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Player > Items > Technological > Subdermal extractor
Level: 6
Price: 3850
Hands: 1
Bulk: 1
Capacity: 20; Usage: 1/use
This vicious-looking clawed wand is used to detect and
quickly remove foreign objects from under the skin. You
can use the subdermal extractor only on an unconscious or
willing target. The clawed end of the subdermal extractor
contains a delicate sensor that evaluates the target's genetic
material and scans for foreign objects (including alien eggs,
biotech and cybernetic augmentations, tracking chips, etc.).
To detect an anomalous object, you take a move action
and must succeed at a Computers or Medicine check with
a DC equal to 15 or 10 + the level of the implanted item,
whichever is higher. If the implanted material was injected
as part of a creature's attack, the DC is instead 15 + the CR of
the attacking creature. As a standard action, you can deploy
the subdermal extractor to remove anomalous material you
have detected. This typically requires a successful DC 25
Medicine check, but this DC might be lower or higher at the
GM's discretion (such as if the item is particularly small or
if it has woven itself into the target's interior physiology).
Whether or not you succeed or fail at the check, the target
takes 1d6 slashing damage from the attempt. Each detection
attempt uses a charge from the subdermal extractor, as does
each removal attempt. You can use a subdermal extractor on
yourself, but the DCs of skill checks to use it are increased
by 2.
Although a subdermal extractor can be used to quickly
remove cybernetics or other augmentations, only the most
disreputable back-alley shops use subdermal extractors for this
purpose, and such augmentations still can't be resold.
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