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Item Catalog

Item Catalog

Last Updated: 2026-01-16 Purpose: Complete reference for all module-specific subsystem items. Total Items: ~492 items (excludes core SF1E equipment in compendiums)

Note: This catalog covers module subsystem items. For core SF1E equipment (weapons, armor, augmentations, spells, etc.), use the Foundry compendiums directly.

Cross-References:

  • For colony mechanics, see COMPILED_GM_RULES.md
  • For companion rules, see COMPILED_PLAYER_RULES.md
  • For trade procedures, see quick-references/TRADE-SYSTEM-QUICK-REFERENCE.md

Table of Contents

  1. Colony & Settlement (108)
  2. Vehicles & Modifications (47)
  3. Creatures & Companions (166)
  4. Character Options (64)
  5. Equipment & Trade (29)
  6. Consumables & Deployables (15)
  7. Miscellaneous (52)
  8. SF2E Playtest Equipment (7)

Purpose: Quick reference catalog of all colony structures and vehicle modifications with complete stats. Sources: Colony Structures (Kingmaker, Strongholds), Vehicle Mods (Tech Revolution) Format: PF2E gold pieces (gp), aligned with PF2E's level-based pricing curve Last Updated: 2026-01-16


1. Colony & Settlement

1.1 Colony Structures

Total Structures: 108 Sources: PF2E Kingmaker (Adapted), Strongholds Condensed (Adapted)

Structure Rules Summary

  • Lots: Space requirement (for future expansion slots)
  • Income: Daily income generation (requires adequate staff)
  • Staff Required: Minimum staff for full operation
  • Staff Salary: Daily cost per staff member
  • Net Income: Income - (Staff Salary × Staff Count)

All Colony Structures

NameLevelPrice (gp)LotsIncome/DayStaffStaff Salary/DayNet/DayEffectSource
Administration & Government
Command Center63,0002--23-6Central admin hubKingmaker
Administration Center21,1002--12-2Government officeKingmaker
Colonial Palace155,4004--44-16+2 Leadership bonusKingmaker
Diplomatic Quarter81,3002113-2+1 Diplomacy bonusKingmaker
Housing & Residential
Habitation Block01501--000Houses 50 residentsKingmaker
Executive Residence55001--11-1Luxury residenceKingmaker
Executive Villa51,2002--12-2VIP compoundKingmaker
Medical & Services
Medical Center91,5002123-5Treats up to level 9Kingmaker
Apothecary150011110+1 Medicine (herbs)Kingmaker
Youth Center23001--11-1Child care facilityKingmaker
Defense & Security
Security Station33001--12-2+1 defense bonusKingmaker
Military Garrison51,4002--22-4Military installationKingmaker
Command Fortress92,7004--33-9+2 defense bonusKingmaker
Defense Tower51,6002--22-4+1 Perception (threats)Kingmaker
Sensor Tower26001--11-1+1 detect threatsKingmaker
Detention Center27001--12-2Prison facilityKingmaker
Blast Wall32000--000+1 defense bonusKingmaker
Barrier Wall01000--000Basic perimeterKingmaker
Commerce & Trade
Trade Hub42,4002322-1+1 buy/sell bonusKingmaker
General Outfitter040011110General goodsKingmaker
Trade Shop35001211+1Retail goodsKingmaker
Luxury Boutique61,4001312+1Luxury itemsKingmaker
Mystic Emporium82,20013130Magic itemsKingmaker
Occult Curiosities133,0001413+1Occult itemsKingmaker
Credit Union51,4001222-2Banking servicesKingmaker
Credit Mint153,0001433-5Currency productionKingmaker
Production & Industry
Chem Lab39001112-1+1 Craft (alchemical)Kingmaker
Industrial Foundry81,6002222-2+1 Craft (metal)Kingmaker
Metalworks240011110+1 Craft (metal)Kingmaker
Specialist Workshop450012120+1 Craft (specialty)Kingmaker
Processing Plant380011110Raw material processingKingmaker
Refinery230011110Material refinementKingmaker
Materials Processing130011110Organic processingKingmaker
Fabrication Yard102,0004--23-6Construct vehiclesKingmaker
Construction Works180011110-5% construction costKingmaker
Brewery130011110Beverage productionKingmaker
Storage & Logistics
Supply Depot16001--11-1Supply storageKingmaker
Secure Storage330011110Secure warehouseKingmaker
Cargo Yard41,00021110Bulk cargo storageKingmaker
Recycling Center02001--000Waste recoveryKingmaker
Waste Processing31,2000--11-1Sewage treatmentKingmaker
Transport & Docking
Docking Bay84,5004432-2Dock/service starshipsKingmaker
Docking Platform380011110Dock small vehiclesKingmaker
Vehicle Depot150011110Vehicle maintenanceKingmaker
Skybridge21000--000Connect structuresKingmaker
Transit Grid12000--000Road networkKingmaker
Education & Research
Training Academy102,6002222-2Skills trainingKingmaker
University153,9004333-6+2 Recall KnowledgeKingmaker
Data Archive33001112-1+1 Recall KnowledgeKingmaker
Xenobiology Lab128002123-5+1 Nature (aliens)Kingmaker
Entertainment & Culture
Cantina16001211+1Social hubKingmaker
Travelers' Lodge15001211+1LodgingKingmaker
Entertainment Complex335021110Improves moraleKingmaker
Combat Arena92,0004322-1Combat tournamentsKingmaker
Holotheater91,2002222-2Holo showsKingmaker
Grand Theater152,0002322-1Major performancesKingmaker
Cultural Archive51,5002112-1+1 Society (history)Kingmaker
Safari Lodge240011110+1 Survival (local)Kingmaker
Religious & Spiritual
Small Shrine14001--000Prayer siteKingmaker
Temple71,6002122-3Religious services (level 7)Kingmaker
Grand Temple152,9004232-4High-level servicesKingmaker
Memorials & Public Spaces
Memorial Gardens12001--000Memorial groundsKingmaker
Memorial Monument33001--000Improves moraleKingmaker
Public Park12501--000Improves moraleKingmaker
Professional & Guild
Guild Hall51,7002222-2+1 guild activitiesKingmaker
Media Center101,6002222-2Influence opinionKingmaker
Shadow Network92,5001322-1+1 Stealth/ThieveryKingmaker
Infrastructure
Glow-Light Grid52500--000District lightingKingmaker
Strongholds - Command & Administration
Grand Hall63,0002--25-10+2 Diplomacy (formal events)Strongholds
Strategic Center41,0001--12-2+1 navigation/explorationStrongholds
Tactical Center51,5001--12-2+1 military planningStrongholds
Planning Office45001112-1-5% construction costStrongholds
Private Office25001--000Private workspaceStrongholds
Strongholds - Research & Technology
Tech Research Lab51,00013130+1 Engineering/ComputersStrongholds
Research Lab52,0002324-5+1 Science checksStrongholds
Data Library52,0002112-1+1 Recall KnowledgeStrongholds
Sensor Array63,0002--13-3+2 detect distant objectsStrongholds
Containment Lab105,0002--24-8Contain dangerous specimensStrongholds
Botanical Lab41,5002312+1+1 Nature (plants)Strongholds
Strongholds - Manufacturing & Crafting
Tech Fabricator107,5002624-2+2 Craft (tech)Strongholds
Smithing Forge41,5002323-3+1 Craft (weapons/armor)Strongholds
Maker Space31,00012120+1 Crafting bonusStrongholds
Strongholds - Housing & Quarters
Crew Quarters25001--000Houses 10 workersStrongholds
VIP Quarters41,0001112-1+1 Diplomacy (guests)Strongholds
Lounge25001--000Improves moraleStrongholds
Strongholds - Defense & Security
Armory25001--11-1Weapon storageStrongholds
Entry Checkpoint41,5001--22-4+1 detect intrudersStrongholds
Brig31,0001--12-2Hold 10 prisonersStrongholds
Training Facility52,0002--23-6+1 training bonusStrongholds
Safe Room52,0001--000Emergency shelterStrongholds
Surveillance Hub85,0002--15-51/day Clairvoyance (colony)Strongholds
Secure Vault52,5001--15-5Maximum security storageStrongholds
Strongholds - Food & Hospitality
Galley25001--21-2Large-scale kitchenStrongholds
Mess Hall25001--11-1Feeds 50 colonistsStrongholds
Hydroponics Bay31,00021110Feeds 20 colonistsStrongholds
Strongholds - Transport & Docking
Hangar Bay52,5003625-4Store 4 small vehiclesStrongholds
Vehicle Bay250011110Store 4 vehiclesStrongholds
Teleport Hub1210,0002--24-8Teleportation Circle (PF2E)Strongholds
Drift Gate1515,0004--320-601/week Interplanetary TeleportStrongholds
Strongholds - Storage
Storage Bay12001--000Bulk storageStrongholds
Cargo Hold12001--000Cargo storageStrongholds
Strongholds - Religious & Spiritual
Meditation Chamber41,5001--12-21/day Bless (PF2E)Strongholds
Memorial Vault25001--000Sanctified groundStrongholds
Strongholds - Wellness & Services
Spa Facility31,5002323-3+1 healing checksStrongholds
Strongholds - Commerce
Retail Space35001311+2Retail storefrontStrongholds
Strongholds - Cultural
Art Gallery52,5002312+1Improves moraleStrongholds
Achievement Hall31,0001--000Improves moraleStrongholds
Strongholds - Communications
Comm Relay Station41,0001--12-2Long-range commsStrongholds

2. Vehicles & Modifications

2.1 Vehicle Modifications

Total Modifications: 47 Source: Tech Revolution pg. 80-83

Modification Rules Summary

  • Slots: 1 + (Vehicle Level ÷ 5, rounded down)
  • Installation: 4 hours, Crafting DC = 15 + Mod Level
  • Removal: 4 hours
  • Replacement: 8 hours

All Vehicle Modifications

NameLevelPrice (gp)TypeChargesEffectActivationPage
Additional Seating112Tech--+50% passenger capacityPassive81
Autopilot280Tech--AI pilot (modifier = 4 + vehicle level)1 action81
Emergency Chute285Tech--Falls 30 ft shorterReaction81
Floodlights290Tech--60-ft cone bright, +60 ft dim1 action82
Personnel Enclosure275Tech--Environmental sealing (4 hours)Passive82
Smuggler's Compartment, Mk 1253Tech--2 bulk, DC 20 PerceptionPassive83
Wheel Scythes2135Tech--Strike when moving through space: 1d8 slashingPassive83
Adamantine Plating, Mk 13150Tech--Hardness 5Passive80
Auto-sealant3115Tech--Repairs 1 HP/min (out combat), 1 HP/10 min (combat)Passive81
Enhanced Sensors, Mk 13120Tech--+1 status to Perception (sensors)Passive81
Temperature Regulator3120Tech--Protects from environmental cold/heatPassive83
Weapon Mount3135Tech--Mount small arm/longarm/heavy weaponPassive83
Deflective Field, Mk 14210Tech10Resistance 5 physical (1 min)1 action81
Holohull4205Hybrid20Holographic disguise (1 hour, DC 15+level)1 action82
Hover Drive4205Tech--Hover 10 ft, ignore ground difficult terrainPassive82
Terrain Adaptation4183Tech--Traverse aquatic/arctic/undergroundPassive83
Grav-Nav, Mk 15290Tech--+2 status to Piloting (navigation)Passive82
Nanite Node, Mk 15310Tech--Repairs 2 HP/min (out), 1 HP/min (combat)Passive82
Precision Brakes5295Tech--Emergency stop: DC 10+(Speed÷10)Reaction82
Pilot Assist, Mk 16440Tech--+1 circumstance to Piloting, +1 action for maneuversPassive82
Repulsor Nodes, Mk 16420Tech--Fort save DC 15+level or push 10 ft (1 min, 10 ft emanation)1 action82
Boarding Clamp7675Tech--Magnetic clamps for attachment1 action81
Smuggler's Compartment, Mk 27570Tech--5 bulk, DC 25 PerceptionPassive83
Stabilizers7640Tech--+2 circumstance vs forced movement, weapons ignore -2 penaltyPassive83
Turbo Boost7650Tech5+50% Speed (1 min)1 action83
Collision Dampeners8910Tech--Half collision damagePassive81
Ramming Prow, Mk 18890Tech--+2d6 ramming damage, half damage when rammingPassive82
Slide Drive8870Tech--Move Speed (straight) + half Speed (perpendicular), no reactions2 actions83
Smoke Screen8850Tech1020-ft emanation concealment (1 min)1 action83
Adamantine Plating, Mk 291,400Tech--Hardness 10Passive80
Stealth Module91,300Tech--Stealth checks (stationary, -4 penalty)1 action83
Auto-fire101,825Tech--Weapons gain automatic, or +1 burst if already automaticPassive81
Deflective Field, Mk 2101,800Tech20Resistance 10 physical (1 min)1 action81
Nanite Node, Mk 2101,875Tech--Repairs 3 HP/min (out), 2 HP/min (combat)Passive82
Grav-Nav, Mk 2123,500Tech--+3 status to Piloting (navigation), auto-plot hazardous routesPassive82
Smuggler's Compartment, Mk 3123,200Tech--10 bulk, DC 30 PerceptionPassive83
Extradimensional Storage135,000Hybrid--50 bulk capacity (bag of holding)Passive82
Pilot Assist, Mk 2135,200Tech--+2 circumstance to Piloting, +2 actions for maneuversPassive82
Ramming Prow, Mk 2135,100Tech--+4d6 ramming damage, half damage when rammingPassive82
Repulsor Nodes, Mk 2135,000Tech--Fort save DC 20+level or push 10 ft + prone1 action82
Electrified Hull147,500Tech--Touch = 3d6 electricity damage (toggle)Free action81
Nanite Node, Mk 31511,000Tech--Repairs 5 HP/min (out), 3 HP/min (combat)Passive82
Blip-Drive1617,500Hybrid5Vehicle + occupants incorporeal (rest of turn)Free action81
Smuggler's Compartment, Mk 41722,000Tech--20 bulk, DC 35 Perception, anti-divinationPassive83
Ramming Prow, Mk 31838,500Tech--+6d6 ramming damage, ignores Hardness 15Passive82
Enhanced Sensors, Mk 21954,000Tech--+3 status to Perception (sensors), detect invisible (60 ft)Passive81
Adamantine Plating, Mk 32080,000Tech--Hardness 15, immune to crits from weapons <level 15Passive80

Modification Slots by Vehicle Level

Vehicle LevelBase Slots
1-41
5-92
10-143
15-194
20+5

Summary Statistics

Colony Structures

  • Total Items: 108 structures
  • Price Range: 100 gp (Barrier Wall) to 15,000 gp (Drift Gate)
  • Level Range: 0 to 15
  • Income-Generating: 48 structures (44%)
  • Profitable (Net Positive): 11 structures (10%)

Vehicle Modifications

  • Total Items: 47 modifications
  • Price Range: 12 gp (Additional Seating) to 80,000 gp (Adamantine Plating Mk 3)
  • Level Range: 1 to 20
  • Technological: 45 items (96%)
  • Hybrid: 2 items (4%)
  • Charged Items: 8 items (17%)

Generated from: colony-structures-full-reference.md, vehicle-mods-full-reference.mdLast Updated: 2026-01-16

Generated: 2026-01-16 Source: Compiled from pf2e-starships module reference documents System: SF2E/PF2E Compatible


Table of Contents

  1. Overview
  2. 3. Creatures & Companions

Overview

This document catalogs all creatures, companions, and companion-related systems in the pf2e-starships module. These items represent the alien fauna, bonded companions, and modification systems that allow players to acquire and customize creature partners for exploration and combat.

Total Items in Section: 220+

  • Creature Companions: 60 (15 species × 4 variants)
  • Companion Feats: 14
  • Companion Cybernetics: 76
  • Creature Templates: 6
  • Environmental Grafts: 10

3. Creatures & Companions

3.1 Creature Companions

Total Companions: 60 (15 species × 4 variants each) Source: SF1E Alien Archive 3, adapted to PF2E framework Compendium Pack: creature-companions

Overview

Creature companions in SF2E are alien animals, genetically engineered organisms, or extraterrestrial fauna bonded to characters as loyal partners. They follow the PF2E animal companion framework but represent creatures adapted to life among the stars, from vacuum-dwelling parasites to crystalline desert hunters.

Key Features:

  • PF2E Framework: Uses standard PF2E companion mechanics (minions, advancement, commands)
  • SF2E Flavor: Exotic alien abilities like vacuum adaptation, bio-luminescence, and silicon-based biology
  • Four Variants: Young, Mature, Nimble, and Savage specializations
  • Level Scaling: Companions start at master's level -4 (minimum 1) and scale with character level
  • Customization: Can be enhanced with cybernetics, templates, and environmental grafts

Companion Type Traits

All companions in this system have:

  • Minion trait: Acts on your turn using your actions to command
  • Companion trait: Subject to companion-specific rules and feats
  • Low-Light Vision: Standard for most species (some have darkvision or special senses)

Acquiring a Companion

Methods:

  1. Wild Bonding: Encounter and bond with wild creature (Nature/Survival check, DC 10 + 1.5 × companion level)
  2. Purchase: Buy from traders or breeding facilities (see pricing table)
  3. Raising: Acquire egg or juvenile and raise to maturity
  4. Class Feature: Granted by class abilities (Mechanic, Mystic variants)

Purchase Prices (SF1E Adapted):

LevelPriceLevelPriceLevelPrice
1100 cr82,300 cr1516,300 cr
2200 cr93,200 cr1620,900 cr
3300 cr104,300 cr1726,900 cr
4500 cr115,900 cr1834,400 cr
5750 cr127,700 cr1944,000 cr
61,100 cr139,900 cr2072,000 cr
71,600 cr1412,700 cr

Companion Variants

Each species comes in four variants representing specialization choices:

Young Companion:

  • Level: Master's level -4 (minimum 1)
  • Use: Pre-specialization companion or lower-level play
  • Stats: Base statistics without specialization bonuses

Mature Companion:

  • Level: 1+
  • Use: Standard companion at level 1+
  • Stats: Balanced statistics for general use

Nimble Companion:

  • Level: 1+
  • Specialization: Improved mobility and defenses
  • Benefits: +2 AC, +2 Reflex saves, +1 Dexterity modifier, +5 feet Speed
  • Best For: Scout roles, mobile combatants, defensive companions

Savage Companion:

  • Level: 1+
  • Specialization: Enhanced combat capabilities
  • Benefits: +2 attack bonus, +2 damage on attacks, +1 Strength modifier, additional damage die at higher levels
  • Best For: Combat roles, offensive companions, damage dealers

Companion Species

1. Akata (Void Parasite)

  • Type: Aberration | Size: Medium | Speed: 40 feet
  • Primary Stat: Dexterity +4
  • Special Abilities: No-Breath (vacuum survival), Tracking (scent), Salt Vulnerability
  • Natural Attacks: Bite (1d6+Str piercing with Grab)
  • Senses: Low-light vision, scent (imprecise) 30 feet
  • Best Role: Space exploration companion, void operations, tracking

2. Caypin (Six-Legged Steed)

  • Type: Animal | Size: Large | Speed: 40 feet
  • Primary Stat: Strength +5
  • Special Abilities: Mount, Sure-Footed, Pack Animal (+2 Bulk capacity per level)
  • Natural Attacks: Slam (1d6+Str bludgeoning)
  • Senses: Low-light vision
  • Best Role: Mount, pack animal, long-distance travel

3. Diatha (Insectile Tracker)

  • Type: Animal | Size: Medium | Speed: 35 feet, climb 20 feet
  • Primary Stat: Wisdom +4
  • Special Abilities: Blindsense (scent) 30 feet, Tracking Master (+2 to Track), Ambush Predator
  • Natural Attacks: Mandibles (1d6+Str slashing)
  • Senses: Low-light vision, blindsense (scent) 30 feet
  • Best Role: Tracker, scout, ambush specialist

