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Nanite Capsules

Source Alien Archive 4 pg. 39
Level 14; Price 12
Hands —; Bulk


As 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.
1Attempt 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.
2Your skin gains an odd, gray pallor (or if already gray, it becomes weirdly iridescent). You take a –2 penalty to Diplomacy and Stealth checks.
3Your physical capabilities are bolstered. Once during the duration, you can reroll a failed Fortitude or Reflex saving throw.
4Nanites 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.
5A 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.
6Nanites 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.