## Miscellaneous
### Cortical Stimulator
**Slot:** None
**Weight:** 1 lb.
**Capacity**: 3
**Usage**: 1-3 charges
**Price**: 13,650 gp
#### DEscription
If placed on the forehead of a recently deceased victim, this potent device can revive it, automatically stabilizing at –1 hit point. As with most other effects that revive the dead, a creature restored to life in this manner gains 1 negative level. A cortical stimulator only works on bodies that are relatively intact. Bodies that have been dismembered, horribly burned, or otherwise mutilated (at the GM’s discretion) cannot be revived by a cortical stimulator, but bodies slain by death effects can be.
If one charge is used, a cortical stimulator can automatically revive a creature killed within 1 round. If used on a creature dead longer than one round, it must succeed on a Fortitude save DC 10 + 1 per round since death occurred.
If two charges are used, a cortical stimulator can automatically revive a creature killed within 1 minute. If used on a creature dead longer than one minute, it must succeed on a Fortitude save DC 10 + 1 per minute since death occurred.
If three charges are used, a cortical stimulator can automatically revive a creature killed within 10 minutes. If used on a creature dead longer than ten minutes, it must succeed on a Fortitude save DC 10 + 1 per 10 minutes since death occurred.
A cortical stimulator can be deadly if used on a living creature. A living that uses a cortical stimulator must succeed at a DC 16 Fortitude saving throw to resist taking 3d6 points of Constitution damage from a stroke. If the save is successful, the Constitution damage is negated but the victim becomes nauseated for 1d6 rounds.
### Polycorder, Standard
**Price** 5,250 gp
**Slot** none; **Weight** 8 lbs.
**Capacity** 10; **Usage** 1 charge/minute
#### DEscription
A polycorder is a multiuse scanner and recording device capable of sensing a variety of objects and energy fields. The recorder has a radius of 120 feet in passive mode, and can scan a single large size or smaller object with 120 feet in active mode. Scanning with a polycorder is a standard action, while configuring a scan mode or scan setting is a move action. The polycorder has a variety of scan settings:
* **Chemalizer** In passive mode, it can detect if areas has been poisoned. A second round of study allows the user to make a knowledge (nature), Craft (alchemy) check (with a +5 competence bonus) to identify the poison's effects. In active mode, it will detect the presence of poison in a creature or object, and help the user a +5 competence bonus on craft or knowledge checks to identify any unknown pharmaceutical, poison, chemical, or similar substance. It cannot aid in the identification of magical effects or items like potions.
* **Radiometer** In passive mode, it can detect the presence and intensity of radiation. In active mode, it can detect subtle radioactive emissions, such as those radiated by magical objects, allowing a user to identify the strength of an objects magical aura and granting a +5 competence bonus to knowledge (arcana) checks to identify the school of magic.
* **Biosensor** In passive mode, it can detect the presence of living creatures of tiny or larger size with at least one hit die. The sensor can be configured to omit any number of "expected" readings, such as from allies in the area of effect. A second round of study allows a user to know the number of biosignatures in the area. In active mode, it can provide a general sense of the creature's physiology, granting the user a +5 competence bonus on knowledge checks to identify a creature. It can also distinguish between living and dead creatures, but cannot detect petrified creatures or a polymorphed creatures true nature. Biosensors cannot detect creatures without a constitution score, or with the negative energy affinity ability.
* **Haptic Scanner** In passive mode, it can detect snares, pits, and secret doors, though not magical hazard or portals. A second round of scanning provides the general location of each such hazards and secrets. In active mode, it can find if an object is trapped by nonmagical means, or contains a secret door, granting the user a +5 competence bonus to Perception checks find such things. It can also be used to identify if an object's composition, or if it contains a specified metal or mineral.
* **Audiovisual Recorder** A polycorder can be used to record audio and video as if it were a camera.
A polycorder makes a distinctive noise when active, and can be heard with a DC 5 Perception check. Its scanners are blocked by singal jammers, as well as 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
### Polycorder, Medical
**Price** 5,250 gp
**Slot** none; **Weight** 8 lbs.
**Capacity** 10; **Usage** 1 charge/minute
#### DEscription
A medical polycorder is a multiuse scanner that is specialized for medical purposes. It cannot be used passively, but can actively scan a object of huge size or smaller within 120 feet as a standard action. Switching scan settings is a move action.
**Chemalizer** It will detect the presence of poison in a creature or object, and grant the user a +5 competence bonus on craft or knowledge checks to identify any unknown pharmaceutical, poison, chemical, or similar substance. It cannot aid in the identification of magical effects or items like potions.
**Biosensor** It can provide a general sense of the creature's physiology, granting the user a +5 competence bonus on knowledge checks to identify a creature and a +5 competence bonus to Perception checks to identify a polymorphed creature. It can distinguish between living and dead creatures (but not petrified creatures) and shows a broad description of the creature's health (healthy, damaged, wounded, injured, stable, dying or dead). Biosensors cannot detect creatures without a constitution score, or with the negative energy affinity ability.