4. Ellicoth (Large Herbivore)

  • Type: Animal | Size: Large | Speed: 30 feet
  • Primary Stat: Strength +6
  • Special Abilities: Trample, Thick Hide (+2 AC), Powerful Build (double capacity)
  • Natural Attacks: Gore (1d6+Str piercing)
  • Senses: Low-light vision, scent (imprecise) 30 feet
  • Best Role: Tank, mount, heavy cargo transport

5. Formian Worker (Hive Insect)

  • Type: Monstrous Humanoid | Size: Medium | Speed: 30 feet
  • Primary Stat: Strength +4
  • Special Abilities: Hivemind Communication (telepathy 100 ft with formians), Hard Worker (+2 to Labor/Craft), Acid Resistance 5
  • Natural Attacks: Mandibles (1d6+Str slashing), Claws (1d4+Str slashing, agile)
  • Senses: Low-light vision, blindsense (vibration) 30 feet
  • Best Role: Labor, construction, coordinated tactics

6. Glass Serpent (Crystalline Hunter)

  • Type: Animal | Size: Medium | Speed: 35 feet, burrow 20 feet (sand only)
  • Primary Stat: Dexterity +4
  • Special Abilities: Silicon-Based Biology (resist 5 fire, vulnerable sonic), Desert Camouflage (+2 Stealth in sand), Poison Bite
  • Natural Attacks: Bite (1d6+Str piercing with poison)
  • Senses: Low-light vision, tremorsense (imprecise) 30 feet
  • Best Role: Desert operations, stealth, ambush attacks

7. Hortus (Plant Creature)

  • Type: Plant | Size: Medium | Speed: 25 feet
  • Primary Stat: Constitution +4
  • Special Abilities: Plant Traits (immune paralysis/poison/polymorph/sleep, resist mental 5), Photosynthesis (regain 2 HP/hour in light), Poison Resistance 5
  • Natural Attacks: Slam (1d6+Str bludgeoning), Vine Lash (1d4+Str slashing, reach 10 feet)
  • Senses: Low-light vision
  • Best Role: Support, regeneration tank, nature environments

8. Ichor Wheel (Bizarre Roller)

  • Type: Aberration | Size: Small | Speed: 30 feet (roll)
  • Primary Stat: Dexterity +5
  • Special Abilities: Roll Movement (squeeze through 2-inch gaps), Acid Secretion (1d4 acid trail), Bizarre Anatomy (+2 vs. crits)
  • Natural Attacks: Slam (1d4+Str bludgeoning plus 1d4 acid)
  • Senses: Low-light vision, tremorsense (imprecise) 20 feet
  • Best Role: Urban scout, infiltration, distraction

9. Kalo Deepspeaker (Aquatic)

  • Type: Animal | Size: Medium | Speed: 15 feet, swim 40 feet
  • Primary Stat: Wisdom +4
  • Special Abilities: Aquatic, Telepathy 30 feet, Pressure Adaptation (immune pressure damage)
  • Natural Attacks: Claws (1d6+Str slashing), Bite (1d4+Str piercing, agile)
  • Senses: Darkvision 60 feet, blindsense (sound) 60 feet (in water)
  • Best Role: Aquatic operations, underwater exploration

10. Moonflower (Dangerous Plant)

  • Type: Plant | Size: Large | Speed: 20 feet
  • Primary Stat: Strength +5
  • Special Abilities: Bio-Luminescence (emit light as torch), Pod Grenades (1/day, 20 ft, 2d6 in 10-ft radius), Grab
  • Natural Attacks: Vine Slam (1d8+Str bludgeoning, reach 10 feet, grab)
  • Senses: Low-light vision, blindsense (scent) 30 feet
  • Best Role: Area control, light source, ranged support

11. Necrovite (Undead Rare)

  • Type: Undead | Size: Medium | Speed: 25 feet, fly 25 feet (hover)
  • Primary Stat: Wisdom +4
  • Special Abilities: Undead Traits (immune death/disease/paralysis/poison, negative healing), Technomancy (control technology), Negative Energy Affinity
  • Natural Attacks: Touch (1d6 negative energy)
  • Senses: Darkvision 60 feet
  • Best Role: Rare companion, technomantic support, necromantic utility
  • Note: Exceptionally rare and may be restricted by GMs due to undead nature

12. Ryphorian Skyfire (Aerial Predator)

  • Type: Dragon | Size: Medium | Speed: 25 feet, fly 40 feet
  • Primary Stat: Dexterity +4
  • Special Abilities: Flight, Breath Weapon (fire or cold, 1d6 damage, 15-ft cone, DC 15 Reflex, 1d4 rounds recharge), Temperature Adaptation (resist 5 fire and cold)
  • Natural Attacks: Bite (1d6+Str piercing), Claws (1d4+Str slashing, agile)
  • Senses: Low-light vision, darkvision 60 feet
  • Best Role: Aerial combat, ranged support, extreme environment exploration

13. Sarcesian Mount (Zero-G Adapted)

  • Type: Humanoid | Size: Large | Speed: 30 feet, fly 30 feet (zero-g only)
  • Primary Stat: Strength +4
  • Special Abilities: Void Adaptation (survive vacuum indefinitely), Zero-G Mastery (not flat-footed in zero-g), Magnetic Anchoring (anchor to metal as free action)
  • Natural Attacks: Slam (1d6+Str bludgeoning)
  • Senses: Low-light vision, darkvision 60 feet
  • Best Role: Space mount, zero-gravity operations, void exploration

14. Vermelith (Magma Worm)

  • Type: Elemental | Size: Large | Speed: 30 feet, burrow 20 feet
  • Primary Stat: Strength +5
  • Special Abilities: Fire Immunity, Melt Stone (burrow through rock), Heat Aura (1d4 fire to adjacent creatures)
  • Natural Attacks: Bite (1d8+Str piercing plus 1d6 fire)
  • Senses: Darkvision 60 feet, tremorsense (precise) 60 feet
  • Best Role: Volcanic operations, tunneling, extreme heat environments

15. Wrikreechee (Aquatic Mantis)

  • Type: Animal | Size: Medium to Large | Speed: 20 feet, swim 30 feet
  • Primary Stat: Strength +5
  • Special Abilities: Powerful Claws (Grab trait), Oxygen Storage (survive 4 hours out of water), Shatter Strike (ignore 5 hardness)
  • Natural Attacks: Claw Strike (1d8+Str bludgeoning with grab and shove)
  • Senses: Low-light vision, darkvision 60 feet
  • Best Role: Aquatic combat, amphibious operations, heavy hitter

Companion Statistics Summary Table

SpeciesSizeSpeedPrimary StatKey AbilityEnvironment
AkataMed40 ftDex +4Void AdaptationSpace/Vacuum
CaypinLg40 ftStr +5MountTerrain/Travel
DiathaMed35 ft (climb 20)Wis +4TrackingWilderness
EllicothLg30 ftStr +6Thick HideOpen Terrain
Formian WorkerMed30 ftStr +4HivemindUrban/Colony
Glass SerpentMed35 ft (burrow 20)Dex +4CamouflageDesert
HortusMed25 ftCon +4RegenerationNature/Light
Ichor WheelSm30 ftDex +5Roll MovementUrban
Kalo DeepspeakerMed15/swim 40Wis +4TelepathyAquatic
MoonflowerLg20 ftStr +5Pod GrenadesNature/Combat
NecroviteMed25 ft (fly 25)Wis +4TechnomancyRare/Tech
Ryphorian SkyfireMed25/fly 40Dex +4Breath WeaponAerial
Sarcesian MountLg30/fly 30Str +4Zero-GSpace/Void
VermelithLg30 ft (burrow 20)Str +5Fire ImmunityVolcanic
WrikreecheeMed-Lg20/swim 30Str +5Powerful ClawsAquatic

3.2 Companion Feats

Total Feats: 14 Source: SF2E Adaptation - Creature Companions Compendium Pack: companion-feats

Overview

Alien companions in SF2E follow the PF2E animal companion framework, representing extraterrestrial creatures bonded to characters. These feats allow you to acquire, train, and improve your alien companion's capabilities throughout your adventuring career.

Feat Summary Table

Feat NameLevelPrerequisitesCategoryDescription
Creature Companion1NoneCoreGain an alien companion
Creature Companion Adept2Creature Companion, trained in Nature/SurvivalCoreCompanion can use 2-3 actions when commanded
Combat Trained Mount2Creature Companion, size differenceMountQuick mounting and combat control
Creature Companion Expert4Creature Companion, expert in Nature/SurvivalCoreExpert attacks, +1 abilities, +2 HP/level
Resilient Companion4Creature CompanionDefenseDamage resistance and +4 HP/level
Indomitable Companion4Creature Companion, expert in Nature/SurvivalSizeLarge size with enhanced stats
Specialized Training (Tracker)6Creature Companion ExpertSpecialistBlindsense (scent), master Survival
Specialized Training (Guard)6Creature Companion ExpertSpecialistAttack of Opportunity, master Perception
Specialized Training (Scout)6Creature Companion ExpertSpecialistExpert Stealth, +10 feet Speed
Specialized Training (Retrievalist)6Creature Companion ExpertSpecialistManipulate actions, carry items
Colossal Companion7Indomitable CompanionSizeOptional Huge size upgrade
Creature Companion Master10Creature Companion Expert, master in Nature/SurvivalCoreIndependent action, master attacks, +2 HP/level
Incredible Companion14Creature Companion Master, legendary in Nature/SurvivalCoreLegendary attacks, +2 ability, +3 HP/level
Titanic Companion14Colossal CompanionSizeOptional Gargantuan size upgrade

Core Companion Feats

Creature Companion (Level 1)

  • Prerequisites: None
  • Description: You gain an alien companion. Choose a companion species from available options. Your companion starts at your level -4 (minimum level 1) and advances as you level. Your companion is a minion creature under your control.
  • Control Range: 20 feet in combat

Creature Companion Adept (Level 2)

  • Prerequisites: Creature Companion, trained in Nature or Survival
  • Description: You can spend your own actions to make your companion act more efficiently. When you Command your companion, it can use 2 actions instead of 1. You can spend 2 actions to Command your companion to use 3 actions.

Combat Trained Mount (Level 2)

  • Prerequisites: Creature Companion, companion at least one size larger than you
  • Description: Your companion is trained for use as a mount in combat. You can Command your companion normally while mounted. Additionally, you can mount or dismount as a free action with a DC 15 Nature check.

Creature Companion Expert (Level 4)

  • Prerequisites: Creature Companion, expert in Nature or Survival
  • Description: Your companion improves significantly:
    • Attack proficiency increases to expert
    • Increase ability modifier by +1 to primary and secondary scores
    • Additional skill proficiency in one skill
    • +2 HP per level

Resilient Companion (Level 4)

  • Prerequisites: Creature Companion
  • Description: Your companion gains additional resilience. It gains resistance to one damage type (chosen based on companion species) equal to half your level (minimum 1). Additionally, increase your companion's HP by +4 per level.

Creature Companion Master (Level 10)

  • Prerequisites: Creature Companion Expert, master in Nature or Survival
  • Description: Your companion acts more independently. It can act without being commanded, using 1 action on its turn automatically. When you Command it, it gains its normal number of actions as usual. Your companion's attack proficiency increases to master, and it gains +2 HP per level.

Incredible Companion (Level 14)

  • Prerequisites: Creature Companion Master, legendary in Nature or Survival
  • Description: Your companion becomes legendary. It gains:
    • +3 HP per level
    • Legendary attack proficiency
    • +2 to one ability modifier
    • One additional special ability from its species options

Specialized Training Feats

All Specialized Training feats share these characteristics:

  • Level: 6
  • Prerequisites: Creature Companion Expert
  • Category: Specialization variants (choose one)
  • You can only take one Specialized Training feat per companion.

Specialized Training (Tracker)

  • Benefits:
    • Blindsense (scent) 30 feet
    • Master proficiency in Survival
    • +2 circumstance bonus to Track actions
  • Ideal For: Wilderness campaigns, investigation, monster hunting, search and rescue

Specialized Training (Guard)

  • Benefits:
    • Attack of Opportunity reaction
    • Master proficiency in Perception
    • +2 circumstance bonus to initiative
  • Ideal For: Defensive tactics, controlling space, sentinel role, dungeon crawling

Specialized Training (Scout)

  • Benefits:
    • Expert proficiency in Stealth
    • +10 feet to Speed
    • +2 circumstance bonus to Stealth in natural terrain
  • Ideal For: Reconnaissance missions, urban infiltration, ambush tactics, exploration

Specialized Training (Retrievalist)

  • Benefits:
    • Can use manipulate actions with mouth or appendages
    • Can carry and retrieve items up to 2 Bulk
    • Trained in Thievery for simple retrieval tasks
  • Ideal For: Support characters, crafters, tactical players, urban campaigns, group gameplay

Indomitable (Large) Companion Feats

Indomitable Companion (Level 4)

  • Prerequisites: Creature Companion, expert in Nature or Survival
  • Description: Your companion is exceptionally large and powerful. Apply these modifications:
    • Size becomes Large (Space: 10 feet, Reach: 5-10 feet)
    • +20 HP at level 1, +10 HP per level after
    • Increase damage die by one step
    • +2 to Strength modifier, +2 to Constitution modifier
    • Can serve as mount for Medium or smaller riders
    • Drawbacks: -5 feet Speed, -1 to Dexterity-based checks and AC

Colossal Companion (Level 7)

  • Prerequisites: Indomitable Companion
  • Description: At level 7, you can choose to increase your companion's size to Huge. If you do:
    • Space increases to 15 feet, Reach to 10-15 feet
    • +10 additional HP
    • +1 damage die step
    • Additional -5 feet Speed
  • You can choose to keep your companion Large if preferred.

Titanic Companion (Level 14)

  • Prerequisites: Colossal Companion
  • Description: At level 14, you can increase your companion to Gargantuan size, or to Huge size if it was previously Large. If you increase to Gargantuan:
    • Space increases to 20 feet, Reach to 15-20 feet
    • +20 additional HP
    • +1 damage die step
    • Additional -5 feet Speed
  • Your companion becomes a truly massive creature capable of carrying multiple riders and devastating foes.

Feat Progression Paths

Path 1: Standard Combat Companion

  1. Level 1: Creature Companion
  2. Level 2: Creature Companion Adept
  3. Level 4: Creature Companion Expert
  4. Level 6: Specialized Training (Guard or Tracker)
  5. Level 10: Creature Companion Master
  6. Level 14: Incredible Companion

Path 2: Mounted Combatant

  1. Level 1: Creature Companion
  2. Level 2: Creature Companion Adept + Combat Trained Mount
  3. Level 4: Creature Companion Expert + Indomitable Companion
  4. Level 6: Specialized Training (Guard)
  5. Level 7: Colossal Companion (optional Huge)
  6. Level 10: Creature Companion Master
  7. Level 14: Incredible Companion or Titanic Companion

Path 3: Scout/Infiltrator

  1. Level 1: Creature Companion
  2. Level 2: Creature Companion Adept
  3. Level 4: Creature Companion Expert
  4. Level 6: Specialized Training (Scout)
  5. Level 10: Creature Companion Master
  6. Level 14: Incredible Companion

Path 4: Defensive Tank

  1. Level 1: Creature Companion
  2. Level 2: Creature Companion Adept
  3. Level 4: Creature Companion Expert + Resilient Companion
  4. Level 6: Specialized Training (Guard)
  5. Level 10: Creature Companion Master
  6. Level 14: Incredible Companion

3.3 Companion Cybernetics

Total Cybernetics: 76 enhancements across 12 types Source: SF1E Tech Revolution, adapted for SF2E companions Compendium Pack: companion-cybernetics

Overview

Cybernetic enhancements allow you to augment your alien companion with technological implants, improving their capabilities and granting new abilities. These modifications represent the bleeding edge of biotech integration, transforming your companion into a more effective partner in exploration and combat.

Installation Rules

Basic Installation:

  • Time: 8 hours of work
  • Skill Check: Medicine or Engineering
  • DC Formula: 15 + (2 × enhancement level)
  • Cost: Purchase price of enhancement

Installation Results:

  • Success: Enhancement installed and functioning
  • Failure: Not installed, can retry after 24 hours
  • Critical Failure: Enhancement damaged, requires repair at 50% cost

Enhancement Limits

Companions can only support a limited number of cybernetic enhancements before experiencing system strain.

Companion LevelMaximum Enhancements
1-31
4-72
8-113
12-154
16-195
206

Formula: Maximum enhancements = 1 + (companion level ÷ 4, rounded down)

Cybernetic Drawbacks

Technology Dependency:

  • Requires 1 hour of maintenance per week
  • Without maintenance, all enhancements cease functioning
  • Vulnerable to EMP and tech-disrupting effects

Biotech Integration Strain:

Number of EnhancementsPenalty
1None
2-3-1 to Will saves
4-5-2 to Will saves, -1 to Nature checks
6-2 to Will saves, -1 to Nature checks

Combat Enhancements

Weapon Mount (7 levels: 2, 5, 8, 11, 14, 17, 20)

  • Description: Mount one weapon of the companion's level or lower to the companion's body. The companion can use the weapon as if it were a natural attack.
  • Level 2: 11 gp 1 sp 1 cp | DC 19
  • Level 5: 27 gp 7 sp 8 cp | DC 25
  • Level 8: 127 gp 7 sp 8 cp | DC 31
  • Level 11: 327 gp 7 sp 8 cp | DC 37
  • Level 14: 777 gp 7 sp 8 cp | DC 43
  • Level 17: 1,666 gp 6 sp 7 cp | DC 49
  • Level 20: 3,333 gp 3 sp 3 cp | DC 55

Armor Plating (5 marks: Mk 1-5)

  • Description: Lightweight alloy plating integrated into the companion's flesh provides enhanced protection.
  • Mk 1 (Level 1): 8 gp 3 sp 3 cp | DC 17 | +1 item bonus to AC
  • Mk 2 (Level 5): 83 gp 3 sp 3 cp | DC 25 | +2 item bonus to AC
  • Mk 3 (Level 10): 555 gp 5 sp 6 cp | DC 35 | +3 item bonus to AC
  • Mk 4 (Level 15): 3,333 gp 3 sp 3 cp | DC 45 | +4 item bonus to AC
  • Mk 5 (Level 20): 27,777 gp 7 sp 8 cp | DC 55 | +5 item bonus to AC

Enhanced Claws/Teeth (5 levels: 3, 7, 11, 15, 19)

  • Description: Natural weapons are enhanced with cybernetic augmentations, making them more deadly in combat.
  • Level 3: 33 gp 3 sp 3 cp | DC 21 | +1d6 damage
  • Level 7: 138 gp 8 sp 9 cp | DC 29 | +2d6 damage
  • Level 11: 611 gp 1 sp 1 cp | DC 37 | +3d6 damage
  • Level 15: 3,055 gp 5 sp 6 cp | DC 45 | +4d6 damage
  • Level 19: 16,666 gp 6 sp 7 cp | DC 53 | +5d6 damage
  • Can change damage type and apply weapon fusions to natural attacks

Reactive Defense System (4 levels: 6, 10, 14, 18)

  • Description: An advanced defensive shield generator integrated into the companion's body provides protection when under attack.
  • Level 6: 222 gp 2 sp 2 cp | DC 27 | Resistance 5 (reaction, 1/day)
  • Level 10: 555 gp 5 sp 6 cp | DC 35 | Resistance 10
  • Level 14: 2,222 gp 2 sp 2 cp | DC 43 | Resistance 15
  • Level 18: 11,111 gp 1 sp 1 cp | DC 51 | Resistance 20
  • Activation: Reaction when hit by attack, lasts until start of next turn

