Jet Jack (3.5e Equipment)

Jet Jack
haste'' on its user for 5 rounds.]] This is an extraordinary effect, a result of the alchemical drugs, but as a drug it comes with a few side effects. The first use of it in a day has no side effects, but if used again within 24 hours users receive a -1 penalty to attack rolls and spell DCs as they become unable to concentrate on what they are doing for 1 minute. The penalty doubles for each subsequent use in the day.

If you take a second dose of jet jack in 24 hours you must make a DC 20 Fortitude save or become addicted. Each subsequent dose increases the DC by +5. Those who are addicted are compelled to keep taking doses of jet jack whenever a stressful situation comes up (such as combat), DC 15 + 1/2 user's HD Will save to resist, save negates. If the user made their save, or are unable to take a dose of jet jack (such as running out) they begin experiencing signs of withdrawal. Whenever a stressful situation shows up, they must succeed on a DC 15 + 1/2 user's HD Fortitude save or become fatigued, save negates. This applies even if normally immune to fatigue, as it is partly mental exhaustion. Fatigue lasts until rested, and stacks to become exhausted.

If a user managed to go 1 week without any jet jack, they may make a DC 15 + 1/2 user's HD Will save to resist. If they succeed, the addiction ends.

It is possible to overdose on jet jack. If 6 or more are taken in a single day, the user must make a DC 30 Fortitude save or have a stroke, being rendered helpless for 1 minute and taking 1d10 points of Strength, Dexterity, and Constitution drain.

Jet Jack usually comes in micro-syringes, which are pushed into the arm or neck of the user as a move action.

Craft (Alchemy) DC 25. Market Price Cost::500 gp.