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Revision as of 20:20, 11 August 2009

Created By
Sulacu (talk)
Date Created: December 21, 2008
Status: Complete
Editing: Please feel free to edit constructively!


Hypo Canister

Hypo canisters are small glass compartments that contain certain substances, and that are used by injecting them with the hypo pistol delivery system. Standardly, each hypo canister is depleted after three uses. Hypo canisters can contain a myriad of different drugs, ranging from medicine to stims. Some of them are beneficial, yet others are hazardous to the user's health.

Canister Types

The different types of ammunition for the hypo pistol can be classified and categorized in different levels of effects. These levels are quite akin to spell levels, wherever applicable, and behave as such. The maximum level of a hypo canister is 6th. Where applicable, the save DCs for the effects of the canister and its cost can be found at the header of each table.

Table: Level 1 Canisters (DC 11)
Value 15 gp
Type Effect Special
Healing Hypo, Light Cures 1d8+1 points of damage on injection Deals 1d8+1 damage when injected in undead (Will half)
Table: Level 2 Canisters (DC 13)
Value 90 gp
Type Effect Special
Healing Hypo, Moderate Cures 2d8+3 points of damage on injection Deals 2d8+3 damage when injected in undead (Will half)
Table: Level 3 Canisters (DC 14)
Value 225 gp
Type Effect Special
Berserker Stims User becomes hasted for 5 rounds. During this time, he also suffers a -2 penalty to Wisdom and Charisma, but a +4
morale bonus to Will saving throws against fear effects and enchantment spells.
Healing Hypo, Serious Cures 3d8+5 points of damage on injection Deals 3d8+5 damage when injected in undead (Will half)
Table: Level 4 Canisters (DC 16)
Value 420 gp
Type Effect Special
Healing Hypo, Critical Cures 4d8+7 points of damage on injection Deals 4d8+7 damage when injected in undead (Will half)
Horse-B-Down Tranquillizer Initial Fort save vs. numbing, and secondary Fort save vs. unconsciousness 2 rounds later. Creatures that make the
initial save will only be numbed if they fail the secondary save. Effects wear off in 1d6×10 minutes, cumulative for
additional trancs used. Creatures that save take a -2 penalty to attack rolls and skill checks for 1d4 rounds.
Table: Level 5 Canisters (DC 17)
Value 675 gp
Type Effect Special
Spellbouncer Hypo This purply glowing hypo canister grants spell resistance 21 when used. This effect lasts for a total of 9 minutes.
Table: Level 6 Canisters (DC 19)
Value 990 gp
Type Effect Special
Heal Stim Cures 110 points of damage on injection, removes adverse conditions similar to a heal spell Deals 110 damage when injected in undead (Will half)
Neonate Hypo This powerful concoction literally restores life function to a dead creature, as per the
raise dead spell. The revived creature loses 5,000 XP or 1 level, whichever is less.
Unlike normal hypo canisters, the Neonate Hypo depletes
after only a single use.

Creation

The creation of hypo canisters is an alchemic process, that requires extensive knowledge of chemistry and chemicals as well. Making a hypo canister requires an empty canister (2 gp), and sufficient chemicals as base material. The actual crafting requires Craft (alchemy) and Heal checks with a DC of 13 + twice the level of the hypo canister.



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