- Magic Item Descriptions
- Aeon Stones
- Amulet of Camouflage
- Anvil of the Maker
- Arclord’s Rod
- Binding Weapon Fusion Level 3
- Blackraven Axe
- Burning Weapon Fusion Level 4
- Chained Weapon Fusion Level 6
- Charge Cloak
- Crusader Helm
- Dreamsilk Cloak
- Falcon Boots
- Glove of Storing
- Mask of The Mantis
- Ring of Cosmic Alignment
- Ring of Resistance
- Ring of Sustenance
- Ring of Whispers
- Rod of Cancellation
- Shadow Orb
- Spell Ampoules
- Spellbane Weapon Fusion Level 6
- Spell Gem
- Staff of Mystic Healing
- Tiara of Translocation
- Hybrid Equipment
While plenty of technology incorporates magical elements, some items operate solely through eldritch principles and thus follow different rules.
This section covers magic items not addressed under another rules system (such as weapon fusions or augmentations). Magic items are often divided into held, worn, and consumable items.
Held items (such as orbs and rods) must be held in a hand or similar appendage and activated manually like a weapon.
Worn magic items are things like rings, cloaks, amulets, and gloves. Just as your armor has a limited number of upgrade slots, you can only wear up to two magic items at once and have both function normally—beyond that, the magical fields start to interfere with each other. You can’t wear more than one of the same type of item (two cloaks, two hats, etc.) except for rings. If you put on an additional worn magic item beyond these first two, it does not function until you have no more than two total magic items worn. This limitation applies specifically to worn magic items, and does not apply to armor upgrades, held items, weapon fusions, augmentations, magic armor, consumables, or other forms of magic, all of which function normally.
Lastly, consumables are magic items like serums or Spell ampoules that create an immediate and temporary effect when ingested.
In a few rare cases, magic items require charges. However, such charged magic items function differently than charged technological items, whose batteries must be recharged or replaced. A magic item’s charges are inherent to the construction of the item and can’t be replenished with generators or batteries. Charges for a magic item either refresh each day or never refresh, depending on the item.
|Dark blue rhomboid||10||18,000||—|
|Pearly white spindle||11||25,000||—|
|Ring of Resistance|
|Tiara of Translocation|
|Ring of whispers||1||300||—|
|Amulet of camouflage||3||1,400||—|
|Ring of sustenance||5||2,925||—|
|Staff of mystic healing||5||3,700||1|
|Glove of storing||6||4,600||L|
|Rod of cancellation||9||2,100||L|
|Ring of cosmic alignment||11||25,000||—|
|Serum of appearance change||1||75||L|
|Serum of healing, mk 1||1||50||L|
|Serum of sex shift||3||350||L|
|Serum of enhancement (all types)||5||475||L|
|Serum of healing, mk 2||5||425||L|
|Serum of healing, mk 3||9||1,950||L|
Magic Item Descriptions
The magic items from Table 7–27: Magic Items are described below. Serums are grouped together at the end of this section.
Aeon stones are magic gemstones that orbit your head (or the nearest equivalent of a head, for species that lack heads) and grant you a constant magic effect. They do not count toward your worn magic item limit, and there’s no limit to the number you can have orbiting you. They are most common in the Azlanti Star Empire, which also has unique ways of using such stones, but the most common types of aeon stones can be found in magic shops in many major settlements. Aeon stones are categorized by their shape and color, with all stones of the same shape and color having the same magic abilities.
Placing an aeon stone in orbit around your head is a standard action, and removing it is a move action. An aeon stone must be in orbit for you to benefit from its abilities. The stone orbits at a distance of 3 inches to 3 feet, as you prefer, but always outside any armor or helmet you wear. An orbiting aeon stone has an Armor Class equal to 12 + your character level, and it can be attacked directly or even grappled (a successful grapple check plucks the stone out of its orbit and into the attacker’s hand).
Most aeon stones (including all those presented here) are capable of glowing with a bright light. As a standard action, you can activate or deactivate the illumination of an aeon stone, which glows brightly enough to increase the light level in your square by one step (see Vision and Light).
Each aeon stone also has at least one other power that comes into effect when in orbit around you, detailed in the individual descriptions below.
Clear Spindle: This aeon stone sustains you by negating the need for food or water.
Dark Blue Rhomboid: This aeon stone grants you a +2 insight bonus to Perception and Sense Motive skill checks.
Iridescent Spindle: This aeon stone sustains you by negating the need to breathe.
