hp, -2 Intimidate
Legs Grafts
Bionic Leg200 gp2 hp
Gyroscopic Knee Replacement5000 gp2 hp, -2 Tumble
Leg Compartment600 gp2 hp
Leg Portal3000 gp2 hp
Skin Grafts
Chameleonic Metaskin20000 gp4 hp, -2 Search, -2 Spot
Electroplate Skin20000 gp6 hp, -2 Swim



Altered Nerve Clusters
Price: 12500 gp
Graft Sacrifice: 2 hp
Graft Location: Flesh
Activation: None

Some of your nerves have been augmented or replaced by synthetic alternatives. These artificial nerves are less susceptible to sudden overwhelming pain. You are immune to all pain effects that are not mind-affecting, nonlethal damage dealt to you is halved, rounded down, and you gain a +4 bonus on saves against pain effects, dazing, paralysis, staggering, and stunning.

Construction Prerequisites: Cybernetic Grafter, Biofeedback.
Cost to Create: 6250 gp, 500 XP, 13 days.
Graft Donor: A tissue sample from the intended recipient.



Arm Mount
Price: 4000 gp (per arm)
Graft Sacrifice: 2 hp
Graft Location: Arms
Activation: Use-activated (see text)

You can attach any manufactured weapon you can use in one hand onto the mount at end of one of your arms, usually just above the wrist. You can wield the weapon almost like a natural extension of your arm, and you gain a +1 competence bonus on all attack and damage rolls with the weapon. Additionally, you gain a further +10 bonus on rolls to avoid being disarmed of the weapon, as though using a locked gauntlet (this stacks with the competence bonus).

While a weapon is attached to your arm, your use of that arm is limited as though you were using a light shield; you can carry other items in that hand, although you cannot use other weapons with it. You cannot, however, both hold and manipulate the weapon with the same hand. You cannot, for example, use the same hand to attach a weapon crystal or to reload a projectile weapon.

Attaching or removing a weapon from the arm mount is a full-round action that provokes attacks of opportunity, just like with a locked gauntlet. While a weapon is attached, you can flip up the arm mount, letting it hold the weapon up by your arm and leaving your hand free, or flip it back down again, making the weapon ready for use. These function just like sheathing or drawing a weapon, respectively, and use the same actions.

You can have multiple arms augmented with arm mount grafts. Each arm has its own separate mount. Multiple arm mounts count as a single graft, and you only pay the graft sacrifice once no matter how many arms are augmented.

Construction Prerequisites: Cybernetic Grafter, Dual Weapon.
Cost to Create: 2000 gp, 160 XP, 4 days.
Graft Donor: A tissue sample from the intended recipient.



Bionic Arm
Price: 1500 gp
Graft Sacrifice: 2 hp
Graft Location: Arms
Activation: None

This biomechanical prosthetic arm also provides improved grip strength. You gain a +2 bonus on Climb checks, grapple checks, and attack rolls to resist being disarmed.

Construction Prerequisites: Cybernetic Grafter.
Cost to Create: 750 gp, 60 XP, 2 days.
Graft Donor: A tissue sample from the intended recipient.



Bionic Eye
Price: 3000 gp
Graft Sacrifice: 2 hp
Graft Location: Head
Activation: None

With this biomechanical replacement eye, you gain improved visual perception, and can perceive minute details even in shadowy conditions. You gain low-light vision. If you already have low-light vision from another source, the range of your low-light vision improves to triple normal human visual range in conditions of low light. Your bionic eye also functions as HUD glasses, granting you a +2 circumstance bonus on Spot checks. Any gadgets must be added to the eye during creation; additional gadgets cannot be added to the eye after implantation.

Construction Prerequisites: Cybernetic Grafter, Scan Visor.
Cost to Create: 1500 gp, 120 XP, 3 days.
Graft Donor: A tissue sample from the intended recipient.



Bionic Leg
Price: 200 gp
Graft Sacrifice: 2 hp
Graft Location: Legs
Activation: None

This biomechanical prosthetic leg has its own motors and power source, making it easier for you to traverse long distances. You gain a +4 bonus on Swim checks made to resist nonlethal damage, Constitution checks made to continue running, and Constitution checks made to avoid nonlethal damage from a forced march. This stacks with the benefits of the Endurance feat.

Construction Prerequisites: Cybernetic Grafter.
Cost to Create: 100 gp, 8 XP, 1 day.
Graft Donor: A tissue sample from the intended recipient.



Chameleonic Metaskin
Price: 20000 gp
Graft Sacrifice: 4 hp, -2 Search, -2 Spot
Graft Location: Skin
Activation: Use-activated (full-round)

Metamaterials embedded in your skin allow you to blend in with nearly any environment. You can attempt to hide without cover or concealment and you gain a +10 circumstance bonus on Hide checks. This bonus does not stack with the bonuses from being invisible. Additionally, if you hold yourself perfectly still (a full-round action), the metamaterials can align and seamlessly bend light around your body, rendering you completely invisible. The alignment (and thus the invisibility) is ruined if you move or if you perform any physical activity more significant than breathing. The system is designed such that a nearly imperceptible portion of the light striking you around your face is still absorbed and amplified, allowing you to see, although some negligible visual distortion occurs.