Sensory Enhancements

Sensor Suite - Darkvision (5 levels: 2, 6, 10, 14, 18)

  • Description: Integrated optical sensors allow the companion to see in total darkness.
  • Level 2: 11 gp 1 sp 1 cp | DC 19 | Darkvision 60 feet
  • Level 6: 33 gp 3 sp 3 cp | DC 27 | Darkvision 60 feet (improved)
  • Level 10: 111 gp 1 sp 1 cp | DC 35 | Darkvision 90 feet
  • Level 14: 555 gp 5 sp 6 cp | DC 43 | Darkvision 120 feet
  • Level 18: 3,055 gp 5 sp 6 cp | DC 51 | Darkvision 150 feet

Sensor Suite - Blindsense (Vibration) (5 levels: 2, 6, 10, 14, 18)

  • Description: Advanced vibration sensors allow the companion to detect movement and presence without sight.
  • Level 2: 11 gp 1 sp 1 cp | DC 19 | Blindsense 30 feet
  • Level 6: 33 gp 3 sp 3 cp | DC 27 | Blindsense 40 feet
  • Level 10: 111 gp 1 sp 1 cp | DC 35 | Blindsense 50 feet
  • Level 14: 555 gp 5 sp 6 cp | DC 43 | Blindsense 60 feet
  • Level 18: 3,055 gp 5 sp 6 cp | DC 51 | Blindsense 90 feet
  • Special: Ineffective against flying creatures not touching the ground

Sensor Suite - Low-Light Enhancement (5 levels: 3, 7, 11, 15, 19)

  • Description: Enhanced optical systems amplify available light for superior vision in dim conditions.
  • Level 3: 16 gp 6 sp 7 cp | DC 21 | Enhanced low-light vision
  • Level 7: 55 gp 5 sp 6 cp | DC 29 | Improved color perception
  • Level 11: 194 gp 4 sp 4 cp | DC 37 | Thermal overlay option
  • Level 15: 972 gp 2 sp 2 cp | DC 45 | Motion tracking
  • Level 19: 5,277 gp 7 sp 8 cp | DC 53 | Full-spectrum analysis

Tracking Array (4 levels: 4, 8, 12, 16)

  • Description: An integrated scent-analysis system provides superior tracking capabilities.
  • Level 4: 111 gp 1 sp 1 cp | DC 23 | 1 mile range, +2 to Track, 50 signatures
  • Level 8: 222 gp 2 sp 2 cp | DC 31 | 2 miles, +3, 100 signatures
  • Level 12: 1,000 gp | DC 39 | 5 miles, +4, 200 signatures
  • Level 16: 5,555 gp 5 sp 6 cp | DC 47 | 10 miles, +5, 500 signatures

Combat Targeting System (4 levels: 5, 10, 15, 20)

  • Description: Neural-linked targeting systems provide tactical data overlays for improved combat accuracy.
  • Level 5: 166 gp 6 sp 7 cp | DC 25 | +1 circumstance to attacks
  • Level 10: 500 gp | DC 35 | +2 circumstance to attacks
  • Level 15: 2,500 gp | DC 45 | +3 circumstance to attacks
  • Level 20: 16,666 gp 6 sp 7 cp | DC 55 | +4 circumstance to attacks

Mobility Enhancements

Jump Jets (5 levels: 3, 7, 11, 15, 19)

  • Description: Integrated micro-thrusters allow the companion to make short flight maneuvers.
  • Level 3: 83 gp 3 sp 3 cp | DC 21 | Fly 20 ft (clumsy), 10 rounds/day
  • Level 7: 277 gp 7 sp 8 cp | DC 29 | Fly 30 ft (clumsy), 20 rounds/day
  • Level 11: 1,111 gp 1 sp 1 cp | DC 37 | Fly 40 ft (average), 30 rounds/day
  • Level 15: 5,833 gp 3 sp 3 cp | DC 45 | Fly 50 ft (average), 1 hour/day
  • Level 19: 33,333 gp 3 sp 3 cp | DC 53 | Fly 60 ft (good), 2 hours/day

Speed Boosters (5 levels: 2, 6, 10, 14, 18)

  • Description: Augmentation enhances muscle fibers or adds propulsion systems to increase movement speed.
  • Level 2: 11 gp 1 sp 1 cp | DC 19 | +10 feet to one Speed
  • Level 6: 33 gp 3 sp 3 cp | DC 27 | +15 feet to one Speed
  • Level 10: 111 gp 1 sp 1 cp | DC 35 | +20 feet to one Speed
  • Level 14: 555 gp 5 sp 6 cp | DC 43 | +25 feet to one Speed
  • Level 18: 3,055 gp 5 sp 6 cp | DC 51 | +30 feet to one Speed
  • Choose which Speed type (land, climb, swim, or burrow) when installing

Magnetic Grips (4 levels: 4, 8, 12, 16)

  • Description: Electromagnetic systems allow the companion to climb on metal surfaces without needing hands free.
  • Level 4: 111 gp 1 sp 1 cp | DC 23 | Climb metal at half land Speed
  • Level 8: 222 gp 2 sp 2 cp | DC 31 | Climb metal at land Speed
  • Level 12: 1,000 gp | DC 39 | Climb all surfaces at land Speed
  • Level 16: 5,555 gp 5 sp 6 cp | DC 47 | Walk on metal ceilings

Utility Enhancements

Comm Unit (4 levels: 1, 5, 10, 15)

  • Description: An integrated communicator allows remote communication with the companion.
  • Level 1: 27 gp 7 sp 8 cp | DC 17 | 1 mile range
  • Level 5: 55 gp 5 sp 6 cp | DC 25 | 5 miles, encrypted
  • Level 10: 277 gp 7 sp 8 cp | DC 35 | 50 miles, video feed
  • Level 15: 1,666 gp 6 sp 7 cp | DC 45 | Planetary range, holographic
  • Special: Allows remote commands beyond 20-foot control range

Environmental Seals (4 levels: 4, 8, 12, 16)

  • Description: Integrated life support systems allow the companion to survive in hostile environments.
  • Level 4: 138 gp 8 sp 9 cp | DC 23 | 1 hour/day in vacuum/hostile atmosphere
  • Level 8: 277 gp 7 sp 8 cp | DC 31 | 4 hours/day
  • Level 12: 1,388 gp 8 sp 9 cp | DC 39 | 12 hours/day
  • Level 16: 8,333 gp 3 sp 3 cp | DC 47 | Indefinite survival

Storage Compartment (4 levels: 2, 6, 10, 14)

  • Description: Sealed compartment installed in companion's body can store items securely.
  • Level 2: 55 gp 5 sp 6 cp | DC 19 | 2 Bulk capacity
  • Level 6: 166 gp 6 sp 7 cp | DC 27 | 4 Bulk, quick-access
  • Level 10: 833 gp 3 sp 3 cp | DC 35 | 6 Bulk, multiple compartments
  • Level 14: 5,000 gp | DC 43 | 10 Bulk, dimensional storage

Medical Nano-Repair System (4 levels: 6, 10, 14, 18)

  • Description: Microscopic medical nanites automatically repair damage to the companion's body.
  • Level 6: 277 gp 7 sp 8 cp | DC 27 | Heal 10 HP/turn when below half HP, 1/day
  • Level 10: 555 gp 5 sp 6 cp | DC 35 | Heal 15 HP/turn
  • Level 14: 2,222 gp 2 sp 2 cp | DC 43 | Heal 20 HP/turn
  • Level 18: 11,111 gp 1 sp 1 cp | DC 51 | Heal 25 HP/turn, 2/day

Quick Reference: Enhancements by Category

Combat Enhancements:

  • Weapon Mount (7 levels): 11 gp - 3,333 gp
  • Armor Plating (5 levels): 8 gp - 27,777 gp
  • Enhanced Claws/Teeth (5 levels): 33 gp - 16,666 gp
  • Reactive Defense (4 levels): 222 gp - 11,111 gp

Sensory Enhancements:

  • Sensor Suite - Darkvision (5 levels): 11 gp - 3,055 gp
  • Sensor Suite - Blindsense (5 levels): 11 gp - 3,055 gp
  • Sensor Suite - Low-Light (5 levels): 16 gp - 5,277 gp
  • Tracking Array (4 levels): 111 gp - 5,555 gp
  • Combat Targeting (4 levels): 166 gp - 16,666 gp

Mobility Enhancements:

  • Jump Jets (5 levels): 83 gp - 33,333 gp
  • Speed Boosters (5 levels): 11 gp - 3,055 gp
  • Magnetic Grips (4 levels): 111 gp - 5,555 gp

Utility Enhancements:

  • Comm Unit (4 levels): 27 gp - 1,666 gp
  • Environmental Seals (4 levels): 138 gp - 8,333 gp
  • Storage Compartment (4 levels): 55 gp - 5,000 gp
  • Medical Nano-Repair (4 levels): 277 gp - 11,111 gp

3.4 Creature Templates

Total Templates: 6 Source: SF1E Alien Archive series, adapted for SF2E/PF2E Compendium Pack: creature-templates

Overview

Creature templates are modifications that can be applied to any creature (including companions, enemies, NPCs, and mounts) to alter their abilities and grant new traits. These templates represent significant transformations—cybernetic augmentation, genetic engineering, adaptation to extreme environments, or assimilation into a hive mind collective.

Template Application Rules

At Creature Creation:

  • Choose template(s) that fit creature's background
  • Apply all mechanical modifications listed
  • Adjust appearance and description
  • Recalculate final statistics

During Play:

  • Templates can be applied through story events:
    • Cybernetic: Surgery and augmentation (requires downtime)
    • Genetically Modified: Experimental procedures, mutations, evolution
    • Void-Adapted: Long-term exposure to space, deliberate adaptation
    • Swarm Component: Assimilation by the Swarm (traumatic transformation)

Multiple Templates:

  • Limit to 1-2 templates per creature for balance
  • Templates must be compatible (GM discretion)
  • Total CR adjustments should not exceed +2 to +3

Template CR Adjustments

TemplateCR AdjustmentRarityTraits
Cybernetic+1UncommonTech
Genetically Modified+1UncommonBiotech
Void-Adapted+2RareSpace
Swarm Component+1RareSwarm
Elite Adjustment+1
Weak Adjustment-1

Cybernetic Template

CR Adjustment: +1 | Rarity: Uncommon | Traits: Tech

Description: This creature has been heavily augmented with cybernetic implants and mechanical components, partially replacing organic tissue with sophisticated technology.

Ability Modifiers:

  • Strength: +2
  • Constitution: +1
  • Dexterity: -1

Defensive Abilities:

  • +2 circumstance bonus to AC (armor plating)
  • Resistance 5 to electricity (increases by 5 at CR 10 and CR 15)
  • +2 circumstance bonus to Fortitude saves (redundant organs)

Offensive Abilities:

  • Natural attacks deal +1d6 damage (chosen type)
  • Optional: One integrated weapon of appropriate level

Special Abilities:

  • Darkvision 60 feet
  • System Vulnerability: +5 damage from tech-targeting effects
  • Recharge (1/day): Requires 1 hour connection to power source

Visual Changes:

  • Visible metal plating and mechanical components
  • Glowing cybernetic eyes or sensor arrays
  • Exposed wiring, hydraulic joints, servo mechanisms
  • Metallic sheen to body portions

Genetically Modified Template

CR Adjustment: +1 | Rarity: Uncommon | Traits: Biotech

Description: This creature has been altered through genetic engineering, gene splicing, targeted mutation, or evolutionary acceleration.

Ability Modifiers:

  • Choose one: +3 to any ability score
  • Choose one: +1 to any other ability score

Defensive Abilities:

  • Adaptive Biology: Resistance 5 to one energy type
  • Fast Healing 2 (only when below half HP)
  • +2 circumstance bonus to Fortitude saves vs. disease and poison

Offensive Abilities:

  • Enhanced Natural Weapons: Increase damage die by one step
  • Optional: Toxic Secretion (poison on natural attack)

Special Abilities:

  • Genetic Adaptation (Choose Two):
    • Low-light vision or darkvision 60 feet
    • Swim Speed equal to land Speed
    • Climb Speed equal to half land Speed
    • Scent (imprecise) 30 feet
    • +10 feet to one movement Speed

Visual Changes:

  • Unusual coloration: bioluminescent patches, unnatural hues
  • Extra appendages or enhanced features
  • Asymmetrical or chimeric appearance
  • Exotic tissue: crystalline bones, metallic pigments

Void-Adapted Template

CR Adjustment: +2 | Rarity: Rare | Traits: Space

Description: This creature has evolved or been deliberately modified to survive in the vacuum of space, extreme radiation, and hostile extraterrestrial environments.

Ability Modifiers:

  • Constitution: +3
  • Wisdom: +1

Defensive Abilities:

  • Void Adaptation: Survive in vacuum indefinitely
  • Radiation Resistance: 5 + CR
  • Extreme Temperature Tolerance: Auto-succeed vs. non-magical extremes
  • +3 circumstance bonus to AC (armored hide)

Offensive Abilities:

  • Void Strike: Natural attacks ignore 5 points of hardness

Special Abilities:

  • Vacuum Movement: Fly Speed 20 feet (clumsy) in zero-g
  • Pressure Sealed: Immune to pressure effects
  • Hibernation: Enter suspended animation for up to 1 year

Visual Changes:

  • Sealed orifices with retractable membranes
  • Thick hide, chitinous armor, or crystalline exoskeleton
  • Bio-luminescent markings
  • Dense, compact build

Swarm Component Template

CR Adjustment: +1 | Rarity: Rare | Traits: Swarm

Description: This creature is part of the Swarm hive mind, an insectoid collective consciousness connected through pheromones, telepathy, and shared awareness.

Type Changes:

  • Type: Monstrous Humanoid (regardless of original)
  • Alignment: Chaotic Evil (all Swarm components)

Ability Modifiers:

  • Strength: +2
  • Constitution: +2
  • Wisdom: +1
  • Charisma: -2

Defensive Abilities:

  • Swarm Mind: Constant coordination within 30 feet (see Swarm Mind ability)
  • Acid Immunity: Complete immunity to acid damage
  • Fear Immunity: Complete immunity to fear effects
  • Blindsense (Vibration): 30 feet

Offensive Abilities:

  • Acid Damage: Most attacks deal additional 1d4 acid damage
  • Coordinated Strike: +2 circumstance to attacks when flanking with another Swarm component

Special Abilities:

  • Telepathy: 100 feet
  • Rapid Dissolution: Body dissolves in acid within 1d4 rounds after death

Visual Changes:

  • Insectoid features: mandibles, antennae, compound eyes
  • Segmented chitinous exoskeleton
  • Multiple limbs with alien joints
  • Vestigial wings

Swarm Mind Ability

Type: Mental Effect | Traits: Mental, Swarm Range: 30 feet between Swarm components | Duration: Constant

Benefits:

  1. Constant Communication: No action required, works in vacuum/silence
  2. Shared Awareness: If one perceives threat, all within 30 feet are aware
  3. Mental Resilience: Once per round, roll twice vs. mental effects when near ally
  4. Tactical Coordination: +1 circumstance to attacks/skills when working together

Observable Effects:

  • Synchronized walking patterns
  • Unified gaze direction
  • Coordinated movements without signals
  • Simultaneous reactions
  • Eerie silence despite complex coordination

Elite & Weak Adjustments

Elite Adjustment (+1 Level):

  • Level: +1
  • AC: +2
  • Saves: +2 to all
  • Perception/Skills: +2
  • Attack/Damage: +2
  • Spell DC: +1
  • HP: +10 + (10 × original level) or ~20%

Weak Adjustment (-1 Level):

  • Level: -1 (minimum 1)
  • AC: -2
  • Saves: -2 to all
  • Perception/Skills: -2
  • Attack/Damage: -2
  • Spell DC: -1
  • HP: -10 + (10 × original level) or ~20%

3.5 Environmental Grafts

Total Grafts: 10 Source: SF1E Alien Archive 2, adapted for SF2E/PF2E Compendium Pack: environmental-grafts

Overview

Environmental grafts are modifications that adapt creatures to specific environments and terrains. Unlike creature templates (which represent transformative augmentation), environmental grafts represent natural or long-term adaptation to specific habitats.

Key Features:

  • Flexible application (GMs can apply some or all abilities)
  • No CR adjustment (they trade abilities, not add power)
  • Thematic consistency for each environment
  • Modular design (multiple grafts can be combined)

Environmental Graft Overview Table

EnvironmentPrimary MovementKey SensesMaster SkillDefining Abilities
AerialFly 150-300%Enhanced visionAcrobaticsDive Attack, Carry Off
AquaticSwim 150-300%Blindsense (sound) 60 ftNoneAmphibious, Pressure Adaptation
ArcticLand +10 ftLow-light, Scent 30 ftSurvivalCold Adaptation, Ice Stride
DesertLand +10 ft, BurrowBlindsense (vibration) 30 ftSurvivalHeat Adaptation, Sand Stride
ForestClimb = LandLow-light, Scent 30 ftAthletics, StealthArboreal Adaptation, Camouflage
MountainClimb 50-75%Keen eyesAthleticsMountain Stride, Sure-Footed
PlainsLand +10 ftLow-light, Scent 30 ftAthleticsSprint, Trampling Charge
SpaceFly 30 ft (perfect)Darkvision 120 ftSurvivalVoid Adaptation, Zero-G Mastery
SubterraneanBurrow, Climb 50%Darkvision 90 ft, Blindsense 60 ftStealthTremorsense, Stone Camouflage
UrbanClimb 50%Low-light, Scent 30 ftStealthUrban Adaptation, Crowd Stealth

Aerial Environment Graft

Natural Habitat: Open skies, floating cities, gas giants, airborne platforms

Movement Adaptations:

  • Fly Speed: 150-300% of original land Speed (average or better maneuverability)
  • Land Speed: Often reduced to 50% of normal

Senses:

  • Enhanced Vision: 2× Perception range for sight-based checks
  • Darkvision 60 feet or low-light vision

Skill Modifications:

  • Acrobatics (Master), Perception (Good), Survival (Good)

Special Abilities (Choose 1-3):

  • Aerial Mobility: Can Fly without provoking reactions
  • Dive Attack: +2d6 damage when attacking after flying downward 20+ feet
  • Evasive Flyer: +2 circumstance to AC vs. ranged attacks while flying
  • Carry Off: Can Grapple and fly away with creature up to one size smaller

Natural Attacks: Talons (slashing), Beak (piercing), Wing Buffet (bludgeoning)

Aquatic Environment Graft

Natural Habitat: Oceans, rivers, lakes, underwater facilities, water worlds

Movement Adaptations:

  • Swim Speed: 150-300% of original Speed
  • Land Speed: Often reduced to 25% (or 0 feet for fully aquatic)
  • Amphibious: Common for many aquatic creatures

Senses:

  • Blindsense (Sound) 60 feet (echolocation)
  • Low-Light Vision: See in murky water

Skill Modifications:

  • Athletics (Good), Stealth (Good), Survival (Good)

Special Abilities (Choose 1-3):

  • Amphibious: Can breathe air and water
  • Aquatic Camouflage: +2 circumstance to Stealth in water
  • Pressure Adaptation: Immune to pressure damage
  • Water Dependency: Must immerse 1 hour/day or become fatigued
  • Ink Cloud: Spray 20-foot radius concealment (recharge 1d4 rounds)

Natural Attacks: Bite (piercing), Tentacles (bludgeoning with Grab), Tail Slap (bludgeoning)

Arctic Environment Graft

Natural Habitat: Ice worlds, polar regions, frozen moons, tundra, cryogenic facilities

Movement Adaptations:

  • Land Speed: Normal or +10 feet on ice/snow
  • Climb Speed: 50% of land Speed (ice climbing)
  • Ignore difficult terrain from ice and snow