Pearly White Spindle: This aeon stone increases your caster level by 1. This affects only calculations that directly refer to your caster level, such as caster level checks and Spells with a duration of 1 round/level. It does not affect your Spells known or Spells per day. If you do not normally have a caster level, this does not give you any ability to know or cast Spells.
Amulet of Camouflage
This Modest amulet projects a simple pattern over your outer layers of armor, clothing, and equipment, which helps you blend into the background. When in an environment with a maximum distance at which Perception checks can be attempted, rolls to see at what range other creatures can attempt Perception checks against you are rolled twice, and the lower result applies. The amulet’s magic isn’t powerful enough to make you invisible or grant a bonus to Stealth checks. You can activate or deactivate this camouflage as a standard action.
Anvil of the Maker
Anvils of the Maker are extremely rare and highly valued relics. Each anvil consists of a heavy iron block anchored to a 5-foot-diameter stone base engraved with magical runes and symbols. Anvils of the Maker are much prized by dwarf collectors and the crafting guilds of dwarven star citadels, as the anvils are seen as a tangible link to the patron god of the dwarves.
While non-dwarf collectors often consider an anvil of the Maker too precious to use, most dwarves think it’s ridiculous to have a crafting relic and not actually use it.
An anvil of the Maker aids in crafting equipment and magic items. If you use an anvil of the Maker while crafting an item, you are considered to have 2 additional ranks in the appropriate crafting skill, allowing you to craft items of higher level than you would normally be able to create. A given anvil of the Maker can be used to craft only one item per day.
Due its bulk and size, an anvil of the Maker is generally not portable and must be properly anchored before use. An anvil of the Maker can be installed on a starship in an arcane laboratory, a cargo hold, or a tech workshop, or it can be placed anywhere with room to store a Large vehicle.
An Arclord’s rod is a scepter-like device roughly 3 feet long, made of copper and capped with smoke-colored silver. These rods were used by powerful spellcasters known as Arclords.
An Arclord’s rod is a magic weapon that can be used to make either melee or ranged attacks, but it can be used only for a single attack each round. A mk 1 Arclord’s rod functions as a static shock truncheon for melee attacks and as a pulsecaster pistol for ranged attacks. A mk 2 Arclord’s rod functions as an aurora shock truncheon and a static arc pistol. A mk 3 Arclord’s rod functions as a storm shock truncheon and an aurora arc pistol. A mk 4 Arclord’s rod functions as a tempest shock truncheon and a storm arc pistol. An Arclord’s rod has an unlimited capacity (it never runs out of charges) and has the analog and unwieldy special properties. Proficiency with both advanced melee weapons and small arms is necessary to use an Arclord’s rod without penalty for melee and ranged attacks, respectively.
Once per day when you cast a spell with the electricity descriptor while wielding an Arclord’s rod, you can add a thunderclap effect (which makes half of the spell’s damage sonic damage) and a rain squall effect (which creates a fog cloud, as per the spell of the same name, centered on the target or the center of the spell’s area and lasting for 10 minutes) to the spell.
Binding Weapon Fusion Level 3
Weapons with the binding fusion often feature decorative images of bars, gates, and manacles. A binding weapon gains the bind critical hit effect. When you score a critical hit on a target, you gain a +2 bonus to grapple checks you make against that target until the end of your next turn. If the weapon already has a critical hit effect, you can apply either the weapon’s normal critical hit effect or the binding critical hit effect when you score a critical hit. You can add this fusion only to melee weapons.
Blackraven axes were magic weapons wielded by elite warriors.
Many different Blackraven axes have been found, and all are basic melee weapons with the archaic special property.
A Blackraven axe typically has a head shaped like a raven’s beak or a stylized raven inscribed on its blade, and it has the ability to cause its targets to burst into flames—a quality that proved especially useful against the trolls the original Blackravens faced. Modern spellcasters have recreated this magic as the burning weapon fusion (see below). Modern Blackraven axes are often created by applying the burning weapon fusion to a tactical battleaxe.
A tactical battleaxe is a 5th-level, one-handed advanced melee weapon that deals 1d8 slashing damage and has the wound critical hit effect. It has the analog special property, has 1 bulk, and costs 2,650 credits. A tactical Blackraven axe is presented in the table on page 50, and the price includes both the weapon and the fusion.
Burning Weapon Fusion Level 4
Weapons with the burning fusion often take on an appearance that includes numerous flame-like elements.