Construction Prerequisites: Cybernetic Grafter, Stealth Field.
Cost to Create: 10000 gp, 800 XP, 20 days.
Graft Donor: A tissue sample from the intended recipient.



Cognition Shield
Price: 180000 gp
Graft Sacrifice: 4 hp, -2 Sense Motive
Graft Location: Head
Activation: None

A cognition shield completely blocks all attempts to access your mind. You are immune to almost all mind-affecting spells and effects (though you can selectively allow spells or effects to affect you). A cognition shield even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to mentally influence you.

Construction Prerequisites: Cybernetic Grafter, Mind Scanner.
Cost to Create: 90000 gp, 7200 XP, 180 days.
Graft Donor: A tissue sample from the intended recipient.



Elbow Rockets
Price: 12000 gp
Graft Sacrifice: 2 hp
Graft Location: Arms
Activation: Use-activated (free)

Elbow rockets put rockets in your elbows. You can activate them as a free action to gain a +10 bonus on a Jump check or to enhance a single melee attack, granting you a +2 bonus on your attack roll and causing your attack to deal damage as if your weapon were two size categories larger. After using your elbow rockets, you must wait 1d4 rounds before using them again.

Construction Prerequisites: Cybernetic Grafter, Kinetic Accelerator.
Cost to Create: 6000 gp, 480 XP, 12 days.
Graft Donor: A tissue sample from the intended recipient.



Electroplate Skin
Price: 20000 gp
Graft Sacrifice: 6 hp, -2 Swim
Graft Location: Skin
Activation: Use-activated (move)

Devices embedded in your skin turn it hard as steel when exposed to an electrical field. As a move action, you can generate an electrical field to activate these devices and turn your skin into roughly the equivalent of masterwork mithral full plate armor; you count as wearing medium armor with a +8 armor bonus, a +3 max Dex bonus, a -3 armor check penalty, and a 25% arcane spell failure chance. Unlike actual armor, your electroplate skin adds negligible weight and does not use up your body item slot. Note that while you can use your electroplate skin while wearing armor, multiple armor bonuses do not stack, and generally the most restrictive of the two will take precedence.

You can disable the electrical field as a move action, returning your skin to normal.

You can enchant and otherwise enhance your electroplate skin after it is grafted to you as though it were masterwork mithral full plate armor. Unlike actual armor, however, gadgets cannot be added to your electroplate skin.

Additionally, you gain electricity resistance 5. This applies even when your electroplate skin is inactive.

Construction Prerequisites: Cybernetic Grafter, Power Suit.
Cost to Create: 10000 gp, 800 XP, 20 days.
Graft Donor: A tissue sample from the intended recipient.



Gyroscopic Knee Replacement
Price: 5000 gp
Graft Sacrifice: 2 hp, -2 Tumble
Graft Location: Legs
Activation: None

This graft puts gyroscopes in your knees and provides additional reinforcement to your legs and feet, allowing you to fall from great heights without injury. As long as you are conscious and are carrying no more than your maximum load, you land on your feet no matter how far you fall and you are immune to falling damage. The gyroscopes are calibrated to your weight, and carrying too much gives you more inertia than they can effectively deal with. Additionally, the gyroscopes give you a +2 bonus on Balance checks, Jump checks, and checks, saves, and rolls to avoid being knocked prone.

Construction Prerequisites: Cybernetic Grafter, Colossus Stabilizer.
Cost to Create: 2500 gp, 200 XP, 5 days.
Graft Donor: A tissue sample from the intended recipient.



Leg Compartment
Price: 600 gp (per leg)
Graft Sacrifice: 2 hp
Graft Location: Legs
Activation: Use-activated (free)

The leg compartment graft is a prosthetic leg with a hidden compartment. In most ways, it functions just as effectively as a normal leg of flesh and bone, and can even be made to appear as such at a glance.

While its hatch is open, you have access to whatever is within your leg compartment. The compartment contains clips that can securely store a single light weapon in a readily accessible manner, just like a sheath or holster, and it can also hold additional small items loosely within. A leg compartment can store up to 1/20th of your maximum load in loose items. The maximum size and volume of weapons and items stored within your leg compartment is limited by the size of your leg.

You can open or close the hatch of your leg compartment as a free action. While it is closed, your leg appears to be completely normal, and finding the hatch requires a DC 25 Search check, similar to finding a hidden or concealed weapon. The leg compartment also includes a thin layer of lead sheeting sufficient to foil most sensors and detection spells.