**Mediscanner** It can provide detailed information about the injuries, aliments, pathogens and other maladies affecting the creature, granting a +5 competence bonus to heal checks. A second round of scanning will provide the creature's hit die, hit points, ability scores, the presence of any conditions affecting its physical or mental health. Mediscanners cannot detect creatures without a constitution score, or with the negative energy affinity ability.
## Pharmaceuticals
### Baciline
**Price** 2,250 gp
#### Description
An injection of baceline floods the brain with neuroinhibitors that purge the mind of excess emotion. When it takes effect, baceline renders the recipient immune to insanity, mind-affecting effects, and morale bonuses for 1 hour, as well as suppressing (but not removing) any such active, ongoing effects. It can be resisted with a successful DC 14 Fortitude saving throw. Taking more than one dose of baciline in a 24 hour period sickens the creature for one hour, in addition to its other effects.
#### Construction
**Craft** DC 26; **Cost** 1,125 gp
Craft Pharmaceutical, medical
### Comprazole-S (or -D, or -C)
**Price** 400 gp
#### Description
A viscous, red (or orange or yellow) serum that grants the recipient 1d10 temporary hit points, and +4 enhancement bonus to Intelligence (or Wisdom or Charisma). These effects last for 10 minutes, after which the recipient of the serum becomes fatigued for 1 hour.
If the recipient receives more than 1 dose of comprazole in a 1-hour period, gains no bonus and becomes fatigued and sickened for 1 hour.
#### Construction
**Craft** DC 25; **Cost** 200 gp
Craft Pharmaceutical, medical lab
### Hemochem
**Price** 250 gp (Grade I), 500 gp (Grade II), 750 gp (Grade III), 1,000 gp (Grade IV), 1,250 gp (Grade V)
#### Description
Hemochem stops bleeding and promotes healing. A single dose of hemochem heals 1d8 damage, and grants fast healing for 1 minute. Fast healing from multiple doses injected do not stack, but they do reset the duration of the fast healing back to 1 minute. Five grades of hemochem exist; the fast healing granted by a dose depends on the pharmaceutical’s grade, as detailed below.
| Grade | Healing | Fast Healing |
| --------- | ------- | ------------ |
| Grade I | 1d8 | 1 |
| Grade II | 2d8 | 2 |
| Grade III | 3d8 | 3 |
| Grade IV | 4d8 | 4 |
| Grade V | 5d8 | 5 |
#### Construction
**Craft** DC 23 (Grade I), DC 24 (Grade II), DC 25 (Grade III), DC 26 (Grade IV), DC 27 (Grade V); **Cost** 125 gp (Grade I), 250 gp (Grade II), 375 gp (Grade III), 500 gp (Grade IV), 625 gp (Grade V)
Craft Pharmaceutical, medical lab
### Prevarazole-I (or -W, or -C)
**Price** 400 gp
#### Description
A viscous, green (or blue or violet) serum that grants the recipient a +2 enhancement bonus to initiative checks, and +4 enhancement bonus to Intelligence (or Wisdom or Charisma). The jittering and mind-racing side effects impose a 10% spell failure chance. These effects last for 10 minutes, after which the recipient of the serum becomes sickened for 1 hour.
If the recipient receives more than 1 dose of prevarazole in a 1-hour period, gains no bonus and becomes fatigued and sickened for 1 hour.
#### Construction
**Craft** DC 25; **Cost** 200 gp
Craft Pharmaceutical, medical lab
### Qioritol
**Price** 1,400 gp
#### Description
A dose of qioritol allows the target to attempt an additional saving throw (with a +4 alchemical bonus) against a single disease or poison effect currently afflicting him. This additional saving throw counts for the total number of successful saves needed to recover from the disease or poison. If the target is suffering from multiple afflictions, a single dose of qioritol works against all such afflictions currently afflicting him.
Qioritol also restores 1d4 points of ability damage or 1 point of ability drain that has been inflicted by a disease or poison, even if the user doesn’t succeed at the save. A dose cures any ability drain before curing ability damage. If the target is suffering from drain or damage to multiple ability scores, the qioritol cures the score with the most damage or drain (or randomly selects one if multiple scores have equal drain or damage).
#### Construction
**Craft DC** 25; **Cost** 700 gp
Craft Pharmaceutical, medical lab
### Torpinal
**Price** 300 gp
#### Description
Torpinal is a serum that makes the injected subject more cooperative during interrogation. It has a 1-minute onset time. The effects of a single dose of torpinal can be resisted with a successful DC 12 Will saving throw. Additional dose can be used, and often are when the subject succeeds at a save against torpinal. Each dose administered within a 1-minute period forces a new saving throw to resist the effects, with the DC increasing by 2 per additional dose (to a maximum of DC 22).