However, if applied to a weapon that already has visual details representing crows or ravens, the fusion adds further raven-like flourishes to the weapon instead. A weapon with the burning fusion gains the burn critical hit effect. The burn damage for the critical hit effect is 1d6 when the fusion is applied to a 4th- or 5th-level weapon, 2d6 when applied to 6th- to 10th-level weapons, 3d6 when applied to 11th- to 15th-level weapons, and 4d6 when applied 16th- to 20th-level weapons. If the weapon already has a critical hit effect, you can apply either the weapon’s normal critical hit effect or the burn critical hit effect when you score a critical hit.
Chained Weapon Fusion Level 6
Weapons with the chained fusion gain a short chain that dangles from the haft or handle. The chain magically extends to enable the weapon to attack foes beyond the wielder’s immediate reach. A chained weapon gains the reach weapon special property for the first attack made with it each round.
After it has been used for an attack, the weapon loses the reach weapon special property until the beginning of your next turn. You can add this fusion only to melee weapons.
A charge cloak can power devices that depend on electrical charges as if it were a battery. The cloak produces 4 charges each day, but they must be used as a single unit. Thus you could power a single attack from a yellow star plasma sword, which has a usage of 4, but you could also make only a single attack with a sub zero pistol, which has a usage of 1. The item must be one which uses charges or a battery, rather than petrol, rockets, rounds, or other forms of ammunition or power. You must be wearing or touching the item to be charged. You cannot use this item to recharge a battery or item; it can only be used to directly power an item for a single usage.
Originally created for crusading holy champions, crusader helms have been in constant production for thousands of years. While only ancient helmets are considered relics, the magical properties of modern crusader helms match their archaic precursors. A crusader helm replaces a suit of armor’s normal helmet (if any) and is incorporated into the armor’s normal environmental protections; these protections do not function if the helm is removed. If the armor has an available upgrade slot, a crusader helm takes up one upgrade slot; otherwise, the helm counts as one of your two worn magic items.
While wearing a crusader helm, the first time each day that you attempt a saving throw against an enchantment or illusion effect created by an evil outsider, roll the saving throw twice and take the best result. You cannot gain the effects of more than one crusader helm each day.
The original dreamsilk cloaks were woven from the purple silk of dozens of dream spiders, arachnids native to jungles.
Before the Gap, it was common for soothsayers and explorers to depend on the cloaks for the visions of the future that came to them in their sleep. Modern artificers have learned to make such cloaks by imbuing artificial fabrics with oils derived from transdimensional pesh.
While wearing a dreamsilk cloak, you can see details in hallucinations and illusions that others overlook.
This does not give you any bonus to saving throws against illusions, but if you successfully disbelieve an illusion and convey the fact that it is an illusion to others, they gain a +6 bonus to their saving throws to disbelieve, rather than the normal +4. Additionally, if you wear a dreamsilk cloak for an uninterrupted period of at least 16 hours and then sleep for at least 8 additional hours while still wearing it, you have a vivid, prophetic dream. Although the meaning of the dream isn’t immediately obvious when you wake up, you can learn more as the day progresses. Once during the next 24 hours, you can cast augury as a spell-like ability, using your character level as your caster level.
Falcon boots were originally armored steel boots with integrated knee protection etched with falcons across the front.
As a move action while wearing falcon boots, you can set your own personal, local gravity to be perpendicular to any adjacent surface able to support your weight under normal gravity conditions. This personal gravity effect only functions in normal gravity or lower. While this personal gravity is active, you gain a climb speed equal to your land speed, and if knocked prone, you fall in accordance with your personal gravity (thus falling prone in your space, even if that is on a wall or ceiling, rather than falling toward the ground as defined by the environment’s normal gravity conditions).
If you drop an item while your falcon boots are active, it also falls in your space. If you move from that square before picking up a dropped item, the item becomes subject to normal gravity.
If you are not adjacent to a surface able to support your weight, your falcon boots cease to function and you are subject to normal gravity. You can also deactivate falcon boots as a move action. There is no limit to how long falcon boots can function as long as you remain on a surface able to support your weight.
Glove of Storing
This simple glove is surprisingly smooth to the touch. While holding an item no larger than 2 bulk in the hand wearing it, you can command a glove of storing to shrink the held item to microscopic size and negligible bulk, and merge it with the palm of the glove. Returning the item to its original scale requires a mere snap of the fingers wearing the glove. You can store or retrieve an item within a glove of storing as a swift or move action. A glove of storing can store only one item at a time, and if the glove’s effect is suppressed or dispelled, any stored item immediately returns to its original size.
