Storm ChairEquipment 14
Source Pathfinder Guns & Gears
Price 4,400 gp
Weight 3 bulk
This traveler's chair uses Stasian technology to ride lightning.
Activate—Electroball 2 (electricity, manipulate)
Frequency once per hour
Effect You create a ball of electricity around the chair, surrounding it in a damaging aura of electricity and using electromagnetism to briefly levitate. For 1 minute, you gain a fly Speed equal to your Speed and adjacent creatures that hit you with a melee attack, as well as creatures that touch or hit you with an unarmed attack, take 2d6 electricity damage each time. As normal, this applies to creatures who choose to touch you, not when you touch or attack another creature.
Effect: Storm Chair
Activate—Ride the Lightning 2 (electricity, manipulate)
Frequency once per day
Effect You release the majority of the stored up energy from your storm chair, devastating foes in a chain of electricity. This has the effects of Chain Lightning with a DC of 31 (DC 31 reflex).
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ElectricityEffects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
MagicalSomething with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.