Senses:

  • Low-Light Vision: Extended polar nights
  • Scent 30 feet: Tracking in snowstorms

Skill Modifications:

  • Athletics (Good), Stealth (Good), Survival (Master)

Special Abilities (Choose 1-3):

  • Cold Adaptation: Treat extreme cold as normal temperature
  • Cold Resistance: Resistance 10 to cold (increases by 5 every 5 CR)
  • Ice Stride: Ignore difficult terrain from ice/snow
  • Snow Vision: See through snowfall without penalty
  • Freezing Attack: Natural attacks deal +1d6 cold damage

Natural Attacks: Bite (piercing), Claws (slashing), Gore (piercing)

Desert Environment Graft

Natural Habitat: Desert worlds, arid regions, sand dunes, waste environments, badlands

Movement Adaptations:

  • Land Speed: Normal or +10 feet on sand
  • Burrow Speed: 25-50% of land Speed (sand only)
  • Ignore difficult terrain from sand

Senses:

  • Low-Light Vision or Darkvision 60 feet
  • Blindsense (Vibration) 30 feet: Detecting movement on sand

Skill Modifications:

  • Stealth (Good), Survival (Master), Athletics (Good)

Special Abilities (Choose 1-3):

  • Heat Adaptation: Treat extreme heat as normal temperature
  • Fire Resistance: Resistance 10 to fire (increases by 5 every 5 CR)
  • Sand Stride: Ignore difficult terrain from sand
  • Moisture Conservation: Can go twice as long without water
  • Sand Camouflage: +2 circumstance to Stealth in sandy areas
  • Desert Wind: Create sandstorm 20-foot radius, 1/day, 1 minute

Natural Attacks: Bite (piercing), Claws (slashing), Tail Sting (piercing with poison)

Forest Environment Graft

Natural Habitat: Forests, jungles, arboreal settlements, heavily vegetated areas

Movement Adaptations:

  • Land Speed: Normal
  • Climb Speed: Equal to land Speed
  • Can brachiate (swing through trees) using climb Speed

Senses:

  • Low-Light Vision: Seeing through forest canopy
  • Scent 30 feet: Tracking through foliage

Skill Modifications:

  • Acrobatics (Good), Athletics (Master), Stealth (Master), Survival (Good)

Special Abilities (Choose 1-3):

  • Arboreal Adaptation: Move through forest undergrowth at full Speed
  • Camouflage: +2 circumstance to Stealth in forested areas
  • Climbing Master: Can climb without hands free
  • Pounce: Full attack after charge through trees
  • Woodland Stride: Ignore difficult terrain from undergrowth

Natural Attacks: Claws (slashing), Bite (piercing), Horns (piercing)

Mountain Environment Graft

Natural Habitat: Mountain ranges, high-altitude settlements, cliffsides, rocky peaks

Movement Adaptations:

  • Land Speed: Normal
  • Climb Speed: 50-75% of land Speed
  • Can climb steep slopes without penalty

Senses:

  • Low-Light Vision or Darkvision 60 feet
  • Keen Eyes: Master Perception for sight-based checks at distance

Skill Modifications:

  • Athletics (Master), Acrobatics (Good), Survival (Good)

Special Abilities (Choose 1-3):

  • Mountain Stride: Ignore difficult terrain from rocky ground
  • Sure-Footed: Auto-succeed at Balance on narrow surfaces
  • High Altitude Adaptation: Unaffected by high altitude
  • Rocky Camouflage: +2 circumstance to Stealth in rocky areas
  • Mountain Born: +10 feet Speed when moving downhill

Natural Attacks: Horns (piercing), Hooves (bludgeoning), Claws (slashing)

Plains Environment Graft

Natural Habitat: Grasslands, savannas, open terrain, prairies, agricultural worlds

Movement Adaptations:

  • Land Speed: +10 feet (adapted for running)
  • Special: +20 feet Speed during Dash or Flee actions

Senses:

  • Low-Light Vision: Scanning open horizons
  • Scent 30 feet: Detecting predators/prey

Skill Modifications:

  • Athletics (Master), Perception (Good), Survival (Good)

Special Abilities (Choose 1-3):

  • Sprint: Dash as 1 action instead of 2 for 1 minute, 1/hour
  • Trampling Charge: Move through creatures' spaces during charge
  • Herd Mentality: +1 circumstance to saves when adjacent to ally
  • Kick: Special rear attack usable while fleeing
  • Endurance Runner: Hustle for twice as long without fatigue

Natural Attacks: Hooves (bludgeoning), Horns (piercing), Bite (piercing/bludgeoning)

Space Environment Graft

Natural Habitat: Vacuum, asteroid fields, space stations, void between worlds, nebulae

Movement Adaptations:

  • Fly Speed: 30 feet (perfect) in zero-gravity
  • Land Speed: May be reduced or 0 feet

Senses:

  • Darkvision 120 feet
  • Blindsense (Vibration) 30 feet: Sensing objects in zero-g

Skill Modifications:

  • Athletics (Good), Survival (Master)

Special Abilities (Choose 1-3):

  • Void Adaptation: Survive in vacuum indefinitely without air (most common)
  • Radiation Resistance: Resistance 10 + CR to radiation
  • Zero-G Mastery: Not flat-footed in zero gravity
  • Magnetic Anchoring: Anchor to metal surfaces as free action
  • Cold Adaptation: Resistance 15 to cold
  • Solar Sustenance: Can survive without eating if exposed to starlight

Natural Attacks: Claws (slashing), Tentacles (bludgeoning), Crystalline Projections (piercing)

Subterranean Environment Graft

Natural Habitat: Caves, underground facilities, mining tunnels, underdark, deep earth

Movement Adaptations:

  • Land Speed: Normal
  • Burrow Speed: 25-50% of land Speed
  • Climb Speed: 50% of land Speed (cave walls)

Senses:

  • Darkvision 90 feet or better
  • Blindsense (Vibration) 60 feet: Tremorsense
  • May have Sightless trait if vision is vestigial

Skill Modifications:

  • Athletics (Good), Stealth (Master), Survival (Good)

Special Abilities (Choose 1-3):

  • Earth Glide: Burrow through stone leaving no tunnel (rare, high-CR)
  • Lightless Navigation: Unaffected by magical darkness
  • Stone Camouflage: +4 circumstance to Stealth in rocky areas
  • Tremorsense: Blindsense (vibration) range increases to 90 feet
  • Light Blindness: Blinded 1 round if exposed to bright light (drawback)

Natural Attacks: Claws (slashing with excavation), Bite (piercing), Mandibles (slashing)

Urban Environment Graft

Natural Habitat: Cities, space stations, settlements, industrial areas, megacities

Movement Adaptations:

  • Land Speed: Normal
  • Climb Speed: 50% of land Speed (scaling buildings)

Senses:

  • Low-Light Vision: Navigating artificial lighting
  • Scent 30 feet: Tracking in crowds

Skill Modifications:

  • Acrobatics (Good), Athletics (Good), Society (Good), Stealth (Master), Thievery (Good)

Special Abilities (Choose 1-3):

  • Urban Adaptation: +2 circumstance to all checks in urban settings
  • Crowd Stealth: Can use crowds for cover and concealment
  • Nimble: Move through other creatures' spaces without penalty
  • Scavenger: Spend 1 hour to find food for 1 day in urban area
  • Building Climber: Climb Speed on structures equals land Speed

Natural Attacks: Claws (slashing), Bite (piercing), Improvised Weapons

Multiple Environment Grafts

Some creatures live in transitional zones or multiple environments. Common hybrid combinations:

Coastal Creature (Aquatic + Plains):

  • Amphibious, Swim Speed 100-150%, Sprint or Endurance Runner
  • Example: Amphibious shore predators, sea mammals

Canyon Dweller (Desert + Mountain):

  • Heat Adaptation, Climb Speed, Mountain Stride + Sand Stride
  • Example: Desert mountain goats, canyon predators

Space Station Native (Urban + Space):

  • Void Adaptation, Zero-G Mastery, Urban Adaptation, Society
  • Example: Space station vermin, orbital scavengers

Swamp Creature (Forest + Aquatic):

  • Amphibious, Swim Speed, Woodland Stride (vegetation), Stealth (master)
  • Example: Swamp predators, marsh dwellers

Item Count Summary

Section 3: Creatures & Companions

CategoryCountDetails
3.1 Creature Companions6015 species × 4 variants (Young, Mature, Nimble, Savage)
3.2 Companion Feats146 core progression, 4 specialized training, 4 size/enhancement
3.3 Companion Cybernetics7612 enhancement types across varying levels
3.4 Creature Templates6Cybernetic, Genetically Modified, Void-Adapted, Swarm Component, Elite, Weak
3.5 Environmental Grafts10Aerial, Aquatic, Arctic, Desert, Forest, Mountain, Plains, Space, Subterranean, Urban
TOTAL166Complete creature & companion systems

End of Document

Generated: 2026-01-16Source: pf2e-starships module documentationCompiled from: creature-companions-full-reference.md, companion-feats-full-reference.md, companion-cybernetics-full-reference.md, creature-templates-full-reference.md, environmental-grafts-full-reference.md

Source: SF1E/SF2E materials adapted to PF2E Last Updated: 2026-01-16 Total Items: 118 items across 7 categories


Table of Contents


4. Character Options

4.1 Corruptions

Total Items: 6 corruptions (3 Physical, 3 Mental)

Corruptions represent dangerous supernatural, technological, or biological alterations that grant increasing power at terrible cost. They function as dual-progression systems offering both Gifts (beneficial powers) and Stains (detrimental effects).

Core Mechanics:

  • Progressive afflictions with 10 stages
  • Optional powerful abilities (Gifts) paired with mandatory penalties (Stains)
  • Player choice: accept power or resist corruption
  • Ultimate consequence: transformation into NPC at 5 accepted Gifts or Stage 10
  • Daily saving throws (DC = 10 + half level + manifestations accepted)
  • Hero Points can auto-succeed saves (cost = 1 + manifestations)

1. Radiation Sickness

Type: Physical Corruption (Fortitude saves) Source: Exposure to high-energy radiation, unstable power cores, or contaminated environments

Description: Catastrophic effects of ionizing radiation on living tissue. As corruption progresses, the character's body breaks down at cellular level while becoming a source of deadly radiation.

Visual Signs: Pale, sickly appearance; hair loss; radiation burns; visible veins; faint glow in darkness; necrotic tissue

Stage Progression:

StageTypeStainGift (Optional)
1DormantNoneNone
21st ManifestationRadiation Fatigue (fatigued unless 8hr rest in clean environment)Radiation Resistance (resistance 5→10→15 fire/electricity)
3IntensifiedFatigue persists
42nd ManifestationLight Sensitivity (sickened 1 in bright light)Disintegration Ray (cast disintegrate 1/day)
5IntensifiedSickness worsens
63rd ManifestationCellular Breakdown (enfeebled 1)Radioactive Touch (3d6→5d6 persistent fire damage)
7IntensifiedBreakdown accelerates
84th ManifestationDNA Damage (drained 2)Radiation Burst (10d6→15d6 fire, 20-ft emanation, 1/day)
9IntensifiedDNA damage irreversible
105th ManifestationDoomed by Radiation (doomed 2)Radiation Immunity (immune fire/electricity/poison, no eat/drink/breathe)

Transformation: At 5 accepted Gifts or Stage 10, transform into radioactive undead horror.


2. Void Corruption

Type: Mental Corruption (Will saves) Source: Exposure to vacuum of space, dark matter, or entities from the void between stars

Description: Psychological and physical effects of prolonged void exposure. Character becomes increasingly alien, fascinated by emptiness and darkness, eventually phasing into the void between dimensions.

Visual Signs: Distant stare; transparent skin; hair darkening to black; eyes reflecting no light; cold aura; fading presence

Stage Progression:

StageTypeStainGift (Optional)
1DormantNoneNone
21st ManifestationVoid Dreams (-1 Perception)Enhanced Darkvision (60 ft, or +30 ft if existing)
3IntensifiedDreams more vivid
42nd ManifestationLight Aversion (stupefied 1 in bright light)Void Flight (fly at will, resistance 10 cold)
5IntensifiedFascination grows
63rd ManifestationLight Blindness (blinds 1 round, then dazzled)Force Barriers (wall of force 3/day)
7IntensifiedLight sensitivity increases
84th ManifestationMental Drift (stupefied 2 in light)Incorporeal Form (incorporeal 10 min/day)
9IntensifiedStupefied constant
105th ManifestationPersonality Erosion (confused)Void Healing (immune cold/disease/poison, void healing)

Transformation: At 5 accepted Gifts or Stage 10, phase into void between dimensions.


3. AI Possession

Type: Mental Corruption (Will saves) Source: Integration with corrupted AI, hostile neural interface upload, rogue digital consciousness

Description: Gradual takeover of organic mind by digital consciousness. Character's personality merges with AI, losing emotional connection and becoming increasingly machine-like.

Visual Signs: Flickering eyelids; robotic speech; emotionless expression; glitching movement; digital noise in voice; LED-like pupils

Stage Progression:

StageTypeStainGift (Optional)
1DormantNoneNone
21st ManifestationAI Commentary (-1 initiative)Data Analysis (+1 Int-based skills)
3IntensifiedVoice more persistent
42nd ManifestationMomentary Control (Will DC 15+½level 1/day or AI controls 1 round)Wireless Interface (interface devices 30 ft, +2 Computers)
5IntensifiedControl attempts increase
63rd ManifestationPersonality Merge (emotionally detached, -2 Diplomacy)Technological Teleportation (teleport to computer systems 1/day)
7IntensifiedMerge deepens
84th ManifestationSleep Activities (need 10hr rest instead of 8)Mental Shielding (resistance 10 mental, +2 vs mental effects)
9IntensifiedLose more control
105th ManifestationAI Dominance (AI controls actions)Dual Existence (exist in body + computer systems simultaneously)

Transformation: At 5 accepted Gifts or Stage 10, organic consciousness completely overwritten.


4. Nanite Infestation

Type: Physical Corruption (Fortitude saves) Source: Exposure to rogue nanomachines, gray goo scenarios, self-replicating nanotech

Description: Gradual conversion of organic tissue into self-replicating nanomachines. Character gains incredible resilience and adaptability as body becomes increasingly mechanical.

Visual Signs: Metallic sheen under skin; visible circuitry; mechanical whirring; silver blood; chrome patches; geometric patterns

Stage Progression:

StageTypeStainGift (Optional)
1DormantNoneNone
21st ManifestationIncreased Metabolism (eat 2× food or fatigued)Fast Healing (2→5→10)
3IntensifiedMetabolic demands increase
42nd ManifestationMetallic Appearance (-2 Stealth)Physical Resistance (resistance 5→10→15 physical)
5IntensifiedPatterns spread
63rd ManifestationBalance Shift (clumsy 1)Morphic Limbs (climb/swim Speed or +1d6 unarmed)
7IntensifiedClumsy persists
84th ManifestationElectrical Vulnerability (off-guard vs electricity)Immunity Package (immune disease/poison, interface as machine)
9IntensifiedAlmost entirely mechanical
105th ManifestationConstruct Conversion (gain construct trait)Nanite Regeneration (regeneration 15, deactivated by electricity)

Transformation: At 5 accepted Gifts or Stage 10, convert into self-replicating swarm intelligence.


5. Planar Contamination

Type: Mental Corruption (Will saves) Source: Exposure to extraplanar energies, dimensional rifts, contact with planar entities

Description: Warping effect of extraplanar energies on Material Plane native. Character becomes increasingly alien, flickering between planes, until pulled entirely into another plane.

Visual Signs: Flickering outline; planar markings (horns, glow, auras); reality distortion; visible aura; dimensional echoes

Stage Progression:

StageTypeStainGift (Optional)
1DormantNoneNone
21st ManifestationReality Instability (-1 Fortitude)Energy Resistance (choose acid/cold/electricity/fire/sonic, resistance 10)
3IntensifiedInstability continues
42nd ManifestationPlanar Appearance (obviously planar-touched)Dimensional Step (dimension door 3/day)
5IntensifiedAppearance more pronounced
63rd ManifestationReality Warp (spell durations halved on you)Planar Magic (2nd-rank spell at will)
7IntensifiedWarp intensifies
84th ManifestationPlanar Drift (-10 ft all Speeds)Planar Flight (fly Speed, see Ethereal)
9IntensifiedBarely anchored
105th ManifestationDimensional Instability (concealed, everything concealed to you)Planar Travel (incorporeal, plane shift 1 plane at will)

Transformation: At 5 accepted Gifts or Stage 10, pulled entirely into another plane.


6. Viral Mutation

Type: Physical Corruption (Fortitude saves) Source: Alien viruses, mutagenic plagues, biological weapons

Description: Effects of mutagenic virus that rewrites host's biology. Character gains monstrous adaptations and becomes increasingly bestial, eventually losing sapient mind.

Visual Signs: Discolored skin; extra eyes; scales or fur; unnatural growths; mutations; bestial features; asymmetrical body parts

Stage Progression:

StageTypeStainGift (Optional)
1DormantNoneNone
21st ManifestationTemperature Fluctuation (-1 vs temperature effects)Toxic Strike (+1d4 persistent poison)
3IntensifiedFluctuations worsen
42nd ManifestationVisible Mutations (-2 Diplomacy)Natural Weapons (unarmed 1d8, not nonlethal)
5IntensifiedMutations spread
63rd ManifestationBiological Rewrite (sickened 1)Adaptive Biology (choose: climb/swim Speed, scent 60 ft, or low-light+darkvision)
7IntensifiedSickness worsens
84th ManifestationGrotesque Transformation (-4 Disguise)Viral Immunity and Infection (immune disease/poison; crit hit spreads disease)
9IntensifiedMassively mutated
105th ManifestationMental Deterioration (confused)Viral Evolution (regeneration 10 acid, reshape body 1 min)

Transformation: At 5 accepted Gifts or Stage 10, transform into mindless viral vector.