Mask of The Mantis
Once the traditional headgear for an ancient cabal of assassins, the mask of the mantis is now a relic sought by scholars. A mask of the mantis is a helmet that fully covers the head and face and has the appearance of a red insectile head with large compound eyes and long, backward-curving antennae. A mask of the mantis replaces a suit of armor’s normal helmet (if any) and is incorporated into the armor’s normal environmental protections; these protections do not function if the helm is removed. If the armor has an available upgrade slot, a mask of the mantis takes up one upgrade slot; otherwise, the mask counts as one of your two worn magic items.
While wearing a mask of the mantis, you gain darkvision with a range of 60 feet. In addition, a mask of the mantis has 2 daily charges. As a standard action, you can expend 1 charge to gain either the effects of see invisibility (as per the spell) for 30 minutes or a +3 insight bonus to Perception checks for 30 minutes. Both of these effects can be active simultaneously, and each charge is replenished 24 hours after being used.
Ring of Cosmic Alignment
This majestic ring is forged from twin bands of mithral and adamantine. If you have the Stellar Mode class feature, whenever you start a turn of combat attuned to a Stellar Mode and choose to become unattuned, you can immediately gain 1 attunement point for the Stellar Mode that opposes the Mode you began your turn in. For instance, if you began the turn in photon Mode and choose to become unattuned, you can use the ring to gain 1 graviton attunement point. Using this ability is a swift action.
Ring of Resistance
This ring grants you magic protection against attacks and effects to which you are particularly vulnerable. You gain an enhancement bonus to saving throws with your lowest base saving throw bonus. If two or three of your base saving throw bonuses are tied for lowest value, you select which category gains this bonus when you first put on the ring, and this choice does not change unless a different base saving throw bonus later becomes your lowest bonus. The bonus is determined by the Model of the ring of resistance.
Ring of Sustenance
This ring provides you with life-sustaining nourishment, negating the need for food or drink while the ring is worn. Additionally, the ring’s magic refreshes your body and mind while worn, so you need only 2 hours of sleep each day to gain the benefits of 8 hours of rest. If you cast Spells, you can prepare Spells after only 2 hours, but you still can’t prepare Spells more than once per day. The ring must be worn for a full week before its magic takes effect, and if removed you must wear it for another week to reattune it to you.
Ring of Whispers
This simple gold band helps you hear when specific names are spoken. The ring can be attuned to recognize up to five proper names known to you, such as specific people, places, or things. The ring cannot be attuned to words that are not used as proper names. Attuning a ring of whispers to a new name takes 10 minutes, and if the new name exceeds the five-name limit, the oldest attuned name ceases to be attuned.
The ring grants you a +5 insight bonus to hearing-based Perception checks and sense through (hearing), but both abilities apply only to allow you to hear one of the attuned names being spoken. This allows you to potentially hear a name being spoken a room away or even through soundproof glass, but not any other sounds or conversations.
Rod of Cancellation
This device pulses with strange powers that drain items of all magical properties. When you touch a hybrid or magic item with a rod of cancellation, the item must succeed at a Will saving throw (DC = 10 + half your level + your Charisma bonus) or lose all magic abilities, becoming a mundane item of its type. If the touched item is being held or worn by a character, the item can use its bearer’s Will save bonus in place of its own, if better. Upon draining an item, the rod itself becomes nonmagical and cannot be used again. Drained items can be restored only with wish or miracle.
Runeblades bear detailed heraldry as well as a rune etched on each blade, whence the weapons derive their modern name. Relic Runeblades are invariably bladed melee weapons, with swords being most prevalent. The common characteristic of all Runeblades is their spellbane critical hit effect, though many such weapons have additional magic abilities, such as the unholy weapon fusion. Modern scholars have successfully reengineered the spellbane fusion for use with modern weapons (see below).
While you hold this small orb of black glass, it puts forth tendrils of darkness that capture nearby light. The light level within a 20-foot radius of you decreases by one step. Lasers fired at you are bent toward the orb. This gives laser attacks against you a +1 circumstance bonus to hit, but also grants you fire resistance 5 against laser attacks.
Spell ampoules are injectable magic, where the essence of a magic Spell has been condensed into a liquid form and prepared for injection into a creature. Known colloquially as “Spell amps,” these heady, ready-to-use magic injections can be used only once. A Spell amp duplicates the effect of a beneficial Spell (a Spell with “harmless” in its Saving Throw or Spell Resistance entry), excluding divination Spells or Spells that create some link between the caster and the target. In addition, the Spell must be 3rd level or lower, have a casting time of 1 minute or less, and target one or more creatures (but not Spells that target just the spellcaster). If a Spell targets both creatures and objects, it only affects creatures when used as a Spell amp. If a Spell requires expending a Resolve Point to cast, it also requires the user to spend a Resolve Point when used as a Spell amp (if you choose not to spend a Resolve Point or don’t have any Resolve Points remaining, the Spell amp has no effect).