You can have multiple legs replaced with leg compartment grafts. Each leg has its own separate compartment. Multiple leg compartments count as a single graft, and the graft sacrifices do not stack; you only pay the graft sacrifice once no matter how many legs are replaced.

Construction Prerequisites: Cybernetic Grafter.
Cost to Create: 300 gp, 24 XP, 1 day.
Graft Donor: A tissue sample from the intended recipient.



Leg Portal
Price: 3000 gp (per leg)
Graft Sacrifice: 2 hp
Graft Location: Legs
Activation: Use-activated (free)

The leg portal graft is an enhanced version of the leg compartment graft. It functions exactly like a leg compartment except as noted.

A leg portal's compartment opens up into an extradimensional space. The space is finite, but its shape is malleable; the primary limit to storage is the total mass of objects within it. The extradimensional space can securely store two light or one-handed weapons, or a single two-handed weapon. The total mass of objects stored within the compartment cannot exceed 1/3 your maximum load, with no limit on the volume or shape of objects stored within. The weight of items stored within your leg portal does not count towards your encumbrance.

For safety purposes, a leg portal closes automatically and will not open within another extradimensional space. Consequently, its contents are inaccessible within such areas.

You can have multiple legs replaced with leg portal grafts, but this confers no additional benefit. Each leg's compartment opens to the same extradimensional space. Attempting to maintain multiple persistent extradimensional linkages in such close proximity is prone to failure, destabilizing the connections at best, or creating a catastrophic dimensional breach at the worst.

You can have leg portal grafts alongside leg compartment grafts. Each leg has its own separate compartment or portal access. Multiple leg compartments or leg portals count as a single graft, and the graft sacrifices do not stack; you only pay the greater graft sacrifice once no matter how many legs are replaced.

Construction Prerequisites: Cybernetic Grafter, Dimensional Shift.
Cost to Create: 1500 gp, 120 XP, 3 days.
Graft Donor: A tissue sample from the intended recipient.



Nanorepair Cells
Price: 50000 gp
Graft Sacrifice: 6 hp
Graft Location: Flesh
Activation: None

Nanobots in your bloodstream repair damage to your body. You have fast healing 1. The nanobots also help fight off disease and filter out toxins, granting you a +4 bonus on saves against poison and disease.

Construction Prerequisites: Cybernetic Grafter, Biofeedback.
Cost to Create: 25000 gp, 2000 XP, 50 days.
Graft Donor: A tissue sample from the intended recipient.



Ocular Laser
Price: 8000 gp
Graft Sacrifice: 2 hp, -2 Spot
Graft Location: Head
Activation: Use-activated (standard)

This replacement eye functions as an ocular weapon. As a standard action, you can fire a ray of energy with a range of 60 feet. The ray deals 4d6 points of fire damage.

Construction Prerequisites: Cybernetic Grafter, Fire Field.
Cost to Create: 4000 gp, 320 XP, 8 days.
Graft Donor: A tissue sample from the intended recipient.



Social Stabilizer
Price: 25000 gp
Graft Sacrifice: 2 hp, -2 Intimidate
Graft Location: Head
Activation: Use-activated (move)

A social stabilizer, or "sock" as it is sometimes called, monitors and stabilizes your brain chemistry. If it detects any sudden and unexpected shifts, it attempts to correct them. When you are affected by a charm, compulsion, fear, or emotion-based effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.

Additionally, you can manually trigger your sock as a move action. This automatically suppresses (but does not dispel) any morale bonuses and penalties granted by spells and effects such as bless, good hope, and rage, as well as negating a bard’s ability to inspire courage, a barbarian’s rage ability, and any emotion-based spells and effects such as bane and crushing despair. It also suppresses any fear effects and removes the confused condition from you. While the effect lasts, a suppressed spell or effect has no effect. When the effect ends, the original spell or effect takes hold of you again, provided that its duration has not expired in the meantime. This lasts for 1 minute, and you can end it early or renew its duration as a move action.

Construction Prerequisites: Cybernetic Grafter, Mind Scanner.
Cost to Create: 12500 gp, 1000 XP, 10 days.
Graft Donor: A tissue sample from the intended recipient.



Wired Reflexes
Price: 20000 gp
Graft Sacrifice: 8 hp, -2 Concentration
Graft Location: Flesh
Activation: Use-activated (immediate)

Wired reflexes are a set of cybernetic enhancements to the user's nervous system. They enhance agility and reaction times.

You gain a +5-foot bonus to your movement speed and a +4 bonus on initiative checks. Additionally, as an immediate action, you can grant yourself a +4 dodge bonus either to your Armor Class against a single attack or on a single Reflex save. You must choose whether or not to use this ability before resolving the attack roll or saving throw.

Construction Prerequisites: Cybernetic Grafter, Impulse Soles.
Cost to Create: 10000 gp, 800 XP, 20 days.
Graft Donor: A tissue sample from the intended recipient.
« Last Edit: July 10, 2017, 11:21:54 AM by Garryl »