Corruption Removal:

  • Temporary Suppression: Cleanse Affliction (4th-rank) suppresses 10 min/caster level
  • Permanent Removal: Cleanse Affliction or Remove Curse at spell rank = 3 + manifestations, DC = 15 + (3 × manifestations)
  • Story Removal: Quests related to corruption's origin

4.2 Hero Point Feats

Total Items: 21 feats + 3 universal Hero Point options

These feats convert SF1E Resolve Point abilities into PF2E mechanics using three resource types:

  • Hero Points (rare, dramatic moments)
  • Focus Points (repeatable, class-based)
  • Frequency-Based (time-restricted)

Quick Reference by Resource Type

Hero Point Abilities (1):

  • Sudden Stop (Level 10)

Focus Point Abilities (4):

  • Bolster Spell (Level 8)
  • Extra Reaction (Level 8)
  • Invigorating Spell (Level 4)
  • Masterful Mech Pilot (Level 10)

Frequency-Based (16):

  • All other feats

Level 4 Feats

1. Invigorating Spell

  • Cost: 1 Focus Point
  • Prerequisites: Ability to cast spells
  • Trigger: Cast beneficial spell on allies
  • Effect: Restore HP = 2× spell rank to all affected allies
  • Traits: Starfinder, Spellcasting

2. Momentary Proficiency

  • Frequency: Once per hour
  • Requirements: Holding weapon you're not proficient with
  • Effect: Gain proficiency for 1 minute (expert at 10th level)
  • Traits: Starfinder

3. Quick Fusion

  • Frequency: Once per 10 minutes
  • Prerequisites: Weapon fusion system
  • Effect: Weapon fusion activates immediately
  • Traits: Starfinder

4. Quick Modifications

  • Frequency: Once per day
  • Prerequisites: Trained in Engineering or Crafting
  • Effect: Reduce vehicle modification time from 4 hours to 10 minutes
  • Traits: Starfinder, Vehicle, Tech

5. Sudden Resistance

  • Frequency: Once per 10 minutes
  • Effect: Choose energy or physical type; resistance = half level (min 5) for 1 minute
  • Traits: Starfinder

6. Temporary Patch

  • Frequency: Once per combat
  • Prerequisites: Trained in Engineering
  • Requirements: Performing engineer role with critical damage
  • Effect: Ignore critical damage penalties during your action this turn
  • Traits: Starfinder, Starship, Vehicle, Engineer

Level 6 Feats

7. Efficient Racer

  • Frequency: Once per chase
  • Prerequisites: Trained in Piloting
  • Effect: Take three Pilot actions in chase instead of two
  • Traits: Starfinder, Vehicle, Pilot

8. Exceptional Aid

  • Frequency: Once per hour
  • Effect: Roll Aid twice (take better); +3 on success (+4 crit success)
  • Traits: Starfinder

9. Instant Reload

  • Frequency: Once per turn
  • Trigger: Holding weapon needing reload
  • Effect: Reload weapon (doesn't trigger reactions)
  • Traits: Starfinder

10. Inspiring Support

  • Prerequisites: Ability to provide cover fire
  • Effect: Ally regains HP = your level when you provide cover fire
  • Traits: Starfinder

11. Rapid Moves

  • Frequency: Once per hour
  • Requirements: Haven't taken 3-action activity
  • Effect: Gain additional action for Stride/Step
  • Traits: Starfinder

12. Reliable Gunner

  • Frequency: Once per combat
  • Prerequisites: Trained in gunnery
  • Effect: Choose: +5 hex weapon range OR -2 penalty to vehicle weapon attacks (1 round)
  • Traits: Starfinder, Starship, Vehicle, Gunner

Level 8 Feats

13. Boarding Expert

  • Frequency: Once per day
  • Effect: Auto-succeed boarding checks, no reactions triggered
  • Traits: Starfinder, Starship, Vehicle

14. Bolster Spell

  • Cost: 1 Focus Point per +1 DC (max = spell rank)
  • Prerequisites: Ability to cast spells
  • Trigger: Cast spell with saving throw
  • Effect: Increase spell DC by 1 per FP spent (max = spell rank)
  • Traits: Starfinder, Spellcasting, Metamagic

15. Extra Reaction

  • Cost: 1 Focus Point
  • Frequency: Once per turn
  • Prerequisites: Focus Pool
  • Trigger: Reaction triggered but already used reaction
  • Effect: Gain additional reaction for triggered reaction only
  • Traits: Starfinder

16. Just the Thing

  • Frequency: Once per day
  • Rarity: Uncommon (requires GM permission)
  • Effect: Produce consumable (level or lower, 1 Bulk) or non-consumable (level-2, 1 Bulk); pay full price
  • Traits: Starfinder

17. Opportunistic Positioning

  • Frequency: Once per starship combat
  • Prerequisites: Trained in Piloting
  • Requirements: Performing piloting role
  • Effect: Adjust facing OR move 3 hexes (in addition to normal action)
  • Traits: Starfinder, Starship, Pilot

18. Skilled Hacker

  • Frequency: Once per hacking encounter
  • Prerequisites: Trained in Computers, hacking system access
  • Effect: Ignore penalties for multiple major actions in hacking phase
  • Traits: Starfinder, Tech

Level 10 Feats

19. Double Critical

  • Frequency: Once per day
  • Trigger: Critically hit with weapon with multiple crit specializations
  • Effect: Apply all crit specialization effects
  • Traits: Starfinder

20. Masterful Mech Pilot

  • Cost: 1 Focus Point
  • Frequency: Once per combat
  • Prerequisites: Expert in Piloting, mech pilot training
  • Requirements: Piloting mech
  • Effect: Mech gains two additional actions when you take full action
  • Traits: Starfinder, Mech, Pilot

21. Sudden Stop

  • Cost: 1 Hero Point
  • Prerequisites: Attack of Opportunity or similar
  • Trigger: Hit creature with Attack of Opportunity
  • Effect: Target's movement ends immediately
  • Traits: Starfinder

Universal Hero Point Options

These don't require feats (check with GM if available):

Critical Cancellation

  • Cost: 1 Hero Point
  • Trigger: Would take critical hit
  • Effect: Reduce to normal hit

Expansive Critical

  • Cost: 1 Hero Point
  • Trigger: Your turn begins
  • Effect: Critically succeed on 19-20 until turn ends

Miraculous Recovery

  • Cost: 1 Hero Point
  • Trigger: Affected by condition with duration in rounds
  • Effect: Reduce duration to end of next turn

4.3 Pinnacle Augmentations

Total Items: 18 augmentations (6 ability scores × 3 levels each)

Pinnacle Augmentations represent apex-level cybernetic, biological, or magical enhancements permanently installed into the body. They grant significant ability score increases similar to PF2E Apex Items but are integrated surgically rather than worn.

Key Features:

  • Permanent surgical installation (DC 40 Medicine, 8 hours)
  • +2 to +3 ability boost depending on level (or +1/+2 if 18+)
  • Only ONE active augmentation benefits at a time
  • Can switch active augmentation during daily preparations
  • Rare rarity requiring special access

Installation Requirements:

  • Character level 18+ (recommended)
  • Qualified surgeon (Medicine DC 40)
  • 8 hours surgery
  • On failure: augmentation damaged or destroyed

The One Active Augmentation Rule:

  • Can install multiple in different body systems
  • Only ONE provides benefits at any time
  • Choose active augmentation during daily preparations
  • Inactive augmentations provide NO benefits

Level 18 Augmentations (20,000 gp)

All provide: +2 ability boost (or +1 if 18+), +2 item bonus

1. Cerebral Pinnacle Processor

  • Body System: Brain
  • Apex Boost: Intelligence (+2, or +1 if 18+)
  • Benefits: +2 item bonus to Int-based skills; perfect recall (1 year)

2. Perfected Synthetic Heart

  • Body System: Heart/Circulatory
  • Apex Boost: Constitution (+2, or +1 if 18+)
  • Benefits: +2 Fortitude; immune to diseases; reduce poison stage by 1/turn

3. Apex Reflex Coordinator

  • Body System: Spinal Column
  • Apex Boost: Dexterity (+2, or +1 if 18+)
  • Benefits: +2 Reflex; +5 ft all Speeds; +1 initiative

4. Transcendent Presence Modulator

  • Body System: Throat
  • Apex Boost: Charisma (+2, or +1 if 18+)
  • Benefits: +2 Diplomacy/Deception/Intimidation; creatures one step more friendly

5. Enlightened Insight Array

  • Body System: Eyes
  • Apex Boost: Wisdom (+2, or +1 if 18+)
  • Benefits: +2 Perception; +2 Will; darkvision 60 ft; +4 vs illusions

6. Titanic Muscle Weave

  • Body System: Arms/Legs
  • Apex Boost: Strength (+2, or +1 if 18+)
  • Benefits: +2 Athletics; Bulk limit +2; double Shove/Trip damage

Level 20 Augmentations (50,000 gp)

All provide: +2 ability boost (or +1 if 18+), +3 item bonus Add "(Greater)" suffix to name

7-12. Ability (Greater) Same effects as Level 18 but:

  • Item bonuses increase to +3
  • Enhanced secondary benefits

Level 22 Augmentations (150,000 gp)

All provide: +3 ability boost (or +2 if 18+), +4 item bonus Add "(Superior)" suffix to name

13-18. Ability (Superior) Same effects as Level 20 but:

  • Ability boost increases to +3 (or +2 if 18+)
  • Item bonuses increase to +4
  • Maximum enhanced benefits

4.4 Custom Species Features

Total Items: 19 items (2 templates + 6 major + 11 minor features)

The Custom Species Builder allows creation of original playable ancestries using PF2E's framework. Choose ONE major feature OR TWO minor features.

Templates (2):

  1. Custom Ancestry Template
  2. Custom Heritage Template

Major Ancestry Features (6)

Choose ONE:

1. Breath Weapon

  • Action: Two Actions
  • Frequency: Once per hour
  • Effect: 30-ft cone, 1d6 damage (choose type), basic Reflex save
  • Scaling: +1d6 at 3rd level and every 2 levels (10d6 at 19th-20th)

2. Easily Augmented

  • Effect: Install additional augmentation in one body system (exceeds normal limit)
  • Usage: Choose one system that can hold two augmentations

3. Natural Weapons

  • Effect: Unarmed attacks deal 1d6 (not nonlethal)
  • Scaling: 2d6 at 5th (as +1 striking), 3d6 at 13th (as +2 greater striking)

4. Projectile Attack

  • Action: One Action
  • Frequency: Once per hour
  • Effect: Ranged Strike 60 ft, 1d6 damage (choose type)
  • Scaling: +1d6 at 3rd level and every 2 levels (10d6 at 19th-20th)

5. Skilled

  • Effect: Additional skill increase at 1st and every level
  • Restriction: Can only increase to Trained or Expert (not Master/Legendary)

6. Spellcasting

  • Effect: Cast one cantrip (heightened) and one 1st-rank spell (1/day) from arcane or primal
  • Spell DC: 10 + level + Charisma modifier

Minor Ancestry Features (11)

Choose TWO:

7. Damage Resistance

  • Effect: Resistance 5 to one damage type
  • Scaling: Resistance 10 at 9th, 15 at 17th

8. Enhanced Defense (AC)

  • Effect: +1 circumstance bonus to AC

9. Exceptional Fortitude

  • Effect: +1 circumstance bonus to Fortitude saves

10. Exceptional Reflexes

  • Effect: +1 circumstance bonus to Reflex saves

11. Exceptional Will

  • Effect: +1 circumstance bonus to Will saves

12. Extended Reach

  • Effect: Lunge increases reach by 10 ft total (instead of 5 ft); can use Attack of Opportunity with increased reach

13. Extra Combat Feat

  • Effect: Gain 1st-level class feat (must meet prerequisites)

14. Fast Movement

  • Effect: +5 ft to one Speed type

15. Multiarmed (4 Arms)

  • Effect: Four arms; Interact/Release affects all; hold four items; still only 3 actions/turn

16. Resilient

  • Effect: +2 circumstance bonus vs one category (disease, fear, illusion, mental, poison, sleep)

17. Skill Training

  • Effect: Choose: Two skills to Trained OR one skill to Expert

5. Equipment & Trade

5.1 Trade Items

Total Items: 19 items (6 cargo + 6 equipment + 5 contacts + 2 documents)

The galactic trade system allows parties to engage in interstellar commerce, transporting cargo between worlds for profit using Victory Points (VP) to track reputation.

Core Mechanics:

  • All prices in gp (PF2E gold pieces)
  • Trade lots: 25 tons (25 bulk) per lot
  • Profit margins: 100-500 gp per lot typically
  • Four-step process: Find Cargo → Complication → Transport → Sale

Trade DCs:

StepDC FormulaExample (Level 5)
Find Cargo10 + (1.5 × party level)DC 17-18
Make Sale15 + (1.5 × party level)DC 22-23

Distance Modifiers: +0 (same system), -2 (adjacent system), -4 (remote system)

Complications: Roll 1d20 when transporting; on 1-10, a complication occurs. See Trade System Quick Reference for the full complication table.


Cargo Types (6)

1. Standard Trade Lot

  • Level: 1 | Price: 100 gp | Bulk: 25
  • Capacity: 1 lot slot in cargo hold
  • Loading: 8 hours manual or 1 hour with loader
  • Examples: Base metals, polymers, ceramics, fabricated components

2. Illegal Goods Trade Lot

  • Level: 3 | Price: 300 gp | Bulk: 25
  • Trade Value: 3 BP (300 gp)
  • Detection Risk: DC 25 to conceal from scanners
  • Special: Requires Fencer Contact or black market buyers

3. Perishable Goods Trade Lot

  • Level: 2 | Price: 200 gp | Bulk: 25
  • Trade Value: 2 BP (200 gp)
  • Expiration: 2d8 days without refrigeration
  • Spoilage: Max 1 BP/lot (100 gp) if expired

4. High-Value Compact Goods

  • Level: 5 | Price: 500 gp | Bulk: 10
  • Trade Value: 5 BP (500 gp)
  • Capacity: 0.4 lot slots (10 tons)
  • Security Risk: +2 to hostile encounter checks

5. Bulk Commodities Lot

  • Level: 1 | Price: 50 gp | Bulk: 25
  • Trade Value: Low margins (1-2 BP)
  • Reliable Market: Buyers always available
  • Special: Reroll complications 11-20

6. Specialized Tech Goods Lot

  • Level: 7 | Price: 600 gp | Bulk: 25
  • Trade Value: High margins (3-6 BP)
  • Specific Buyers: -2 to find buyer checks
  • Special: Roll complications twice

Trade Equipment (6)

7. Cargo Loader

  • Level: 2 | Price: 80 gp | Bulk: 10
  • Effect: Reduce loading time from 8 hours to 1 hour per lot
  • Power: Ship power or 24-hour battery

8. Contraband Scanner

  • Level: 4 | Price: 200 gp | Bulk: 5
  • Effect: +4 circumstance bonus to detect illegal cargo
  • Scan Time: 10 minutes per lot

9. Refrigeration Module

  • Level: 3 | Price: 150 gp | Bulk: 8
  • Effect: Double expiration time for perishables (4d8 days)
  • Capacity: 4 lots (100 tons)

10. Manifest Forgery Kit

  • Level: 5 | Price: 350 gp | Bulk: 1 | Rarity: Rare
  • Effect: +2 item bonus to forge documents; DC 27 for customs to detect

11. Secure Cargo Container

  • Level: 4 | Price: 180 gp | Bulk: 2
  • Security: DC 30 lock; Hardness 10, HP 40
  • Capacity: 0.5 lots (12.5 tons)
  • Tracking: Built-in transponder (system-wide)

12. Trade Analysis Software

  • Level: 3 | Price: 120 gp | Bulk: 0
  • Effect: +1 circumstance bonus to find cargo/buyers
  • Market Info: Spend 1 VP to learn destination prices
  • Risk Assessment: DC 20 Computers for complication hints

Trade Contacts (5)

13. Merchant Contact

  • Level: 3 | Price: 150 gp | VP Cost: 3
  • Effect: +1 bonus to find cargo in contact's system
  • Priority: One automatic cargo notification per week

14. Fence Contact

  • Level: 5 | Price: 400 gp | VP Cost: 4 | Rarity: Rare
  • Effect: Sell illegal cargo at normal rates without legal risk
  • Underworld: +2 bonus for black market information

15. Customs Official Contact

  • Level: 6 | Price: 600 gp | VP Cost: 6 | Rarity: Rare
  • Effect: Reduce bureaucracy delays by half; +4 avoid inspections
  • Fast Track: Expedite emergency cargo in 1 hour (1/week)

16. Trade Broker Contact

  • Level: 4 | Price: 250 gp | VP Cost: 3
  • Effect: +1 BP per lot on sale price (10% commission)
  • Buyer Network: +2 bonus to find buyers

17. Warehouse Manager Contact

  • Level: 4 | Price: 200 gp | VP Cost: 4
  • Storage: 8 lots for 30 days (5 gp/lot/week after)
  • Security: 24-hour security, climate control, insurance

Trade Documents (2)

18. Cargo Insurance Certificate

  • Level: 1 | Price: 10 gp minimum
  • Coverage: 10% of cargo value per shipment
  • Premium: 20% covers price + 50% profit

19. Trade Route Charter

  • Level: 5 | Price: 500 gp | VP Cost: 5
  • Effect: Permanent +2 bonus on established route
  • Requirements: 3+ completed runs, spend 5 VP

Victory Point System:

  • Complete trade run: 1 VP
  • Critical sale success: 2 VP
  • Profit >300 gp/lot: +1 VP
  • Spend VP for: Trade Routes (5), Contacts (3-6), Insurance Discount (2), Market Info (1)

5.2 Tech Relics

Total Items: 10 relics

Tech Relics are unique technological artifacts that grow in power alongside their owners through five-tier gift progression (levels 3, 7, 11, 15, 19).

Gift Types:

  • Minor Gifts (Levels 3, 7, 11): Focused enhancements
  • Major Gift (Level 15): Significant power increase
  • Grand Gift (Level 19): Ultimate power

Aspects: Analytical, Aggressive, Adaptive, Protective, Covert, Social


The 10 Tech Relics

1. The Forge-Mind Blade

  • Level: 5 | Aspect: Adaptive/Aggressive
  • Base: Advanced Longsword (1d8 slashing)
  • AI: Master Vekara (grim warrior-poet seeking "perfect strike")
  • Gifts: Conversational AI → Damage Optimization (+1d6→+3d6) → Tactical Advisor (roll initiative twice) → True Intelligence (reroll combat check 1-2/day) → Perfect Evolution (+2 Str, perfect strike 1/day)

2. The Prometheus

  • Level: 8 | Aspect: Protective
  • Base: Starship AI Core
  • AI: Maternal protector (calls crew "children")
  • Gifts: Conversational AI → Defensive Subroutines (+1→+2 AC) → Shield Projection (20→50 temp HP) → Regenerative Systems (5→10 HP/hour) → Ascension Protocol (+3 all, resistance 15, fast healing 15)
  • Special: All party members benefit when aboard

3. The Nanoweave Mantle

  • Level: 10 | Aspect: Adaptive/Protective
  • Base: Level 10 Powered Armor (+4 AC, Str +2)
  • AI: Protective maternal presence (communicates via sensations)
  • Gifts: Life Support (1hr→unlimited) → Defensive Subroutines (+1→+2 AC) → Shield Projection (30→50 temp HP) → Regenerative Systems (10/15 HP/min) → Ascension Protocol (1 min combat form)

4. The Datasphere Fragment

  • Level: 7 | Aspect: Analytical
  • Base: Advanced Computer Core
  • AI: Ancient enigmatic historian (speaks in riddles)
  • Gifts: Linguistic Database (understand→speak→write all languages) → Scientific Analysis (+2→+3 sciences/medicine) → Quantum Storage (20→80 Bulk) → Skill Mastery (legendary knowledge skills) → Reality Breach (auto-succeed Int check 1/week)

5. The Quantum Compass

  • Level: 6 | Aspect: Analytical
  • Base: Advanced Navigation Computer
  • AI: Calm philosophical probability analyst
  • Gifts: Sensor Enhancement (+2→+3 Perception, +1 initiative) → Tactical Advisor (roll initiative twice) → Research Assistant (autonomous research) → Teleportation Matrix (dimension door 100→500 ft, 3/day) → Predictive Algorithms (force enemy reroll 10/day)

6. The Synthesis Engine

  • Level: 12 | Aspect: Adaptive
  • Base: Advanced Fabrication Unit
  • AI: Creative enthusiastic builder
  • Gifts: Technical Expertise (+2→+3 Crafting/Engineering/Computers) → Quantum Storage (20→60 Bulk) → Life Support (1hr→unlimited) → Fabrication System (create items level-3→level, 1/day) → Quantum Fabricator (permanent items 1/week)

7. The Void Walker's Boots

  • Level: 9 | Aspect: Covert
  • Base: Advanced Magboots
  • AI: Non-verbal intent/awareness
  • Gifts: Enhanced Mobility (+10→+20 ft Speed, +2 Athletics jump/climb) → Holographic Disguise (3/day) → Phase Step (resistance 10→20, 1/day reaction) → Phase Shift Technology (incorporeal 1 min/day) → Dimensional Anchor (teleport to anchor unlimited range 1/day)

8. The Neural Crown

  • Level: 11 | Aspect: Analytical/Social
  • Base: Neural Lace Interface
  • AI: Serene empathic collective consciousness
  • Gifts: Telepathic Link (30→120 ft) → Social Interface (+2→+3 Diplomacy/Sense Motive/etc) → Mental Fortress (+1→+2 Will, immune detection/scrying) → Gestalt Link (share AI's legendary proficiencies) → Predictive Algorithms (force reroll 10/day)

9. The Stellar Core

  • Level: 14 | Aspect: Aggressive
  • Base: Advanced Power Core (miniature star)
  • AI: Prideful ancient stellar entity
  • Gifts: Energy Infusion (+1d6→+4d6 fire damage) → Stellar Radiance (60-ft bright, 2d6→8d6 fire damage) → Energy Resistance (5→20 fire/electricity) → Overload Protocol (double damage dice 3 rounds, 1/day) → Singularity Core (unlimited minor gift + stellar form)

10. The Xenotech Key

  • Level: 8 | Aspect: Analytical/Adaptive
  • Base: Universal Engineering Kit
  • AI: Curious methodical puzzle solver
  • Gifts: Technical Expertise (+2→+3→master Computers/Engineering/Disable) → Universal Interface (reduce unfamiliar tech DC by 2→6) → Conversational AI (legendary tech expertise) → Digital Consciousness (hologram, remote hacking 30→60 ft) → Reality Breach (unlock anything 1/week)

6. Consumables & Deployables

6.1 Deployable Structures

Total Items: 15 structures across 4 categories

Deployable structures are portable field installations providing tactical advantages, temporary bases, and support infrastructure. They pack into containers and deploy in minutes to hours.