A Spell ampoule always has an item level equal to three times the level of the Spell it duplicates (treat as a 2nd-level item for Spell amps with 0-level Spells), and a caster level equal to its item level. Creating a Spell ampoule has the same requirements as creating a Spell gem (see below).
You can only use a Spell ampoule on yourself or a willing or unconscious creature. Injecting yourself or a willing creature with a Spell ampoule is a standard action, while injecting an unconscious creature is a full action. Spell amps take effect as if the Spell had been cast upon the creature injected. When you are injected with a Spell amp, you get to make any decisions about the Spell’s effect as if you were the caster of the Spell—you are both the effective target and the caster of the effect.
Spellbane Weapon Fusion Level 6
A weapon with the spellbane fusion gains the spellbane critical hit effect. A target affected by the spellbane critical hit effect must succeed at a Will save (DC as normal for a weapon of the given item level) or be unable to cast spells or use spell-like abilities for 1d4 rounds. If the weapon already has a critical hit effect, you can choose to apply either the weapon’s normal critical hit effect or the spellbane effect when you score a critical hit.
If a spellbane weapon also has a fusion that allows it to bypass damage reduction of a specific alignment (such as an unholy weapon’s ability to bypass DR/evil), its spellbane critical hit effect works only against creatures with the diametrically opposed alignment (for example, good creatures in the case of a spellbane unholy weapon), but the save DC of the spellbane critical hit effect increases by 2.
Consisting of one or more lattices of carefully arranged lines of rare metal and bits of precious stone in a silicon casing, each lattice in a Spell gem is encoded with magical writings equivalent to the casting of a single, specific Spell. Holding a Spell gem in your hand unlocks little-used portions of your mind, granting you the ability to temporarily cast the Spell encoded within the gem without using up your daily Spell slots. You must hold the Spell gem in your hand throughout the Spell’s casting time and must spend at least a standard action using the Spell gem, even if the Spell’s casting time is shorter. Each Spell stored within a Spell gem can be cast only once, after which the magic encoded within the Spell gem’s lattice is forever expended.
Only spellcasters are capable of using Spell gems—if you aren’t a spellcaster, you’re unable to make use of the knowledge that the gem unlocks. You don’t need to know the Spell within a Spell gem to use it, but the Spell must be on your class’s Spell list (or have otherwise been added to your Spell list) and you must have a high enough key ability score to cast it. If the Spell gem’s item level is higher than your caster level, once you’ve spent the full casting time of the Spell, you must succeed at a caster level check with a DC equal to the Spell gem’s item level + 1 or you fail to cast the Spell. If you fail to cast a Spell from a Spell gem, the Spell remains within the gem and you can attempt to use it again.
To craft a Spell gem, you have to know the Spell you’re encoding into the gem. If a Spell requires expensive materials as part of its casting (such as raise dead), you must provide those while crafting the gem, and the gem’s price is increased by the price of the components. You can create larger, compound Spell gems with multiple Spells in multiple lattices, with a price equal to the total price of all Spells stored within it. Such Spell gems can be used to cast only one Spell at a time.
Staff of Mystic Healing
Available in a variety of shapes and sizes, a staff of mystic healing usually takes the form of an archaic shepherd’s crook, carved with runes of origin denoting prosperity and long life. If you have the healing touch class feature, you can use that ability one additional time per day while holding the staff. You cannot use more than one staff of mystic healing each day to gain more than one additional use of healing touch, and a staff of mystic healing works only once per day.
Tiara of Translocation
This shimmering circlet is crafted from rare metals and seems to bend and distort light around it, creating an eerie halo of light around your brow. Once per day, a tiara of translocation allows you to teleport yourself and up to 5 additional creatures, functioning as a teleport Spell. Unlike the Spell, the range at which you can use this item varies based upon its Model, as described below. You cannot use a tiara of translocation to travel between the planes, and it refuses to function at all while in Hyperspace.
|Mk 1||Any point within 200 miles|
|Mk 2||Any point within 2,000 miles|
|Mk 3||Any point within the same star system|
|Mk 4||Any point within the same galaxy|
Ungarato is one of the most powerful known relics, though even greater artifacts have occasionally appeared throughout history. Ungarato, also called the All-Consuming Killer or the Gun of Gluttony, is known to be one of the seven weapons of nearly divine magical power that were also referred to as the Seven Blades of Conviction or the Seven Swords of Sin. Although the fates of the other six weapons remain unknown, these epithets imply that Ungarato was once a sword of some kind, though when, how, and why this blade was reforged into a powerful machine gun with a bayonet is one of the relic’s greatest mysteries.
