Injector Harness - For the adventurer on the go!


Homebrew and House Rules


So you want to drink a potion but your hands are full? Never fear! With the injector harness your favourite potion is pumped into your body by a mere push of a button! It's easy to do, even if there's a blade in your gauntleted fist!

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Advertising aside, the injector harness is a practical if disconcerting device. It is worn in a way that places a sharp needle into the wearer's flesh and contains two slots for standard-sized potion vials. A simple thump on a levered section of the harness causes the potion of choice to be injected.

The injector harness weighs 5 lbs. and costs 2500 gp. Putting on the injector harness causes 1d6 piercing damage and occupies the body item slot. It takes a standard action and a free hand to remove an empty potion vial or insert a full one. As a standard action the wearer may use a potion held by the injector harness.

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My party beat some enemies wearing these but were rather leery of the needles so left them. :P


I'd almost think at that price, it should make the potion drinking a free action. Then again, I'm not really the best at balancing potion rules.

However, normally isn't it a move action to draw the potion from a potion belt (or is THAT a free action?), and a standard to drink? The standard action to switch out potions makes some sense, as that probably wouldn't be that easy.

Though in comparison, with this way, you cannot use a potion even in a full round, due to it being a standard action to put in a potion and a standard to use an injected potion. (Though to be honest, I guess that kinda makes sense, since they should have the potions already placed in the harness to begin with).

Otherwise though, that's kind of a cool idea. Kudos.


I think that 1d6 damage is a little harsh and a little counter productive if you are loading a healing potion. Perhaps 1d4 points of damage for both the needle and the force of the injected potion. I have had those kind of shots before and they sting.

Lastly a standard action for such an elaborate set up is to harsh as well. I would suggest either making it a swift or move action. It is not hard to push a button and it takes a mere 1 to 2 seconds to move your arm and press a button.

A good example of something similar is the boot knife which I believe only takes a swift action to cause the knife to shoot out and be ready for action.


I thought the 1d6 damage was more fluff than anything. You put it on at the start of the day and maybe get a quick heal before any adventuring occurs.

As for the potion, it means you can drink the potions with your hands free, and don't need a move action to pull them out. That saves time, but yeah, maybe a move action would make it too essential an item.

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