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From Pathfinder Guns & Gears, which isn't enabled.

Electromuscular Stimulator

ITEM 5
Price 30 gp
Usage worn
Bulk 1
Category gadget

Activate (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 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.

Pathfinder Guns & GearsORC