Ungarato has a distinct appearance that is unlike any other specific model of longarm. It has a misty, spectral quality, but the weapon is as solid as any other. Ungarato functions as a paragon X-gen gun, and its bayonet is a molecular rift dueling sword, both of which have the ghost killer fusion.
Two hands are required to wield Ungarato, and proficiency with basic melee weapons and heavy weapons is necessary to use the weapon without penalty for melee and ranged attacks, respectively.
Ungarato glows with a bright, sickly green color whenever there is a creature of the undead type within 50 feet of its wielder, though the weapon gives no indication of the direction or number of undead within that range. Each time its wielder suffers the full effects of a critical hit (when damage reduction, energy resistance, or some other effect does not reduce the damage dealt or prevent any critical hit effect), Ungarato gains 1 point of viciousness. Whenever Ungarato scores a critical hit, it automatically spends 1 point of viciousness (if it has any) and adds the severe wound critical hit effect to the critical damage dealt. Any unused points of viciousness fade at the rate of 1 per hour. Ungarato also restores 10 Hit Points to its wielder (functioning as per mystic cure) each time it scores a critical hit (whether or not it has any points of viciousness).
Ungarato is a unique artifact of extreme power and legendary reputation; as such, the weapon is effectively priceless and cannot simply be purchased. Indeed, its current owner and whereabouts are unknown, though Ungarato is widely believed to have resurfaced recently somewhere on Absalom Station. Legend claims that Ungarato was once sentient and held great powers that only functioned in the hands of a runelord, but there’s no modern evidence to support either claim. Similarly, it is believed that only the rightful Runelord of Gluttony can break the weapon; Ungarato is otherwise impervious to damage or destruction.
Serums are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action. Serums are normally 1 ounce of liquid (though it is possible to make serums with larger volumes, these are no more effective than standard serums), and lose potency if they are mixed with any other material. A serum can be used only once. Regardless of a serum’s actual item level, all serum vials have their hardness and Hit Points calculated as if they were 1st-level items.
Serum of Appearance Change
Upon drinking this elixir, your coloration and the general form of your features instantly and permanently changes. Within the range that is normal for your race and sex, you can select any skin tone, hair and eye color, and alter the nature of such things as the shape or your nose or chin, the length of your fingers, broadness of your frame, and so on. You are still recognizable as yourself unless you attempt a Disguise check to alter your features enough to conceal your identity (comparing the result of this Disguise check to any effort to determine if you are the same person as your original appearance). In no case can you take on the exact appearance of another creature (even with a Disguise check; the level of control is not that fine).
Serum of Enhancement
This vial of performance-enhancing serum unlocks or enhances aspects of your body and mind. Imbibing this serum grants a living creature bonuses based upon the type of serum imbibed, as described below. The effects of a serum of enhancement last 1 hour.
Commando The creature gains a +2 insight bonus to Acrobatics and Athletics checks, and it gains temporary Hit Points equal to half its level. If lost, these temporary Hit Points cannot be restored, and they do not stack with any other source of temporary Hit Points.
Diplomat The creature gains a +2 insight bonus to Bluff and Diplomacy checks. Creatures with an Intelligence of 3 or greater also gain the ability to comprehend, speak, and understand one language that it has heard in the last 10 minutes.
Scientist The creature gains a +2 insight bonus to Computers, Engineering, and Physical Science checks and can attempt checks with all three skills untrained.
Sensate The creature gains a +1 insight bonus to Life Science and Mysticism checks and can attempt checks with both skills untrained.
Sneak The creature gains a +2 insight bonus to Sleight of Hand and Stealth checks and can attempt checks with both skills untrained.
Warrior The creature gains a +2 insight bonus to Intimidate and Sense Motive checks, and whenever it successfully demoralizes an opponent, it increases the number of rounds that the opponent is shaken by 1.
Serum of Healing
This vial of medical serum quickly sets bones and repairs other physical damage. It restores Hit Points when administered to a living creature.
|Mk 1||1d8 Hit Points|
|Mk 2||3d8 Hit Points|
|Mk 3||6d8 Hit Points|
Serum of Sex Shift
Mass production has rendered this once-rare serum easy and inexpensive to obtain. Upon drinking this elixir, your biology instantly transforms to take on a set of sexual characteristics of your choice, changing both your appearance and physiology accordingly. You have some mild control over the details of this change, but you retain a strong “family resemblance” to your former appearance.
