Alien Equipment
Table of Contents
Assassin’s Band
Source: To Worlds Unknown
Aura faint evocation; CL 3rd
Slot wrist; Price 4,200 gp; Weight 1 lb.
Description
This intricate, crystalline bracelet portrays excellent craftsmanship with a hinge and clasp to snap over the wrist. Upon command, it may form either a light melee weapon of the wearer’s choice, or light shield, crafted of force. The latter provides a +1 shield bonus and has no armor check penalty or arcane spell failure chance, while the former functions as a masterwork weapon of the type chosen. Neither the shield nor the weapon may be disarmed, stolen, or sundered, but they are vulnerable to spells and effects which affect force, such as dispel magic and disintegrate. Once created, the object remains in its chosen form and cannot be changed, though the wearer may deactivate the assassin’s band and reactivate it the following round to produce a different form. The assassin’s band can only function for up to 3 minutes per day, usable in 1 minute increments.
Construction
Requirements Craft Magic Arms and Armor, Craft Wondrous Item, shield, spiritual weapon; Cost 2,100 gp
Ioun Stone, Cobalt Prism
Source: To Worlds Unknown
Aura strong abjuration; CL 12th
Slot none; Price 8,000 gp; Weight —
Description
The owner of this ioun stone is immune to daze effects while it is in orbit. In addition, it provides a +2 insight bonus to saving throws against mind-affecting effects. If the owner ever fails a saving throw against a mind-affecting effect, she may immediately reroll the save, taking the result of the second roll even if it is lower. This effect may be used up to 3 times before the stone burns out, turning a dull gray and forever useless.
Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 2,100 gp
Mindslave Harness
Source: The Assimilation Strain
Price 900 gp
Construction
Requirements Craft Pharmaceutical, medical lab, nanotech lab Craft DC 30; Cost 450 gp
Description
This gray-green bio-mass includes several fungal growths, writhing and coiling as if seeking to latch onto something. It has the viscous texture of wet clay and a strong, oily scent. Created from patches of mindslaver mold (Pathfinder RPG Bestiary 4), a mindslave harness is a manufactured product of jagladine bio-technology, a nanite-infused device designed to monitor, influence, and communicate with sentient creatures affected by an assimilation strain—essentially turning them into useful, subservient thralls.
When a mindslave harness first comes into contact with a sleeping or otherwise helpless, living creature infected with an assimilation strain, it imposes its will on the subject, seeking to merge with them as an alien graft—usually near the back of the neck for easier access to a creature’s brain stem and spinal column. Victims of this targeted attack must succeed on a DC 16 Will save to prevent the mindslave harness from integrating with their physiology, and the traumatic backlash of this neurological rejection causes the device to harmlessly self-destruct.
If, however, a targeted victim fails the Will save, a mindslave harness attaches to the creature’s flesh, appearing as a splotchy, blackened tumor across the back and neck. At this stage, the victim’s mind becomes more accessible to the jagladine and their mind-control devices, enabling them to monitor such victims within a 10-mile radius as a status effect. In addition, any jagladine device or creature may extend their telepathic communication by the same distance, using such a link once per day to remotely assault victims with a targeted, mindaffecting spell of 3rd level or lower. Lastly, the mindslave harness also prolongs the contagious special quality of the Assimilated template (see Alien Templates), extending a creature’s ability to spread a perfected assimilation strain to 1 month.
A mindslave harness’s attachment can only be broken by one of the following methods:
- By mental command of a jagladine.
- A remove disease spell, followed by restoration.
- A self-inflicted (or administered) wound to cut away the mindslave harness. This automatically inflicts a critical wound and 2 points of permanent Cha drain.
- Ten days after falling victim to a mindslave harness, thralls may attempt another DC 14 Will save to free themselves from the device. If unsuccessful, the DC slowly increases by 1 for each daily Will save thereafter until it reaches DC 24. If a thrall succeeds at any of these Will saves, the mindslave harness is immediately expelled from its body, which destroys the device. If they fail each of these attempts, the mindslave harness permanently bonds with its host.
Projection Periapt
Source: To Worlds Unknown
Aura moderate illusion; CL 7th
Slot neck; Price 9,000 gp; Weight —
Description
This polished obsidian sphere typically hangs from a fine chain or leather cord. When activated, it seeks out a sentient creature with which the wearer is already familiar and creates an illusory image of the wearer near it, allowing two-way communication. The creature must be within 1 mile of the wearer, or else the attempt fails. The wearer may speak through the illusion, as well as see and hear its surroundings, however the wearer’s actual body becomes deaf and blind to anything near it while using the periapt. The device can be used once per day, and the illusory image maintained for up to 1 minute. If the intended creature also wears a projection periapt, the range of communication increases to 10 miles, and the connection may last up to 10 minutes.
Construction
Requirements Craft Wondrous Item, locate creature, project image; Cost 4,500 gp
Rejuvenation Vine
Source: To Worlds Unknown
Aura faint abjuration and conjuration; CL 3rd
Slot neck or wrist; Price 400 gp; Weight —
Description
This leafy, green tendril extends only a single foot in length with a small, barbed thorn at either end. When wrapped around a wearer’s wrist or neck, it provides increased healing properties over an extended period of time regardless of activity. Once the barbs pierce the wearer’s flesh, the vine doubles natural rates of healing for wounds and ability damage for up to 3 days before withering and becoming useless. If the wearer is infected with a non-magical disease or poison while wearing a rejuvenation vine, it also provides a +2 resistance bonus to the wearer’s continuing saving throws to resist the disease or poison over the same time period.
Construction
Requirements Craft Wondrous Item, lesser restoration, neutralize poison, remove disease, resistance; Cost 200 gp
Skystrider Harness
Source: To Worlds Unknown
Aura moderate transmutation; CL 9th
Slot chest; Price 12,000 gp; Weight 2 lbs.
Description
This lightweight body harness reduces the effects of gravity on the wearer, allowing him to perform amazing leaps. The wearer can activate the harness as a free action, reducing the effects of gravity on his person to one third of normal and granting a +30 enhancement bonus to his Acrobatics skill rolls when jumping. If desired, the wearer may also deploy air foils from the harness at the apex of his jump (a distance equal to half the original jump), thereby controlling his descent to the ground as the glide spell. The wearer can only control their descent if they activate the air foils mid-jump. The low gravity effect is limited to the wearer and what he is carrying when the harness is activated. The skystrider harness can be used up to 10 rounds each day. These rounds need not be used consecutively.
Construction
Requirements Craft Wondrous Item, glide, jump, levitate; Cost 6,000 gp