Nanite Hypogun
System: Pathfinder | Category: Technology | Slot: Slotless | SRD
Key Stats
- Price: varies
- Weight: 1 lb.
- Source: Technology Guide
- Range: 125,000 gp
- Capacity: 1 nanite canister
- Usage: 1 charge or 5 charges
Additional Stats
| Key | Value |
|---|---|
| Name | Nanite Hypogun |
| Nanite Hypogun Black | 6,000 gp |
| Nanite Hypogun Blue | 91,000 gp |
| Nanite Hypogun Brown | 1,000 gp |
| Nanite Hypogun Gray | 28,000 gp |
| Nanite Hypogun Green | 45,000 gp |
| Nanite Hypogun Prismatic | 178,000 gp |
| Nanite Hypogun Red | 66,000 gp |
| Nanite Hypogun White | 15,000 gp |
| Sections Url | pfsrd://Technology Guide/Rules/Equipment/Gear/Technological Gear/On Signals/Nanite Hypogun/ |
| Type | item |
Description
Nanite hypoguns inject specialized nanites into a creature's body to heal many sorts of physical and mental injuries. Injecting someone with a nanite hypogun requires a touch attack. Nine categories of nanite hypogun exist along the color code scale, as detailed below. All nanite hypoguns have two settings. On the primary setting, the hypogun heals an amount of hit point damage determined by its color. Each use of a hypogun on its primary setting consumes 1 charge. On the secondary setting, a dose from a nanite hypogun has a different effect determined by its color—these effects mimic specific restorative spells as indicated on the chart below. Each use of a hypogun on its secondary setting consumes 5 charges. Although they are not magical, nanite hypoguns have an effective caster level for the purposes of determining the potency of their effects as required by special circumstances (such as determining if a disease is cured, or if damage caused by a clay golem's cursed wound ability can be healed).
A nanite hypogun functions only on a living, corporeal creature. It has no effect on undead creatures whatsoever.
Tables
Table
<table><thead><tr><th>Color</th><th>Primary Effect</th><th>Secondary Effect</th><th>CL</th></tr></thead><tbody><tr class="odd"><td>Brown</td><td>1d8+1 healing</td><td><i>Remove sickness</i></td><td>1st</td></tr><tr class="even"><td>Black</td><td>2d8+3 healing</td><td><i>Lesser restoration</i></td><td>3rd</td></tr><tr class="odd"><td>White</td><td>3d8+5 healing</td><td><i>Remove disease</i></td><td>5th</td></tr><tr class="even"><td>Gray</td><td>4d8+7 healing</td><td><i>Neutralize poison</i></td><td>7th</td></tr><tr class="odd"><td>Green</td><td>5d8+9 healing</td><td><i>Breath of life</i></td><td>9th</td></tr><tr class="even"><td>Red</td><td>6d8+11 healing</td><td><i>Heal</i></td><td>11th</td></tr><tr class="odd"><td>Blue</td><td>7d8+13 healing</td><td><i>Regenerate</i></td><td>13th</td></tr><tr class="even"><td>Orange</td><td>8d8+15 healing</td><td><i>Greater restoration</i></td><td>15th</td></tr><tr class="odd"><td>Prismatic</td><td>9d8+17 healing</td><td><i>True resurrection</i></td><td>16th</td></tr></tbody></table>
Table
<table><thead><tr><th>Construction</th><th>Craft (varies)</th><th>Cost (varies)</th></tr></thead><tbody><tr class="odd"><td>Brown</td><td>DC 27</td><td>500 gp</td></tr><tr class="even"><td>Black</td><td>DC 28</td><td>3,000 gp</td></tr><tr class="odd"><td>White</td><td>DC 29</td><td>7,500 gp</td></tr><tr class="even"><td>Gray</td><td>DC 30</td><td>14,000 gp</td></tr><tr class="odd"><td>Green</td><td>DC 31</td><td>22,500 gp</td></tr><tr class="even"><td>Red</td><td>DC 32</td><td>33,000 gp</td></tr><tr class="odd"><td>Blue</td><td>DC 33</td><td>45,500 gp</td></tr><tr class="even"><td>Orange</td><td>DC 34</td><td>62,500 gp</td></tr><tr class="odd"><td>Prismatic</td><td>DC 35</td><td>89,000 gp</td></tr></tbody></table>