The elixir’s magic functions instantaneously and cannot be dispelled. Your new anatomy is as healthy and functional as your previous body’s, potentially allowing you to conceive, carry, or bear children (depending on your species’ biology). Drinking a second elixir of sex shift either reverts you back to a former form or allows you to adopt other sexual characteristics, as you choose. The elixir has no effect if you are unwilling, and the presence of certain sex-specific biological processes, such as gestation, may prevent this serum from taking effect.
Hybrid equipment makes use of both technology and magic; though not necessarily in equal measure, both forces are crucial to the item’s function. Effects that modify or otherwise apply to magic or technological items also work when applied to hybrid items.
In some cases, hybrid items may require charges. However, such charged hybrid items typically function in a different way from charged technological items, whose batteries must be recharged or replaced. A hybrid item’s charges are inherent to the construction of the item and can’t be replenished with generators or batteries. Charges for a hybrid item either refresh each day or never refresh, depending on the item.
Wearing Hybrid Items
Hybrid items you wear on your body count as magic items when you are determining how many you can use at once. You can wear only up to two total hybrid or magic items at a time for them to both function normally. Like for magic items, you cannot wear more than one of the same type of hybrid item except for rings. For instance, you could not wear both a mindlink circlet and a tiara of translocation. You cannot wear a magic item and hybrid item of the same type at the same time.
|Mindlink circlet, mk 1||2||1,600||L|
|Digital harrow deck||5||3,500||L|
|Mnemonic editor, mk 1||5||500||10|
|Null-space chamber, mk 1||5||3,050||L|
|Mindlink circlet, mk 2||8||11,000||L|
|Null-space chamber, mk 2||9||12,250||L|
|Mnemonic editor, mk 2||10||3,000||10|
|Null-space chamber, mk 3||13||50,000||L|
|Mindlink circlet, mk 3||14||78,000||L|
|Mnemonic editor, mk 3||15||20,000||10|
|Null-space chamber, mk 4||17||250,000||L|
|Mnemonic editor, mk 4||20||125,000||10|
Hybrid Item Descriptions
The hybrid items from Table 7–31 are described below.
Digital Harrow Deck
A digital harrow deck is a modernization of an archaic means of fortune-telling. Once per day, you can activate the deck as a full action. It projects holograms of 54 cards, which buzz around you. To begin the reading, you ask a question aloud to the harrow deck, causing all of the cards to come together as a deck; then, the deck uses hundreds of advanced pseudomystical calculations to deal a three-by-three array of cards for you, which it then uses to vocally interpret the circumstances surrounding your question. This works as the augury Spell, with a Spell level equal to the deck’s item level.
Additionally, a mystic who has a digital harrow deck and who also knows augury can ignore the Spell’s requirement that a Resolve Point be spent to cast it. A mystic can do this a number of times per day equal to his Wisdom bonus.
A technomancer can designate a digital harrow deck as her Spell cache. If she does, the deck’s AI integrates with her own consciousness, providing her with a +1 bonus to her caster level for divination Spells and effects. Additionally, she can spend 1 Resolve Point as a swift action when she casts a technomancer Spell to draw upon the algorithms that allow the deck to function, adding a +1 insight bonus to the Spell’s save DC.
This bandolier fits over any Medium creature and contains five compartments, each corresponding to a specific type of weapon: melee weapons, small arms, longarms, heavy weapons, and explosives. Each compartment contains an extradimensional space designed to house up to 1 bulk of ammunition or batteries (for this purpose, 10 batteries or pieces of ammunition with no bulk count as having light bulk). The bandolier does not accumulate bulk even as its compartments are filled.
Each efficient bandolier includes an advanced AI capable of controlling the bandolier’s robotic components to suit your needs. As a swift action, you can command an efficient bandolier to draw up to 1 bulk worth of batteries or ammunition, placing the items directly into one of your hands.
A mnemonic editor consists of a complex series of brain implant injectors, digital harrow deck autoreaders, illusion runes, and virtual-reality programs, all controlled by an enchanted analysis computer and attached to a mobile surgical bed. The network of magic and technology is capable of removing experiences from a patient strapped to the bed over the course of a single 24-hour session. Skills and knowledge can be excised, lessons unlearned and muscle memory altered. Memories are not lost entirely; the patient still recalls what it did during its life, whom it met, and how it felt about the moments it experienced, but the impact of those experiences is subtly altered. The device then creates a new set of experiences—clearly Artificial but no less effective—by leaving impressions and implanting new knacks, muscle memory, reflexes, and skills.