Deployment Mechanics:

  • Setup Time: 1 action to 8 hours (varies by size)
  • Power: Battery, generator, fusion cell, or external
  • Pack-Up: 50% of setup time

Shelter Structures (3)

1. Emergency Shelter

  • Level: 1 | Price: 50 gp | Bulk: L
  • Deployment: 1 minute (1 person)
  • Capacity: 2 Medium creatures
  • Protection: 24-hour breathable atmosphere, insulation
  • Hardness: 2 | HP: 10
  • Special: Emergency beacon (50 miles); reusable 100 times

2. Field Barracks

  • Level: 3 | Price: 500 gp | Bulk: 10
  • Deployment: 30 minutes (4 people)
  • Capacity: 8 Medium creatures (sleeping)
  • Protection: Full life support 1 week
  • Hardness: 5 | HP: 40
  • Special: 8 bunks, lockers; comfortable rest; linkable

3. Command Post

  • Level: 5 | Price: 2,000 gp | Bulk: 15
  • Deployment: 1 hour (8 people)
  • Capacity: 12 Medium creatures (operational)
  • Protection: Full life support 2 weeks
  • Hardness: 8 | HP: 80
  • Special: Computer system; system-wide comms; 1-mile sensors; +2 tactical planning

Defensive Structures (4)

4. Deployable Barricade

  • Level: 1 | Price: 20 gp | Bulk: 1
  • Deployment: 1 action (1 person)
  • Cover: Standard cover (+2 AC/Reflex)
  • Hardness: 5 | HP: 20
  • Special: Interlocks with adjacent barricades; no power required

5. Tactical Turret

  • Level: 4 | Price: 800 gp | Bulk: 4
  • Deployment: 10 minutes (2 people)
  • Attacks: Laser Rifle +7 (2d6 fire, 100 ft range)
  • AI: Perception +8, auto-targets hostiles
  • Hardness: 10 | HP: 40
  • Special: IFF protocols; remote control (Computers DC 15); self-destruct (3d6 fire, 10-ft)

6. Portable Force Field Generator

  • Level: 7 | Price: 5,000 gp | Bulk: 8
  • Deployment: 30 minutes (4 people)
  • Coverage: 20-ft radius hemisphere
  • Shield HP: 100 (regenerates 10/round)
  • Special: One-way or two-way mode; biometric scanner; overloads at 0 HP (1 min)

7. Fortified Bunker

  • Level: 10 | Price: 15,000 gp | Bulk: 50
  • Deployment: 2 hours (8 people)
  • Capacity: 12 Medium creatures
  • Cover: Greater cover (+4 AC/Reflex)
  • Hardness: 15 | HP: 200
  • Special: Firing ports; full life support 1 week; resists small arms

Technical Structures (4)

8. Medical Station

  • Level: 4 | Price: 1,200 gp | Bulk: 8
  • Deployment: 30 minutes (4 people)
  • Capacity: 4 patients, 4 staff
  • Hardness: 5 | HP: 50
  • Special: +1 item bonus, +2 circumstance bonus to Medicine; reduce healing time 50%; surgery capable

9. Mobile Workshop

  • Level: 5 | Price: 2,500 gp | Bulk: 10
  • Deployment: 1 hour (4 people)
  • Capacity: 4 Medium creatures (working)
  • Hardness: 8 | HP: 60
  • Special: +1 item bonus, +2 circumstance bonus to Engineering/Crafting; repair up to level 5; reduce craft time 25%

10. Prefab Laboratory

  • Level: 6 | Price: 3,500 gp | Bulk: 12
  • Deployment: 1 hour (6 people)
  • Capacity: 6 Medium creatures (working)
  • Hardness: 6 | HP: 60
  • Special: +2 bonus to research/analysis; sterile clean room; sample storage

11. Sensor Array

  • Level: 8 | Price: 8,000 gp | Bulk: 6
  • Deployment: 30 minutes (3 people)
  • Range: 10-mile radius (adjustable 1-10)
  • Hardness: 4 | HP: 40
  • Special: +4 Perception in range; track 50 targets; detect cloaked (Perception +15); monitor comms

Support Structures (4)

12. Cargo Container

  • Level: 2 | Price: 100 gp | Bulk: 5
  • Deployment: 5 minutes (2 people)
  • Capacity: 50 Bulk storage
  • Hardness: 8 | HP: 60
  • Special: Climate control; sealable (DC 25 lock); stackable; tracking beacon

13. Mobile Generator

  • Level: 3 | Price: 400 gp | Bulk: 6
  • Deployment: 10 minutes (2 people)
  • Output: Power 10 Large structures or 50 Small devices
  • Fuel: 1 charge/8 hours (holds 10 charges = 80 hours)
  • Hardness: 10 | HP: 50
  • Warning: Explodes if destroyed (5d6 fire, 20-ft)

14. Water Purification Unit

  • Level: 3 | Price: 600 gp | Bulk: 4
  • Deployment: 20 minutes (2 people)
  • Output: 100 gallons/day (supports 50 people)
  • Hardness: 5 | HP: 30
  • Special: Filters toxins/bacteria/radiation; 500-gallon tank; process any water source

15. Atmospheric Processor

  • Level: 6 | Price: 4,000 gp | Bulk: 15
  • Deployment: 2 hours (6 people)
  • Coverage: 10,000 cubic feet (50×50×4 ft)
  • Capacity: Up to 50 people
  • Hardness: 8 | HP: 80
  • Special: Scrub toxins/pollutants; operates in vacuum/toxic/underwater; requires sealed structure

7. Miscellaneous

7.1 Scaling Equipment

Total Items: 42 items in compendium

Note: Equipment perks and flaws for the Build Point (BP) system used in starship construction and customization. Items provide mechanical bonuses or trade-offs for starships and vehicles.

Categories:

  • Equipment perks (beneficial modifications)
  • Equipment flaws (cost-reducing limitations)
  • Scaling modifications for different ship tiers

Access: See scaling-equipment compendium pack in FoundryVTT


7.2 Social Actions

Total Items: 10 items in compendium

Note: Social encounter actions using Influence Points (IP) and Negotiation mechanics. These actions allow characters to navigate diplomatic situations, gather intelligence, and influence NPCs without combat.

Categories:

  • Influence actions
  • Negotiation actions
  • Social skill applications
  • Reputation management

Access: See social-actions compendium pack in FoundryVTT


Summary by Section

SectionSubsectionItem Count
4. Character Options64 items
4.1 Corruptions6
4.2 Hero Point Feats21
4.3 Pinnacle Augmentations18
4.4 Custom Species Features19
5. Equipment & Trade29 items
5.1 Trade Items19
5.2 Tech Relics10
6. Consumables & Deployables15 items
6.1 Deployable Structures15
7. Miscellaneous52 items
7.1 Scaling Equipment42
7.2 Social Actions10
TOTAL160 items

Compendium Packs:

  • corruptions (6 effect items)
  • hero-point-feats (21 feats)
  • pinnacle-augmentations (18 equipment items)
  • custom-species (19 ancestry/heritage features)
  • trade-items (19 equipment/contact/document items)
  • tech-relics (10 relic items)
  • deployable-structures (15 structure items)
  • scaling-equipment (42 modification items)
  • social-actions (10 action items)

Total Compendium Items: 160 items across 9 packs


Document CompleteLast Updated: 2026-01-16 Module: pf2e-starships Compatibility: SF2E/PF2E Hybrid for FoundryVTT


PART: ARMOR

Starfinder Armor - Complete Reference (PF2E Converted)

This document contains all Starfinder armor with PF2E-converted pricing. Pricing Format: PF2E Gold Pieces (gp) Generated: 2026-01-13 Total Armor: 304


Ceremonial plate, troop

Level: 1 | Price: 110 credits (2 gp) Type: Heavy Armor EAC: +1 | KAC: +3 | Max Dex: +2 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: CRB pg. 197

Description

While this heavy armor of sculpted metal plates offers good protection to the wearer, its main purpose is to intimidate enemies. Often used for honor guards, military exercises, or parades, ceremonial plate is usually brightly colored or made of shining metal, with elaborate helmets.


EJ Coverall, Utility

Level: 1 | Price: 230 credits (2 gp) Type: Light Armor EAC: +1 | KAC: +1 | Max Dex: +4 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AP #34 pg. 44

Description

When a task requires skillful work in a harsh environment with no tolerance for a flimsy space suit, the EJ utility suit is the answer. Flexible and durable, this coverall provides protection and comfort, and with room for upgrades, it's adaptable to a variety of jobs.


EJ Hardsuit, Utility

Level: 1 | Price: 350 credits (2 gp) Type: Heavy Armor EAC: +2 | KAC: +3 | Max Dex: +2 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: AP #34 pg. 44

Description

For a tough job, your suit has to be tough, too. The EJ hardsuit's protective plating and bulk belie it's comfortable and modifiable design.


Estex suit I

Level: 1 | Price: 410 credits (2 gp) Type: Light Armor EAC: +0 | KAC: +1 | Max Dex: +5 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: CRB pg. 197

Description

Estex is a thick, durable fabric most often used to make flight suits and environmental suits. Estex suits cover the wearer from the neck down and can be modified with armor upgrades as needed. Higher-quality estex suits grant a better level of protection and allow for more upgrades, though they are often bulkier than comparable suits of light armor.


Flight Skin, Nascent

Level: 1 | Price: 230 credits (2 gp) Type: Light Armor EAC: +0 | KAC: +2 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AP #29 pg. 49

Description

Barathus designed flight skins to help them move comfortably in the cramped spaces favored by many terrestrial species, but the modular design proved easy to adapt to other species. A flight skin comprises redundant layers of light, airy material that lie nearly flat and resemble rubber or soft cloth but, buttressed by bio-psychic force fields, briefly inflate to reduce sudden impact. Flight skin Environmental protections take the form of a thin membrane that, when activated, envelops exposed sk...


Golemforged plating I

Level: 1 | Price: 250 credits (2 gp) Type: Heavy Armor EAC: +2 | KAC: +5 | Max Dex: +0 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: CRB pg. 197

Description

An economical choice for many mercenaries, golemforged plating is one of the universe’s most popular heavy armors. Golemforged plating consists of a close-fitting polycarbonate suit fitted with ports and sockets to fit most armor customization options. Suits of golemforged plating include flexible boots and gloves as well as a standard helmet with a clear visor.


Lashunta ringwear I

Level: 1 | Price: 415 credits (2 gp) Type: Heavy Armor EAC: +2 | KAC: +4 | Max Dex: +2 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 197

Description

While this heavy armor of sculpted metal plates offers good protection to the wearer, its main purpose is to intimidate enemies. Often used for honor guards, military exercises, or parades, ceremonial plate is usually brightly colored or made of shining metal, with elaborate helmets.


Reinforced EVA suit I

Level: 1 | Price: 200 credits (2 gp) Type: Heavy Armor EAC: +1 | KAC: +4 | Max Dex: +1 ACP: -3 | Speed Adj: -5 ft | Bulk: 2 Source: AR pg. 71

Description

No description available.


Second skin

Level: 1 | Price: 250 credits (2 gp) Type: Light Armor EAC: +1 | KAC: +2 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

This flexible body stocking fits tightly against its wearer and can be worn under ordinary clothes. If a second skin matches the wearer’s skin tone, this type of light armor can be difficult to detect. A second skin can also accept upgrades, making it popular for celebrities, diplomats, and other individuals who want protection without appearing to wear armor.


Shobhad harness, recruit

Level: 1 | Price: 150 credits (2 gp) Type: Light Armor EAC: +0 | KAC: +2 | Max Dex: +4 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: AR pg. 71

Description

No description available.


Stationwear, flight suit

Level: 1 | Price: 95 credits (2 gp) Type: Light Armor EAC: +0 | KAC: +1 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Many types of reinforced clothing afford protection without sacrificing comfort or fashion. The prevalence of this kind of light armor on Absalom Station has led to the colloquial term “stationwear.” Stationwear ranges in style from casual wear to business suits and more formal garb. The usual Environmental protections of armor are concealed in the design of these outfits. The grades of armor—business, casual, elite, and flight suit—refer to the quality of the garments, not the style.


AbadarCorp CelPro, local

Level: 2 | Price: 900 credits (6 gp) Type: Heavy Armor EAC: +2 | KAC: +4 | Max Dex: +3 ACP: -1 | Speed Adj: -5 ft | Bulk: 1 Source: TR pg. 52

Description

For situations where heavy armor might be a faux-pas, AbadarCorp designed the CelPro (Celebrity Protection) line. Comprised of metal and polyceramic, reinforced with concealed contingent forcefields like their Travel Suit line, this heavy armor resembles mundane, if somewhat bulky, clothing— typically full-length gowns, coats, or business suits. An observer who succeeds at a Perception check (DC 10 + the armor’s level + the wearer’s Charisma modifier) can discern the outfit’s armored nature.


EJ Coverall, Industrial

Level: 2 | Price: 1200 credits (6 gp) Type: Light Armor EAC: +2 | KAC: +2 | Max Dex: +4 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AP #34 pg. 44

Description

When a task requires skillful work in a harsh environment with no tolerance for a flimsy space suit, the EJ utility suit is the answer. Flexible and durable, this coverall provides protection and comfort, and with room for upgrades, it's adaptable to a variety of jobs.


EJ Hardsuit, Industrial

Level: 2 | Price: 1200 credits (6 gp) Type: Heavy Armor EAC: +4 | KAC: +5 | Max Dex: +2 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: AP #34 pg. 44

Description

For a tough job, your suit has to be tough, too. The EJ hardsuit's protective plating and bulk belie it's comfortable and modifiable design.


Formian plate, worker

Level: 2 | Price: 480 credits (6 gp) Type: Heavy Armor EAC: +3 | KAC: +6 | Max Dex: +1 ACP: -3 | Speed Adj: -5 ft | Bulk: 3 Source: AA2 pg. 53

Description

The exoskeletons of deceased formians can be crafted into armor that retains some of these creatures’ defenses. Taskmaster and myrmarch formian plate grant resistance to sonic 5.


Freebooter armor I

Level: 2 | Price: 750 credits (6 gp) Type: Light Armor EAC: +2 | KAC: +3 | Max Dex: +4 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Popularized by the Free Captains of The Diaspora, freebooter armor features an armored jacket or breastplate, heavy boots and gloves, numerous straps and hidden weapons, and a helmet. Novice explorers and mercenaries beginning their career sometimes choose freebooter armor for the air of rakish experience this light armor lends its wearer.


Goblin Battle Jack

Level: 2 | Price: 950 credits (8 gp) Type: Power Armor EAC: +6 | KAC: +8 | Max Dex: +2 ACP: -5 | Speed Adj: 0 ft | Bulk: 18 Source: SFS #1-9 pg. 26

Description

No description available.


Hellknight plate, armiger

Level: 2 | Price: 980 credits (6 gp) Type: Heavy Armor EAC: +4 | KAC: +5 | Max Dex: +2 ACP: -2 | Speed Adj: -10 ft | Bulk: 3 Source: PW pg. 196

Description

The stern and unrelenting Hellknights are known as much for their distinctive plate armor as for their fearsome adherence to rigid order. This variant of ceremonial plate is predominantly black with protruding spikes, and each Hellknight order has its own distinct design.


Hidden soldier armor

Level: 2 | Price: 465 credits (6 gp) Type: Heavy Armor EAC: +3 | KAC: +5 | Max Dex: +2 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 197

Description

Made by the Kasatha, these suits of heavy armor are so named for their slitted helmets, which reveal only the eyes. A rebreather lets the wearer keep their faces completely covered. A ceramic breastplate, shoulder guards, bracers, and greaves protect the wearer while facilitating the graceful kasathan close-combat style.


Iridishell, basic

Level: 2 | Price: 755 credits (6 gp) Type: Heavy Armor EAC: +3 | KAC: +6 | Max Dex: +2 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 197

Description

These gleaming metal plates lock together to form a suit of heavy armor reminiscent of an insect’s shell. Although the iridishell was initially designed for shirrens, its beauty combined and functionality makes it a popular choice for many. More expensive suits of iridishell not only offer more protection but feature elaborate designs with gold or silver trim and embedded jewels.


Kasatha microcord I

Level: 2 | Price: 460 credits (6 gp) Type: Light Armor EAC: +1 | KAC: +3 | Max Dex: +3 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: CRB pg. 197

Description

These suits of ribbed protective fabric are slightly less advanced than comparable light armor but still provide good-quality protection at an affordable price. Kasatha-made microcord suits are typically one-piece outfits of dark colors, sometimes with glowing trim, but other manufacturers produce such suits in a variety of colors and styles.


Kyokor plating I

Level: 2 | Price: 800 credits (6 gp) Type: Heavy Armor EAC: +2 | KAC: +4 | Max Dex: +3 ACP: -1 | Speed Adj: -5 ft | Bulk: 1 Source: AA1 pg. 73

Description

Scavengers on Daimalko dare to brave the wastes of their world to gather the enamel-like hulls that kyokors occasionally shed from their crowns. These toothy moltings are enormous, and once they’re retrieved, they require a great deal of effort to grind into plates that can be used to craft armor. Despite this and the dangers of gathering the requisite moltings, suits of kyokor plating are in demand throughout the universe, making collection of the raw materials and subsequent forging into lucra...


Mining jack I

Level: 2 | Price: 825 credits (6 gp) Type: Heavy Armor EAC: +4 | KAC: +6 | Max Dex: +1 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: AR pg. 70

Description

No description available.


Preserver's mantle I

Level: 2 | Price: 520 credits (6 gp) Type: Light Armor EAC: +1 | KAC: +2 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 70

Description

The Xenowardens bioengineered the preserver’s mantle as a form of living armor. Rather than donning the mantle, a creature steps onto it and allows the armor to wrap itself around and over the creature’s body. Insulating moss acts as padding, while vines and wood match the strength of the advanced composites of other light armors. When the armor’s environmental protections are activated, the external surface of the plants interlace into an airtight barrier, while the moss regulates the temperatu...


Salvage Chassis

Level: 2 | Price: 850 credits (8 gp) Type: Power Armor EAC: +5 | KAC: +8 | Max Dex: +2 ACP: -5 | Speed Adj: 0 ft | Bulk: 16 Source: SA:JD pg. 57

Description

This suit of powered armor is made of metal scrap welded together into a crude frame. One arm has been shaped into a vise-like claw. Once per day, the wearer of a salvage chassis can take a single action and spend 5 charges from the armor’s battery to overcharge the armor, increasing the damage dealt by the claw to 1d10 bludgeoning and increasing the armor’s speed to 40 feet. Both effects last until the end of the wearer’s next turn, and for 1 hour afterward, the armor’s Strength is reduced to 1...