A victim that succumbs to torpinal becomes highly suggestible to revealing truthful information for 10 minutes. Whenever the victim is posed a question during this time, the victim must succeed at a Will saving throw (DC = the DC of the dose of torpinal the victim failed his saving throw against) to resist replying to the question in as truthful a manner as he can. The victim isn’t compelled to follow any suggestions other than the one to answer questions truthfully. A victim under the effects of torpinal takes a –10 penalty on Bluff checks, making it difficult to lie even if successfully saving against the torpinal’s ongoing effects. Torpinal is a poison and mind-affecting effect.
#### Construction
**Craft** DC 25; **Cost** 150 gp
Craft Pharmaceutical, medical lab
### Vitalastim
**Price** 500 gp
#### Description
When injected into a creature (this is a standard action), the substance grants immunity to low radiation for 1 hour, and a +5 alchemical bonus on all saving throws against other radiation effects for that duration. In addition, it heals 1d4 points of Strength damage caused by radiation poisoning. Vitality serum cannot cure Constitution drain caused by radiation poisoning.
#### Construction
**Craft** DC 25; **Cost** 250 gp
Craft Pharmaceutical, medical lab
### Vivetimine (Vive)
**Price** 200 gp
#### Description
Vive revitalizes the body at the cost of mental acuity. This pharmaceutical eliminates fatigue and exhaustion and heals 1d4 points of ability damage to a physical ability score (Strength, Dexterity, or Constitution) of the target’s choice. The first dose taken in a 24-hour period deals 1d2 points of ability damage to Intelligence and Wisdom; additional doses in that period deal 1d4 points of ability damage instead. Vive can be resisted with a successful DC 12 Fortitude saving throw.
#### Construction
**Craft** DC 22; **Cost** 100 gp
Craft Pharmaceutical, medical lab
### Zortaphen
**Price** 2,250 gp
#### Description
Zortaphen is a powerful anesthetic. A creature that takes a dose of zortaphen must succeed at a DC 15 Fortitude saving throw or become unconscious for 1 hour; the unconsciousness takes effect 1d6 rounds after the failed save. A creature under the effects of zortaphen is numbed as well, making it immune to pain effects while sleeping. Damage inflicted on someone put to sleep with zortaphen does not cause the sleeper to awaken. Awakening someone early requires a successful DC 20 Heal check and a full-round action. Zortaphen is a poison and sleep effect.
Zortaphen can be dangerous if too much is taken at once. A skilled character can use a successful DC 15 Heal check to keep someone under the effects of zortaphen unconscious indefinitely by injecting a new dose every hour. On a failed Heal check or if a second dose is administered without attempting a Heal check, a victim already under the effects of zortaphen must succeed at a DC 15 Fortitude save or take 1d6 points of Constitution damage.
#### Construction
**Craft** DC 22; **Cost** 1,125 gp
Craft Pharmaceutical, medical lab
## Weapons
### Disruptor Pistol
#### Statistics
**Cost** 15,000 gp
**Type** one-handed ranged; **Proficiency** exotic (firearms); **Weight** 2 lbs.
**Damage** 1d12;
**Damage Type** special; **Critical** x4
**Range** 50 ft.; **Capacity** 10; **Usage** 1 charge; **Special** Semi-automatic, touch
#### destruction
A disruptor pistol fires a contained thoron field that disrupts molecular bonds of anything it strikes. Creatures or objects struck by disruptor beam take energy damage that is similar to a *disintegrate* spell. Creatures slain a disruptor beam are entirely disintegrated, leaving behind only a trace of fine dust.
A disruptor pistol resolves as a ranged touch attack, except that any AC bonus from force effects (such a *mage armor* or *shield*) applies. A disruptor beam is blocked by force barriers such as *wall of force*, though they deal damage to them as normal and ignore their hardness.
### Multiphasic Blaster
#### Statistics
**Cost** 5,000 gp
**Type** one-handed ranged; **Proficiency** exotic (firearms); **Weight** 2 lbs.
**Damage** see text;
**Damage Type** special; **Critical** x2
**Range** 50 ft.; **Capacity** 10; **Usage** See text; **Special** Semi-automatic, touch
#### destruction
A polyphasic blaster emit a beam of phased nadion particles. Creatures hit with the beam take damage in a manner similar to being teleported into solid matter.
A polyphasic blaster can be set to deal lethal or non-lethal damage, and various levels of damage. Setting the blaster's power level is a move action. A successful critical hit with a polyphasic blaster on the stun setting stuns its victim for 1 round. A successful DC 14 Fortitude save reduces the effect to staggered. A successful critical hit has no such effect on a lethal setting.
| Setting | Usage | Damage (S) | Damage (M) |
| ------- | ---------- | -------------- | -------------- |
| Stun | 1 charge | 1d6 nonlethal¹ | 1d8 nonlethal¹ |
| 1 | 1 charges | 1d6 | 1d8 |
| 2 | 5 charges | 3d6 | 3d8 |
| 3 | 10 charges | 5d6 | 5d8 |