Item: Electromuscular Stimulator

Level5
Rarity
Rare
CategoryGadget
Price30 gp
UsageWorn
PublicationPathfinder Guns & Gears

Activate 2 (manipulate)


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


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

Success As critical success, but you also take 3 persistent electricity damage.

Effect: Electromuscular Stimulator

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

Effect: Electromuscular Stimulator (Failure)

Critical Failure You take 2d6 electricity damage and 3 persistent electricity damage.


Trait Effects

Consumable: An item with this trait can be used only once. Unless stated otherwise, it’s destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. A character can Craft consumable items in batches of four.

Gadget: Gadgets are consumable technological inventions with innovative uses.


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