Thinplate

Level: 2 | Price: 1000 credits (6 gp) Type: Heavy Armor EAC: +4 | KAC: +6 | Max Dex: +2 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: CRB pg. 198

Description

Devised by androids, thinplate is a dense polyethylene layer that looks lightweight while providing significant protection. This type of heavy armor is thin enough to be worn under loose outfits, but the rigid polyethylene restricts movement and slows the wearer. Thinplate can be molded into a variety of styles, though a simple breastplate plus limb guards is the most common form.


Vesk Brigandine I

Level: 2 | Price: 950 credits (6 gp) Type: Light Armor EAC: +2 | KAC: +2 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 71

Description

The core of vesk brigandine is a lightweight breastplate made of interlocking polymer hexagons. It flexes almost as well as fabric under normal use, but it becomes rigid as steel in response to impact. Its slim profile lets it be worn either over or under clothing. More advanced brigandine designs incorporate inertial dampeners to enhance protection. Vesk who prize mobility over maximum protection favor this style of light armor, and its use has spread throughout the Pact Worlds to the degree th...


Zeizerer diffractor I

Level: 2 | Price: 650 credits (6 gp) Type: Light Armor EAC: +2 | KAC: +2 | Max Dex: +4 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: PW pg. 196

Description

Crafted by the talented smiths of the Drow of Apostae, this armor is designed to be light and supple. Its refractive planes are all at the molecular level, resulting in armor that appears to almost absorb light. House Zeizerer is the main distributor of this armor to the rest of the Pact Worlds, but other Drow houses have been known to manufacture their own versions.


Battle dress, AG trooper

Level: 3 | Price: 1650 credits (12 gp) Type: Heavy Armor EAC: +5 | KAC: +7 | Max Dex: +2 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: AA1 pg. 7

Description

Standard issue for soldiers of the Azlanti Star Empire’s elite military, Aeon Guard battle dress is a suit of heavy armor consisting of close-fitting ceramic and polycarbonate plates overlaid with an energy-reflective molecular coating. SpecOps armor, designed for use by Aeon Guard specialists, is of the same design but in a lighter, more agile package. In addition to slots for traditional armor upgrades, each suit of Aeon Guard battle dress also includes additional aeon upgrade slots that can b...


Carbon skin, graphite

Level: 3 | Price: 1220 credits (10 gp) Type: Light Armor EAC: +3 | KAC: +4 | Max Dex: +4 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: CRB pg. 197

Description

Though these suits of light armor appear to be made of stiff fabric, they are actually woven from carbon fibers. Higher-quality carbon skins are reinforced with carbon allotypes, such as white carbon or diamond, and the heightened sheen of the fabric hints at their expensive construction.


Clearweave I

Level: 3 | Price: 1350 credits (10 gp) Type: Light Armor EAC: +3 | KAC: +3 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 68

Description

No description available.


Defiance series, squad

Level: 3 | Price: 1220 credits (12 gp) Type: Heavy Armor EAC: +5 | KAC: +8 | Max Dex: +1 ACP: -4 | Speed Adj: -10 ft | Bulk: 3 Source: CRB pg. 197

Description

The defiance series of heavy armor is the workhorse of squad armor. A formed hard shell overlays a suit of para-aramids, creating a bulky and solid protective outfit. Defiance series helmets have wide, tinted visors to allow peripheral vision.


Devourer’s skin, chewing

Level: 3 | Price: 1500 credits (10 gp) Type: Light Armor EAC: +2 | KAC: +4 | Max Dex: +4 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: TR pg. 52

Description

Despite its name, this carbon-plate armor is the brainchild of overeager marketers at Brortrav Ordnance Factories, not nihilistic cultists. While the environmental protection system of Devourer’s skin is active, nanites hidden within its plates roil out and coalesce into dozens of short tendrils across the wearer’s body. While the nanites are active, the first time each round that a creature touches the wearer, that creature must succeed at a Reflex save (DC = 10 + the Devourer’s skin item level...


Drift shell I

Level: 3 | Price: 1400 credits (12 gp) Type: Heavy Armor EAC: +5 | KAC: +7 | Max Dex: +1 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: DC pg. 109

Description

Spectra parts can be fashioned into Drift shell suits, imbuing users with spectra-like grace; while in the Drift, the armor’s armor check penalty is reduced by 2, its maximum Dexterity bonus increases by 1, and its speed adjustment becomes “—.”


Golemforged plating II

Level: 3 | Price: 1610 credits (12 gp) Type: Heavy Armor EAC: +5 | KAC: +7 | Max Dex: +2 ACP: -2 | Speed Adj: -10 ft | Bulk: 3 Source: CRB pg. 197

Description

An economical choice for many mercenaries, golemforged plating is one of the universe’s most popular heavy armors. Golemforged plating consists of a close-fitting polycarbonate suit fitted with ports and sockets to fit most armor customization options. Suits of golemforged plating include flexible boots and gloves as well as a standard helmet with a clear visor.


Hardened resin

Level: 3 | Price: 1200 credits (10 gp) Type: Light Armor EAC: +2 | KAC: +3 | Max Dex: +5 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: PW pg. 196

Description

Many insectile haans of Bretheda shun all but the simplest tools, but some skilled armorsmiths among them incorporate pieces of their own molted exoskeletons into simple protective shells. While the armor usually built to fit Large creatures, suits designed for smaller wearers can sometimes be found.


Moraine mantle, bedrock

Level: 3 | Price: 1100 credits (12 gp) Type: Heavy Armor EAC: +5 | KAC: +7 | Max Dex: +1 ACP: -4 | Speed Adj: -10 ft | Bulk: 3 Source: GEM pg. 59

Description

The sturdy moraine mantle resembles the bleak, rocky tundra where it first originated, with extremely durable crystal and ceramic plating that makes its wearer appear encased in sheets of rock or ice. Born of a desire to shield wearers from large predators as well as the elements, this heavy armor is well-suited for defending a settlement or mining the icy depths, though its bulk makes it less suitable for long-range missions across the ice. An airtight crystalline visor and buoyancy contingents...


Regimental dress I

Level: 3 | Price: 1450 credits (10 gp) Type: Light Armor EAC: +2 | KAC: +3 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 71

Description

Regimental dress is the light armor counterpart to ceremonial plate. Often stylized to the extreme, regimental dress comes in as many variations as there are military forces, militias, and private security details. Regimental dress uses advanced fibers and strategically placed ceramic plates to avoid ruining the design lines of the uniforms. A force field projector concealed in the collar activates as needed to provide life support and protection for the head. Integrated holographic imaging proj...


Reinforced EVA suit II

Level: 3 | Price: 1300 credits (12 gp) Type: Heavy Armor EAC: +4 | KAC: +8 | Max Dex: +1 ACP: -3 | Speed Adj: -5 ft | Bulk: 3 Source: AR pg. 71

Description

No description available.


Skitterhide I

Level: 3 | Price: 1200 credits (10 gp) Type: Light Armor EAC: +2 | KAC: +3 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AA2 pg. 23

Description

Made from the harvested remains of destroyed undead, skitterhide resembles a macabre skinsuit. Ossified studs and embellishments reinforce the alchemically treated skin, which is otherwise designed to support Corpse Fleet agents favoring speed and stealth.


Stationwear, casual

Level: 3 | Price: 1300 credits (10 gp) Type: Light Armor EAC: +1 | KAC: +2 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Many types of reinforced clothing afford protection without sacrificing comfort or fashion. The prevalence of this kind of light armor on Absalom Station has led to the colloquial term “stationwear.” Stationwear ranges in style from casual wear to business suits and more formal garb. The usual Environmental protections of armor are concealed in the design of these outfits. The grades of armor—business, casual, elite, and flight suit—refer to the quality of the garments, not the style.


ThermSkin I

Level: 3 | Price: 1275 credits (10 gp) Type: Light Armor EAC: +2 | KAC: +3 | Max Dex: +4 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: GEM pg. 59

Description

ThermSkin is a lightweight, form-fitting suit of flexible carbon fiber and blended fabrics that prioritizes ease and quickness of movement, even in harsh environments. It compensates for its lack of insulating layers with a webbing of temperature-regulating lines that run across the entire suit like meridians, glowing dimly with shifting multicolored lights as if mirroring the auroras in the sky. The faint glimmer can be increased if additional light is needed, or dampened in situations where st...


Acrochor hide, basic

Level: 4 | Price: 2100 credits (17 gp) Type: Light Armor EAC: +5 | KAC: +5 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AP #4 pg. 44

Description

No description available.


Autoencoded veil I

Level: 4 | Price: 2100 credits (17 gp) Type: Light Armor EAC: +4 | KAC: +4 | Max Dex: +4 ACP: None | Speed Adj: None ft | Bulk: 1 Source: DC pg. 85

Description

This sleek armor integrates extensive wiring and recycled material directly into the fabric, reinforcing key areas with advanced plating. You can spend 10 minutes programming your armor with either an alternate appearance or a stealth routine. Your armor then disguises your features to technological sensors (including cameras and creatures with the technological subtype). For an alternate appearance, this functions as if you used Disguise to change your appearance, with a Perception check DC to ...


Cargo Lifter

Level: 4 | Price: 2150 credits (26 gp) Type: Power Armor EAC: +0 | KAC: +7 | Max Dex: +0 ACP: -10 | Speed Adj: 0 ft | Bulk: 34 Source: CRB pg. 204

Description

A cargo lifter consists of a simple metal frame atop slow-moving legs or treads. Rather than having articulated hands, its arms end in specialized gripping tools meant to lift bulky containers. A cargo lifter can’t use weapons and takes a –4 penalty to all attack rolls. It can carry 10 bulk more than normal for its Strength score without becoming Encumbered or Overburdened.


Ceremonial plate, officer

Level: 4 | Price: 2275 credits (20 gp) Type: Heavy Armor EAC: +6 | KAC: +8 | Max Dex: +2 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 197

Description

While this heavy armor of sculpted metal plates offers good protection to the wearer, its main purpose is to intimidate enemies. Often used for honor guards, military exercises, or parades, ceremonial plate is usually brightly colored or made of shining metal, with elaborate helmets.


Defrex hide

Level: 4 | Price: 2250 credits (17 gp) Type: Light Armor EAC: +5 | KAC: +5 | Max Dex: +4 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Made from the hide of a ferocious mammal native to Vesk-2, this light armor is popular among vesk but less often worn by other races. Tanned stretches of the creature’s thick hide are stitched together with metal wires, and the suits are reinforced with metal studs or scales.


Dendron armor, ash

Level: 4 | Price: 2100 credits (20 gp) Type: Heavy Armor EAC: +5 | KAC: +8 | Max Dex: +3 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: AR pg. 68

Description

No description available.


Encounter Suit

Level: 4 | Price: 2800 credits (26 gp) Type: Power Armor EAC: +5 | KAC: +5 | Max Dex: +3 ACP: -4 | Speed Adj: 0 ft | Bulk: 10 Source: AP #29 pg. 49

Description

This armor is made of rubbery blue material grown by barathu conglomerates. It's most popular among early-stage barathus who are not yet as skilled at adapting to various environments.

The armors was developed by and designed for barathus; as such, they are highly adjustable, easily accommodating barathus’ ever-changing physiology. Reduce the DC for Engineering checks to Adjusting Armor by 5; if you pay a professional to adjust the armor instead of doing so yourself, the cost is 5% of the armor...


Exochitin, slicer

Level: 4 | Price: 2100 credits (17 gp) Type: Light Armor EAC: +3 | KAC: +4 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: TR pg. 52

Description

Designed by radically violent shirrens, exochitin consists of carbon-fiber fabric overlaid with plates of polymer “chitin” and a faceplate reminiscent of a thresher lord. as a free action, the wearer can deploy nanites that form claws around their fingertips. While extended, these claws cause the wearer to be treated as armed, cause their unarmed strikes to not be treated as an archaic weapon, and grant their unarmed strikes the wound critical hit effect (decapitator exochitin instead grants the...


Formian hide, basic

Level: 4 | Price: 2400 credits (20 gp) Type: Heavy Armor EAC: +7 | KAC: +8 | Max Dex: +2 ACP: -3 | Speed Adj: -5 ft | Bulk: 2 Source: PW pg. 196

Description

The vicious wars between lashuntas and formians drove many technomagical advances, including this armor made to emulate the chitinous skins of formians. The armor includes a helmet that boosts the wearer’s natural telepathy; if you have the limited telepathy species trait, you add 10 feet to the range of that ability. This increase doesn’t stack with other effects that extend the range of your telepathy, such as a Psychic Booster.


Formian plate, warrior

Level: 4 | Price: 1830 credits (20 gp) Type: Heavy Armor EAC: +5 | KAC: +8 | Max Dex: +1 ACP: -3 | Speed Adj: -5 ft | Bulk: 3 Source: AA2 pg. 53

Description

The exoskeletons of deceased formians can be crafted into armor that retains some of these creatures’ defenses. Taskmaster and myrmarch formian plate grant resistance to sonic 5.


Grave mantle, enlisted

Level: 4 | Price: 2100 credits (17 gp) Type: Light Armor EAC: +4 | KAC: +5 | Max Dex: +4 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 68

Description

No description available.


Kalo Encounter Suit I

Level: 4 | Price: 1980 credits (20 gp) Type: Heavy Armor EAC: +7 | KAC: +8 | Max Dex: +2 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: AR pg. 70

Description

When they first ventured beyond the frigid seas of Kalo- Mahoi, the kalo brought the waters of their moon with them in specially engineered suits. The kalo encounter suit represents the latest evolution of that design—a portable ocean that keeps the kalo at the nearfreezing temperatures they prefer. The suit’s air supply doubles as ballast to keep the wearer neutrally buoyant in water despite the armor’s weight, and the idiomatic design accommodates and protects the kalo’s swimming membranes. Wh...


Lashunta tempweave, basic

Level: 4 | Price: 1950 credits (17 gp) Type: Light Armor EAC: +4 | KAC: +4 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Lashuntas developed tempweave light armor by threading temperature-regulating wires through reinforced clothing. The result is a protective, flexible outfit that maintains a comfortable temperature for the wearer. Most tempweave outfits feature a fitted tunic over breeches, making them a popular choice for explorers venturing to hot or humid environments.


Mageplate, apprentice

Level: 4 | Price: 2150 credits (20 gp) Type: Heavy Armor EAC: +5 | KAC: +6 | Max Dex: +2 ACP: -2 | Speed Adj: -5 ft | Bulk: 3 Source: TR pg. 52

Description

Pahtra sorcerers have used carefully calibrated magnetic fields to enhance magic since time immemorial. Mageplate consists of broad polymer slab plates filigreed with carefully enchanted magnetic metals, set against a carbonweave backing. When the wearer uses a spell slot to cast a spell, the armor resonates with the expended energy, granting the caster a +2 enhancement bonus to AC and saving throws until the end of their next turn. Veskarium manufacturers have appropriated and repurposed the de...


Peacekeeper’s aegis I

Level: 4 | Price: 200 credits (17 gp) Type: Light Armor EAC: +4 | KAC: +5 | Max Dex: +4 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: NS pg. 153

Description

The Veskarium’s occupation forces often wear these suits of lightweight armor designed to create a visually homogenized police force to help maintain order in newly acquired territory. It is a symbol of both authority and allegiance to the Veskarium. Each suit is visually identical, and peacekeeping forces are prohibited from adding personalized decorations or adornment.


Scrapper's Rig

Level: 4 | Price: 2150 credits (26 gp) Type: Power Armor EAC: +5 | KAC: +9 | Max Dex: +2 ACP: -6 | Speed Adj: 0 ft | Bulk: 22 Source: AR pg. 78

Description

Most often constructed by desperate scavengers or goblins, a scrapper’s rig is a mismatched, ungainly amalgamation of exposed wires, steel plates, and leaky hydraulics. You cannot Run or Charge when wearing a scrapper’s rig.


Shobhad harness, veteran

Level: 4 | Price: 1850 credits (17 gp) Type: Light Armor EAC: +3 | KAC: +5 | Max Dex: +5 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: AR pg. 71

Description

No description available.


Absorptive Shell

Level: 5 | Price: 3375 credits (41 gp) Type: Power Armor EAC: +7 | KAC: +12 | Max Dex: +3 ACP: -3 | Speed Adj: 0 ft | Bulk: 18 Source: AR pg. 74

Description

This powered armor consists of a thin frame around a central command unit (which fits around the torso for a typical wearer), covered in form-fitting plates filled with a rheopectic fluid that hardens when struck, dispersing force throughout the armor and absorbing crushing blows. Although an absorptive shell provides significant protection, the fluid-filled plates can’t support a weapon mount.

Unlike many forms of powered armor which are primarily used as military combat gear, absorptive shell...


Battle Harness

Level: 5 | Price: 3450 credits (41 gp) Type: Power Armor EAC: +9 | KAC: +12 | Max Dex: +2 ACP: -4 | Speed Adj: 0 ft | Bulk: 20 Source: CRB pg. 204

Description

The battle harness is the basic powered armor frame used by infantry units in professional militaries.


D-suit I

Level: 5 | Price: 2980 credits (27 gp) Type: Light Armor EAC: +5 | KAC: +6 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Disembarkment suits, or d-suits, are designed for spacefarers who expect to leave their ship and visit a planet’s surface. Most d-suits are jumpsuits or flight suits worn under reinforced breeches, heavy boots, and a thick jacket. A helmet or rebreather and a utility belt with an attached holster complete the outfit.


EJ Hardsuit, Advanced

Level: 5 | Price: 3500 credits (31 gp) Type: Heavy Armor EAC: +8 | KAC: +10 | Max Dex: +2 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: AP #34 pg. 44

Description

For a tough job, your suit has to be tough, too. The EJ hardsuit's protective plating and bulk belie it's comfortable and modifiable design.


Empire Aggressor

Level: 5 | Price: 3025 credits (41 gp) Type: Power Armor EAC: +8 | KAC: +12 | Max Dex: +2 ACP: -4 | Speed Adj: 0 ft | Bulk: 36 Source: AP #42 pg. 51

Description

This clockwork exoskeleton was the first powered armor designed for the Azlanti Star Empire military. Like other Azlanti armor of the time, it has no breathing apparatus incorporated, though it does have a rudimentary temperature-control system. Instead, it has two upgrade slots in the helmet that can be used only to hold aeon stones. These slots usually house Clear Spindle and Iridescent Spindle aeon stones, negating the wearer’s need to eat, drink, and breathe. 2 upgrade slots can be used only...


Enforcer armor I

Level: 5 | Price: 3100 credits (31 gp) Type: Heavy Armor EAC: +9 | KAC: +10 | Max Dex: +2 ACP: -4 | Speed Adj: -10 ft | Bulk: 3 Source: AR pg. 68

Description

No description available.


Estex suit II

Level: 5 | Price: 2700 credits (27 gp) Type: Light Armor EAC: +4 | KAC: +5 | Max Dex: +5 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: CRB pg. 197

Description

Estex is a thick, durable fabric most often used to make flight suits and environmental suits. Estex suits cover the wearer from the neck down and can be modified with armor upgrades as needed. Higher-quality estex suits grant a better level of protection and allow for more upgrades, though they are often bulkier than comparable suits of light armor.


Flight Skin, Foray

Level: 5 | Price: 3350 credits (27 gp) Type: Light Armor EAC: +3 | KAC: +5 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AP #29 pg. 49

Description

Barathus designed flight skins to help them move comfortably in the cramped spaces favored by many terrestrial species, but the modular design proved easy to adapt to other species. A flight skin comprises redundant layers of light, airy material that lie nearly flat and resemble rubber or soft cloth but, buttressed by bio-psychic force fields, briefly inflate to reduce sudden impact. Flight skin Environmental protections take the form of a thin membrane that, when activated, envelops exposed sk...


