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Magnetic Suit (Major)Consumable 16


AuraConsumable
Source Pathfinder Guns & Gears
Type Other
Price 2,000 gp
Weight 1 bulk

Activate 2 (manipulate)


This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or repel. After being activated, the suit provides the listed benefits for the chosen activation type for 10 minutes before the magnets burn out and the suit becomes useless.

While set to attract, you take a –3 status penalty to your AC against attacks made by metal weapons, while allies within a 20-foot emanation gain a +3 status bonus to their AC. If set to repel, you gain a +3 status bonus to AC against attacks made with metal weapons.

While attracting metal, you gain a +3 status bonus to Athletics checks to Climb metal objects and Grapple metal creatures and a –3 status penalty to Athletics checks to Shove metal creatures. While repelling metal, you gain a +3 status bonus to Athletics checks to Shove metal creatures, but you take a –3 status penalty to Climb metal objects and Grapple metal creatures.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Aura

An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.

Consumable

An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.