Raw Data
{
"url": "pfsrd://Technology Guide/Rules/Equipment/Gear/Technological Gear/On Signals/Nanite Hypogun",
"body": "<p class=\"stat-block\">Nanite hypoguns inject specialized nanites into a creature's body to heal many sorts of physical and mental injuries. Injecting someone with a nanite hypogun requires a touch attack. Nine categories of nanite hypogun exist along the color code scale, as detailed below. All nanite hypoguns have two settings. On the primary setting, the hypogun heals an amount of hit point damage determined by its color. Each use of a hypogun on its primary setting consumes 1 charge. On the secondary setting, a dose from a nanite hypogun has a different effect determined by its color—these effects mimic specific restorative spells as indicated on the chart below. Each use of a hypogun on its secondary setting consumes 5 charges. Although they are not magical, nanite hypoguns have an effective caster level for the purposes of determining the potency of their effects as required by special circumstances (such as determining if a disease is cured, or if damage caused by a clay golem's cursed wound ability can be healed).</p><p class=\"stat-block\">A nanite hypogun functions only on a living, corporeal creature. It has no effect on undead creatures whatsoever.</p>",
"misc": {
"Nanite Hypogun": {
"Red": "66,000 gp",
"Blue": "91,000 gp",
"Gray": "28,000 gp",
"Black": "6,000 gp",
"Brown": "1,000 gp",
"Green": "45,000 gp",
"Usage": "1 charge or 5 charges",
"White": "15,000 gp",
"Orange": "125,000 gp",
"Capacity": "1 nanite canister",
"Prismatic": "178,000 gp"
}
},
"name": "Nanite Hypogun",
"slot": "none",
"type": "item",
"price": "varies",
"source": "Technology Guide",
"tables": [
{
"body": "<table><thead><tr><th>Color</th><th>Primary Effect</th><th>Secondary Effect</th><th>CL</th></tr></thead><tbody><tr class=\"odd\"><td>Brown</td><td>1d8+1 healing</td><td><i>Remove sickness</i></td><td>1st</td></tr><tr class=\"even\"><td>Black</td><td>2d8+3 healing</td><td><i>Lesser restoration</i></td><td>3rd</td></tr><tr class=\"odd\"><td>White</td><td>3d8+5 healing</td><td><i>Remove disease</i></td><td>5th</td></tr><tr class=\"even\"><td>Gray</td><td>4d8+7 healing</td><td><i>Neutralize poison</i></td><td>7th</td></tr><tr class=\"odd\"><td>Green</td><td>5d8+9 healing</td><td><i>Breath of life</i></td><td>9th</td></tr><tr class=\"even\"><td>Red</td><td>6d8+11 healing</td><td><i>Heal</i></td><td>11th</td></tr><tr class=\"odd\"><td>Blue</td><td>7d8+13 healing</td><td><i>Regenerate</i></td><td>13th</td></tr><tr class=\"even\"><td>Orange</td><td>8d8+15 healing</td><td><i>Greater restoration</i></td><td>15th</td></tr><tr class=\"odd\"><td>Prismatic</td><td>9d8+17 healing</td><td><i>True resurrection</i></td><td>16th</td></tr></tbody></table>",
"name": "Table"
},
{
"body": "<table><thead><tr><th>Construction</th><th>Craft (varies)</th><th>Cost (varies)</th></tr></thead><tbody><tr class=\"odd\"><td>Brown</td><td>DC 27</td><td>500 gp</td></tr><tr class=\"even\"><td>Black</td><td>DC 28</td><td>3,000 gp</td></tr><tr class=\"odd\"><td>White</td><td>DC 29</td><td>7,500 gp</td></tr><tr class=\"even\"><td>Gray</td><td>DC 30</td><td>14,000 gp</td></tr><tr class=\"odd\"><td>Green</td><td>DC 31</td><td>22,500 gp</td></tr><tr class=\"even\"><td>Red</td><td>DC 32</td><td>33,000 gp</td></tr><tr class=\"odd\"><td>Blue</td><td>DC 33</td><td>45,500 gp</td></tr><tr class=\"even\"><td>Orange</td><td>DC 34</td><td>62,500 gp</td></tr><tr class=\"odd\"><td>Prismatic</td><td>DC 35</td><td>89,000 gp</td></tr></tbody></table>",