Reworking Your Character A GM has the final decision on whether or not you may rework your character, changing decisions you previously made, and whether you are required to use a mnemonic editor to do so. A GM can decide that mnemonic editors are not available and cannot be crafted, created, or accessed through any means. A GM might also let a player to change a feat or class level if the player and GM agree it makes sense to do so, without resorting to such a device. The mnemonic editor provides an in-world explanation for mechanical changes made to a character. For example, it gives a character who started as an envoy but decided to study the ways of mysticism (and was seen casting Spells) a plausible way to suddenly lose that Spellcasting ability if the player decides that multicasting as an envoy/mystic isn’t as fun as expected.
If you use a mnemonic editor, you can undo 2 character levels’ worth of decisions about which class levels you took, which feats you selected, how you applied any level-based increases to ability scores, how you assigned new skill ranks, and so on. All decisions you made as a result of advancing over the previous 2 character levels you gained are undone. You then make new selections, including new class levels, feats, skills, and the like, as if you had regained the 2 missing character levels. Go through the normal process of advancing your character through each of these 2 levels.
Each mnemonic editor works only once—the strain on its technology and the consequences of rewriting your past to even this small degree cause it to break down into valueless junk after a single session. Additionally, the alterations made to you render it more difficult for such Extraordinary procedures to be effective in the future. A mk 1 mnemonic editor cannot be used on you if you have already benefited from one in the past. However, it is possible to use a more advanced mk 2 Model that functions in the same manner, even if you have already used a mk 1 mnemonic editor. of course, you can only benefit from a mk 2 mnemonic editor once. There exist even more advanced mk 3 and mk 4 Models, and each can be used on you once even after you have used a lower-level mnemonic editor, but they are so expensive that they are usually produced only upon request.
Although items with powers similar to those of the mindlink circlet have existed for thousands of years, the technological components of the this useful item were an innovation that made its powers readily available. The effects of a mindlink circlet depend upon its Model, as described below.
Mk 1: You can telepathically communicate with any creatures within 30 feet with which you share a language. This functions like a shirren’s limited telepathy racial trait.
Mk 2: You can telepathically communicate with any creatures within 100 feet with which you share a language. This otherwise functions like a shirren’s limited telepathy racial trait.
Mk 3: You can telepathically communicate with any creatures within 100 feet that are capable of understanding language, including languages you do not understand. This otherwise functions like a shirren’s limited telepathy racial trait.
A null-space chamber is a circular device often designed to be strapped to an arm or backpack. When you press a button on the side, the device creates a circular extradimensional rift to a pocket space, the size of which is determined by the null-space chamber’s Model. You can close it by pressing the button again, causing the entrance to the space to disappear. Anything stored within the space remains, however, traveling with the item. The null-space chamber can be opened and closed only from the outside.
The only air within the pocket space is that which enters when you open the entrance. The device does not accumulate bulk even as its pocket space is filled. Each null-space chamber is associated with its own particular extradimensional space. Each null-space chamber can carry a set amount of bulk, after which it can no longer be closed (even if it has room left for more material). Spells and items that contain or create extradimensional spaces, such as other null-space chambers, do not function within a null-space chamber’s pocket dimension.
A readout on a null-space chamber automatically catalogs all items within it, and if the chamber is open, you can call up any such item and have it placed in your hand as a full action.
Mk 1: You can close up to 25 bulk in this device’s pocket space, a 3-foot cube. It can hold enough air for one Medium creature or two Small creatures for 10 minutes.
Mk 2: You can close up to 50 bulk in this device’s pocket space, a 6-foot cube. It can hold enough air for one Medium creature or two Small creatures for 2 hours.
Mk 3: You can close up to 100 bulk in this device’s pocket space, a 9-foot cube. It can hold enough air for one Medium creature or two Small creatures for 2 days.
Mk 4: You can close up to 200 bulk in this device’s pocket space, a 12-foot cube. It can hold enough air for one Medium creature or two Small creatures for 1 week.
This circlet, originally designed by lashuntas, fits over the wearer’s brow and wraps around the wearer’s antennae (if any). A psychic booster augments the power of your inherent psychic abilities. If you have telepathy, the range of your telepathy doubles. (For instance, if you have limited telepathy out to a range of 30 feet, the range increases from 30 feet to 60 feet.)
This small, clockwork navigational device hones in on mystical signals emitted by a Starstone, calculating the compass’s precise distance from and direction relative to the enigmatic font. While you are in the Core system, this device lets you automatically know which direction Central Station is in relation to your current location, and it grants you a +2 insight bonus to Piloting checks when astrogating throughout the Core system.