Source Alien Archive 4 pg. 39 Level 14; Price 12 Hands —; Bulk —DescriptionAs a move action, you can swallow this silvery, one-time-use pill to hopefully gain an edge on the competition, though you risk deleterious side effects. Roll 1d6 on the table below to determine the nanite capsule’s effect; each effect lasts for 1 hour, and you can be under the effect of only one nanite capsule at a time. D6 | Effect | 1 | Attempt a Constitution saving throw with a DC equal to 10 + half your level. On a failure, you gain the shaken condition. On a success, you experience only a bitter taste and a strange tingling throughout your body. | 2 | Your skin gains an odd, gray pallor (or if already gray, it becomes weirdly iridescent). You take a –2 penalty to Diplomacy and Stealth checks. | 3 | Your physical capabilities are bolstered. Once during the duration, you can reroll a failed Fortitude or Reflex saving throw. | 4 | Nanites focus on maintaining your structural integrity. The first time you take Hit Point damage during the duration, you gain fast healing equal to one-quarter your character level (minimum fast healing 1) for 1 minute. | 5 | A surge of nanites through your body helps you achieve extraordinary results. Once during the duration, before attempting a skill or ability check, you can take a reaction to gain a +2 circumstance bonus to that check. | 6 | Nanites form a protective shell around your weakest areas. You gain 25 temporary Hit Points (or 30 if you’re a construct) that expire at the end of the duration. |
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