"name": "Table"
}
],
"weight": "1 lb.",
"sections": [
{
"url": "pfsrd://Technology Guide/Rules/Equipment/Gear/Technological Gear/On Signals/Nanite Hypogun/",
"body": "<table><thead><tr><th>Color</th><th>Primary Effect</th><th>Secondary Effect</th><th>CL</th></tr></thead><tbody><tr class=\"odd\"><td>Brown</td><td>1d8+1 healing</td><td><i>Remove sickness</i></td><td>1st</td></tr><tr class=\"even\"><td>Black</td><td>2d8+3 healing</td><td><i>Lesser restoration</i></td><td>3rd</td></tr><tr class=\"odd\"><td>White</td><td>3d8+5 healing</td><td><i>Remove disease</i></td><td>5th</td></tr><tr class=\"even\"><td>Gray</td><td>4d8+7 healing</td><td><i>Neutralize poison</i></td><td>7th</td></tr><tr class=\"odd\"><td>Green</td><td>5d8+9 healing</td><td><i>Breath of life</i></td><td>9th</td></tr><tr class=\"even\"><td>Red</td><td>6d8+11 healing</td><td><i>Heal</i></td><td>11th</td></tr><tr class=\"odd\"><td>Blue</td><td>7d8+13 healing</td><td><i>Regenerate</i></td><td>13th</td></tr><tr class=\"even\"><td>Orange</td><td>8d8+15 healing</td><td><i>Greater restoration</i></td><td>15th</td></tr><tr class=\"odd\"><td>Prismatic</td><td>9d8+17 healing</td><td><i>True resurrection</i></td><td>16th</td></tr></tbody></table>",
"type": "table",
"source": "Technology Guide"
},
{
"url": "pfsrd://Technology Guide/Rules/Equipment/Gear/Technological Gear/On Signals/Nanite Hypogun/",
"body": "<table><thead><tr><th>Construction</th><th>Craft (varies)</th><th>Cost (varies)</th></tr></thead><tbody><tr class=\"odd\"><td>Brown</td><td>DC 27</td><td>500 gp</td></tr><tr class=\"even\"><td>Black</td><td>DC 28</td><td>3,000 gp</td></tr><tr class=\"odd\"><td>White</td><td>DC 29</td><td>7,500 gp</td></tr><tr class=\"even\"><td>Gray</td><td>DC 30</td><td>14,000 gp</td></tr><tr class=\"odd\"><td>Green</td><td>DC 31</td><td>22,500 gp</td></tr><tr class=\"even\"><td>Red</td><td>DC 32</td><td>33,000 gp</td></tr><tr class=\"odd\"><td>Blue</td><td>DC 33</td><td>45,500 gp</td></tr><tr class=\"even\"><td>Orange</td><td>DC 34</td><td>62,500 gp</td></tr><tr class=\"odd\"><td>Prismatic</td><td>DC 35</td><td>89,000 gp</td></tr></tbody></table>",
"type": "table",
"source": "Technology Guide"
},
{
"body": "<p class=\"stat-block\">Craft Technological Item, nanotech lab</p>",
"type": "section",
"source": "Technology Guide"
}
],
"description": "<p class=\"stat-block\">Nanite hypoguns inject specialized nanites into a creature's body to heal many sorts of physical and mental injuries. Injecting someone with a nanite hypogun requires a touch attack. Nine categories of nanite hypogun exist along the color code scale, as detailed below. All nanite hypoguns have two settings. On the primary setting, the hypogun heals an amount of hit point damage determined by its color. Each use of a hypogun on its primary setting consumes 1 charge. On the secondary setting, a dose from a nanite hypogun has a different effect determined by its color—these effects mimic specific restorative spells as indicated on the chart below. Each use of a hypogun on its secondary setting consumes 5 charges. Although they are not magical, nanite hypoguns have an effective caster level for the purposes of determining the potency of their effects as required by special circumstances (such as determining if a disease is cured, or if damage caused by a clay golem's cursed wound ability can be healed).</p><p class=\"stat-block\">A nanite hypogun functions only on a living, corporeal creature. It has no effect on undead creatures whatsoever.</p>",
"_import_path": "technology_guide/item"
}
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