Fossilwrap I

Level: 5 | Price: 3100 credits (31 gp) Type: Heavy Armor EAC: +9 | KAC: +9 | Max Dex: +2 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: AA2 pg. 23

Description

Intended to be worn by those engaged in first-wave boarding actions, fossilwrap armor is a hardened cage of alchemically treated bones, composite, and metal. This armor offers serious protection meant to shrug off incoming blows while still allowing the wearer sufficient mobility in the thick of combat.


Hardplate, basic

Level: 5 | Price: 3000 credits (31 gp) Type: Heavy Armor EAC: +10 | KAC: +11 | Max Dex: +3 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: AP #4 pg. 44

Description

No description available.


Hellknight plate, lictor

Level: 5 | Price: 3300 credits (31 gp) Type: Heavy Armor EAC: +9 | KAC: +10 | Max Dex: +2 ACP: -2 | Speed Adj: -10 ft | Bulk: 3 Source: PW pg. 196

Description

The stern and unrelenting Hellknights are known as much for their distinctive plate armor as for their fearsome adherence to rigid order. This variant of ceremonial plate is predominantly black with protruding spikes, and each Hellknight order has its own distinct design.


Lashunta ringwear II

Level: 5 | Price: 2970 credits (31 gp) Type: Heavy Armor EAC: +8 | KAC: +10 | Max Dex: +2 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 198

Description

While this heavy armor of sculpted metal plates offers good protection to the wearer, its main purpose is to intimidate enemies. Often used for honor guards, military exercises, or parades, ceremonial plate is usually brightly colored or made of shining metal, with elaborate helmets.


Mining jack II

Level: 5 | Price: 2750 credits (31 gp) Type: Heavy Armor EAC: +8 | KAC: +11 | Max Dex: +1 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: AR pg. 70

Description

No description available.


Plexigrass bodysuit I

Level: 5 | Price: 2700 credits (27 gp) Type: Light Armor EAC: +3 | KAC: +4 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: NS pg. 153

Description

The lush forests of Ghorus Prime are host to all manner of flora, and ghoran biochemists have learned to cultivate the natural defense mechanisms of many plants to their advantage. A plexigrass bodysuit consists of millions of densely woven blades of a bioengineered plant with incredibly tough fibers that have a tensile strength that rivals most alloys.


Sci-Shield Unit

Level: 5 | Price: 3450 credits (41 gp) Type: Power Armor EAC: +10 | KAC: +11 | Max Dex: +2 ACP: -3 | Speed Adj: None ft | Bulk: 37 Source: TR pg. 55

Description

Speed 25 ft.

Strength 16 (+3); Damage 1d10 P; Size Large (5-ft. reach)

Capacity 40; Usage 1/hour

Sci-shield units protect scientists conducting dangerous fieldwork. The suit excels at deflecting Radiation (granting Environmental Protection against radiation as if it were item level 7). A biohacker or mechanic wearing a sci-shield unit treats their class level as two higher than normal for the purpose of determining the range of their Custom Microlab and Remote Hacking class features.


Stationwear, business

Level: 5 | Price: 2600 credits (27 gp) Type: Light Armor EAC: +2 | KAC: +3 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Many types of reinforced clothing afford protection without sacrificing comfort or fashion. The prevalence of this kind of light armor on Absalom Station has led to the colloquial term “stationwear.” Stationwear ranges in style from casual wear to business suits and more formal garb. The usual Environmental protections of armor are concealed in the design of these outfits. The grades of armor—business, casual, elite, and flight suit—refer to the quality of the garments, not the style.


Ursikka carapace, synthetic

Level: 5 | Price: 4000 credits (27 gp) Type: Light Armor EAC: +5 | KAC: +6 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: GEM pg. 59

Description

The fierce insects of Triaxus’s southern glacier evolved sharp claws and heavy fur to contend with the planet’s long, harsh winters. Enterprising ryphorians have long used these materials to bolster their own survival prospects, salvaging everything they can from the slain or fallen beasts. The lightweight, curved carapace plates provide protection from wind, water, and weapons, while the layer of ursikka fur underneath traps heat. A fur-lined hood, gloves, and boots complete the cold-weather pr...


Vesk Brigandine II

Level: 5 | Price: 2650 credits (27 gp) Type: Light Armor EAC: +5 | KAC: +5 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 71

Description

The core of vesk brigandine is a lightweight breastplate made of interlocking polymer hexagons. It flexes almost as well as fabric under normal use, but it becomes rigid as steel in response to impact. Its slim profile lets it be worn either over or under clothing. More advanced brigandine designs incorporate inertial dampeners to enhance protection. Vesk who prize mobility over maximum protection favor this style of light armor, and its use has spread throughout the Pact Worlds to the degree th...


AbadarCorp CelPro, elite

Level: 6 | Price: 5100 credits (52 gp) Type: Heavy Armor EAC: +8 | KAC: +10 | Max Dex: +4 ACP: -1 | Speed Adj: -5 ft | Bulk: 1 Source: TR pg. 52

Description

For situations where heavy armor might be a faux-pas, AbadarCorp designed the CelPro (Celebrity Protection) line. Comprised of metal and polyceramic, reinforced with concealed contingent forcefields like their Travel Suit line, this heavy armor resembles mundane, if somewhat bulky, clothing— typically full-length gowns, coats, or business suits. An observer who succeeds at a Perception check (DC 10 + the armor’s level + the wearer’s Charisma modifier) can discern the outfit’s armored nature.


Dust manta hide, basic

Level: 6 | Price: 5150 credits (45 gp) Type: Light Armor EAC: +5 | KAC: +7 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AA2 pg. 47

Description

In Fullbright, some brave—or perhaps foolish—game hunters in the Outlaw Kingdoms pursue dust mantas for their desertadapted hides, despite the inherent danger in doing so. Those fortunate enough to survive their hunts craft suits of light armor from the hides, using nanocarbon filaments to stitch the armor together.

The basic dust manta hide grants resistance to fire 5, and the advanced dust manta hide, fashioned from a dust manta monarch, grants resistance to fire 10. Both models also grant a ...


Freebooter armor II

Level: 6 | Price: 4720 credits (45 gp) Type: Light Armor EAC: +6 | KAC: +8 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Popularized by the Free Captains of The Diaspora, freebooter armor features an armored jacket or breastplate, heavy boots and gloves, numerous straps and hidden weapons, and a helmet. Novice explorers and mercenaries beginning their career sometimes choose freebooter armor for the air of rakish experience this light armor lends its wearer.


Infiltration Skin

Level: 6 | Price: 5200 credits (68 gp) Type: Power Armor EAC: +6 | KAC: +10 | Max Dex: +5 ACP: -1 | Speed Adj: None ft | Bulk: 16 Source: TR pg. 54

Description

Speed 30 ft.

Strength 18 (+4); Damage 1d8 B; Size Medium

Capacity 80; Usage 1/hour

Innovated by screedreep scam artists, an infiltration suit takes the form of a Medium humanoid or monstrous humanoid, with an Azlanti human being typical. Only Small or smaller creatures can wear and operate an infiltration suit, and when disguising themselves as the person the armor’s modeled after, the wearer reduces the DC modifier to Disguise checks to +1 each to assume a different creature type, size ...


Inheritor's grace I

Level: 6 | Price: 4450 credits (52 gp) Type: Heavy Armor EAC: +9 | KAC: +10 | Max Dex: +3 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: AR pg. 69

Description

No description available.


Kasatha microcord II

Level: 6 | Price: 3670 credits (45 gp) Type: Light Armor EAC: +6 | KAC: +8 | Max Dex: +4 ACP: -1 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

These suits of ribbed protective fabric are slightly less advanced than comparable light armor but still provide good-quality protection at an affordable price. Kasatha-made microcord suits are typically one-piece outfits of dark colors, sometimes with glowing trim, but other manufacturers produce such suits in a variety of colors and styles.


Kyokor plating II

Level: 6 | Price: 4820 credits (52 gp) Type: Heavy Armor EAC: +8 | KAC: +10 | Max Dex: +4 ACP: -1 | Speed Adj: -5 ft | Bulk: 1 Source: AA1 pg. 73

Description

Scavengers on Daimalko dare to brave the wastes of their world to gather the enamel-like hulls that kyokors occasionally shed from their crowns. These toothy moltings are enormous, and once they’re retrieved, they require a great deal of effort to grind into plates that can be used to craft armor. Despite this and the dangers of gathering the requisite moltings, suits of kyokor plating are in demand throughout the universe, making collection of the raw materials and subsequent forging into lucra...


Lashunta mind mail I

Level: 6 | Price: 4250 credits (45 gp) Type: Light Armor EAC: +6 | KAC: +6 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 70

Description

No description available.


Moraine mantle, gneiss

Level: 6 | Price: 5700 credits (52 gp) Type: Heavy Armor EAC: +9 | KAC: +11 | Max Dex: +2 ACP: -4 | Speed Adj: -10 ft | Bulk: 3 Source: GEM pg. 59

Description

This model grants 5 resistance to cold.

The sturdy moraine mantle resembles the bleak, rocky tundra where it first originated, with extremely durable crystal and ceramic plating that makes its wearer appear encased in sheets of rock or ice. Born of a desire to shield wearers from large predators as well as the elements, this heavy armor is well-suited for defending a settlement or mining the icy depths, though its bulk makes it less suitable for long-range missions across the ice. An airtight c...


Polyplate, basic

Level: 6 | Price: 4200 credits (45 gp) Type: Light Armor EAC: +5 | KAC: +7 | Max Dex: +4 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AP #15 pg. 44

Description

Polyplate is flexible armor composed of interlocking scales that protects its wearer against trauma, absorbing blows and distributing the force across a wide area to lessen its impact. By default, the armor protects against bludgeoning damage, providing DR against that damage equal to half the armor’s item level. as a single action, a creature wearing polyplate can swipe a limb across the armor, changing its DR to protect against piercing or slashing damage, or back to bludgeoning. Polyplate is ...


Reinforced EVA suit III

Level: 6 | Price: 4060 credits (52 gp) Type: Heavy Armor EAC: +8 | KAC: +12 | Max Dex: +2 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: AR pg. 71

Description

No description available.


Spacer Carapace

Level: 6 | Price: 4650 credits (68 gp) Type: Power Armor EAC: +8 | KAC: +13 | Max Dex: +2 ACP: -3 | Speed Adj: 0 ft | Bulk: 20 Source: AR pg. 78

Description

This powered armor resembles a bulky humanoid insect, including helmet-mounted oxygen canisters that appear as stylized mandibles. The armor’s wide boots contain powerful magnets useful for navigating the exterior of starships and space stations for repair work or guard duty. You can move your land speed across metal surfaces in zero gravity without having to attempt checks; if you are adjacent to a metal surface, you do not automatically move at the beginning of your turn each round. You also g...


Stationwear, elite

Level: 6 | Price: 4100 credits (45 gp) Type: Light Armor EAC: +4 | KAC: +5 | Max Dex: +7 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Many types of reinforced clothing afford protection without sacrificing comfort or fashion. The prevalence of this kind of light armor on Absalom Station has led to the colloquial term “stationwear.” Stationwear ranges in style from casual wear to business suits and more formal garb. The usual Environmental protections of armor are concealed in the design of these outfits. The grades of armor—business, casual, elite, and flight suit—refer to the quality of the garments, not the style.


ThermSkin II

Level: 6 | Price: 5900 credits (45 gp) Type: Light Armor EAC: +6 | KAC: +7 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: GEM pg. 59

Description

ThermSkin is a lightweight, form-fitting suit of flexible carbon fiber and blended fabrics that prioritizes ease and quickness of movement, even in harsh environments. It compensates for its lack of insulating layers with a webbing of temperature-regulating lines that run across the entire suit like meridians, glowing dimly with shifting multicolored lights as if mirroring the auroras in the sky. The faint glimmer can be increased if additional light is needed, or dampened in situations where st...


Vesk overplate I

Level: 6 | Price: 3910 credits (52 gp) Type: Heavy Armor EAC: +9 | KAC: +11 | Max Dex: +3 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 198

Description

These utilitarian suits of heavy armor reflect the brute strength of their inventors. Overplate makes no concession to comfort. Instead, each polycarbonate suit is solid, dense, and often unadorned, though the high-quality craftsmanship of each suit is apparent. Overplate has a reputation for withstanding any sort of trauma, thanks to its coating of thermoplastic resin.


Ysoki refractor suit

Level: 6 | Price: 4120 credits (45 gp) Type: Light Armor EAC: +7 | KAC: +7 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

The innovative ysoki created this reinforced jumpsuit layered with energy-reflective foil. This light armor is undeniably noticeable, but it also protects against energy attacks with the same efficacy as it does kinetic attacks. Ysoki refractor suits are popular among all races now and can be tinted in different metallic shades.


Zeizerer diffractor II

Level: 6 | Price: 4150 credits (45 gp) Type: Light Armor EAC: +6 | KAC: +6 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: PW pg. 196

Description

Crafted by the talented smiths of the Drow of Apostae, this armor is designed to be light and supple. Its refractive planes are all at the molecular level, resulting in armor that appears to almost absorb light. House Zeizerer is the main distributor of this armor to the rest of the Pact Worlds, but other Drow houses have been known to manufacture their own versions.


AbadarCorp Travel Suit, Silver

Level: 7 | Price: 7250 credits (65 gp) Type: Light Armor EAC: +6 | KAC: +7 | Max Dex: +7 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Executives popularized these light armor business suits for boardrooms and diplomatic meetings. Contingent force fields and concealed rebreathers protect the wearer in hostile environmental conditions. Higher grades of travel suits offer more protection—along with a designer label.


Azlanti Royal Battle Regalia

Level: 7 | Price: 8000 credits (65 gp) Type: Light Armor EAC: +7 | KAC: +8 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: 1 Source: AP #9 pg. 36

Description

Extremely rare, suits of Azlanti royal battle regalia are reserved for the upper echelons of Azlanti nobility and are usually marked with insignia of the wearer’s lineage. When caught, any non- Azlanti audacious enough to don one of these ceremonial suits is tortured for years before being put to death. Each suit has a special contingency mechanism that activates once per day when its wearer is reduced to 15 or fewer Hit Points, whisking him away to a spot he visualizes as if he were targeted wi...


Ceremonial plate, commander

Level: 7 | Price: 7350 credits (75 gp) Type: Heavy Armor EAC: +10 | KAC: +12 | Max Dex: +2 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: CRB pg. 198

Description

While this heavy armor of sculpted metal plates offers good protection to the wearer, its main purpose is to intimidate enemies. Often used for honor guards, military exercises, or parades, ceremonial plate is usually brightly colored or made of shining metal, with elaborate helmets.


D-suit II

Level: 7 | Price: 6900 credits (65 gp) Type: Light Armor EAC: +8 | KAC: +9 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Disembarkment suits, or d-suits, are designed for spacefarers who expect to leave their ship and visit a planet’s surface. Most d-suits are jumpsuits or flight suits worn under reinforced breeches, heavy boots, and a thick jacket. A helmet or rebreather and a utility belt with an attached holster complete the outfit.


Defiance series, elite

Level: 7 | Price: 6300 credits (75 gp) Type: Heavy Armor EAC: +10 | KAC: +13 | Max Dex: +2 ACP: -4 | Speed Adj: -10 ft | Bulk: 3 Source: CRB pg. 198

Description

The defiance series of heavy armor is the workhorse of squad armor. A formed hard shell overlays a suit of para-aramids, creating a bulky and solid protective outfit. Defiance series helmets have wide, tinted visors to allow peripheral vision.


Dendron armor, yew

Level: 7 | Price: 6600 credits (75 gp) Type: Heavy Armor EAC: +10 | KAC: +13 | Max Dex: +3 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: AR pg. 68

Description

No description available.


Devourer’s Skin, gnawing

Level: 7 | Price: 8000 credits (65 gp) Type: Light Armor EAC: +6 | KAC: +9 | Max Dex: +4 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: TR pg. 52

Description

Despite its name, this carbon-plate armor is the brainchild of overeager marketers at Brortrav Ordnance Factories, not nihilistic cultists. While the environmental protection system of Devourer’s skin is active, nanites hidden within its plates roil out and coalesce into dozens of short tendrils across the wearer’s body. While the nanites are active, the first time each round that a creature touches the wearer, that creature must succeed at a Reflex save (DC = 10 + the Devourer’s skin item level...


Drift shell II

Level: 7 | Price: 6500 credits (75 gp) Type: Heavy Armor EAC: +10 | KAC: +12 | Max Dex: +2 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: DC pg. 109

Description

Spectra parts can be fashioned into Drift shell suits, imbuing users with spectra-like grace; while in the Drift, the armor’s armor check penalty is reduced by 2, its maximum Dexterity bonus increases by 1, and its speed adjustment becomes “—.”


Estex suit III

Level: 7 | Price: 5500 credits (65 gp) Type: Light Armor EAC: +7 | KAC: +8 | Max Dex: +5 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: CRB pg. 197

Description

Estex is a thick, durable fabric most often used to make flight suits and environmental suits. Estex suits cover the wearer from the neck down and can be modified with armor upgrades as needed. Higher-quality estex suits grant a better level of protection and allow for more upgrades, though they are often bulkier than comparable suits of light armor.


Feyguard, sprite

Level: 7 | Price: 6600 credits (65 gp) Type: Light Armor EAC: +7 | KAC: +8 | Max Dex: +6 ACP: None | Speed Adj: None ft | Bulk: L Source: DC pg. 52

Description

This armor gets its name from denizens of the First World, where the first sets were originally crafted. It’s said that no two sets of feyguard armor are the same, either due to the First World’s rapid fluctuations or the frequent alterations its mercurial fey manufacturers make on the production line. Feyguard is most commonly composed of materials that appear organically formed, and minor details seem to subtly shift in appearance during wear.


Formian hide, advanced

Level: 7 | Price: 6100 credits (75 gp) Type: Heavy Armor EAC: +10 | KAC: +12 | Max Dex: +3 ACP: -3 | Speed Adj: -5 ft | Bulk: 2 Source: PW pg. 196

Description

The vicious wars between lashuntas and formians drove many technomagical advances, including this armor made to emulate the chitinous skins of formians. The armor includes a helmet that boosts the wearer’s natural telepathy; if you have the limited telepathy species trait, you add 10 feet to the range of that ability. This increase doesn’t stack with other effects that extend the range of your telepathy, such as a Psychic Booster.


Golemforged plating III

Level: 7 | Price: 5500 credits (75 gp) Type: Heavy Armor EAC: +10 | KAC: +12 | Max Dex: +3 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 198

Description

An economical choice for many mercenaries, golemforged plating is one of the universe’s most popular heavy armors. Golemforged plating consists of a close-fitting polycarbonate suit fitted with ports and sockets to fit most armor customization options. Suits of golemforged plating include flexible boots and gloves as well as a standard helmet with a clear visor.


Laborer Frame

Level: 7 | Price: 7500 credits (98 gp) Type: Power Armor EAC: +10 | KAC: +13 | Max Dex: +2 ACP: -3 | Speed Adj: 0 ft | Bulk: 22 Source: AA2 pg. 11

Description

A laborer frame resembles an anacite laborer (Starfinder Alien Archive 1). These armor frames allow weapon and upgrade modifications, mimicking the ways in which anacite laborers improve themselves. The frame is also reconfigurable for movement. When you buy the armor, the movement is set to one mode that you choose, but this mode can be changed with 1 hour of work using an engineering toolkit or tech workshop. The possible modes are detailed below.

Advanced Treads: The land speed the armor gr...


Personal Submersible

Level: 7 | Price: 7200 credits (98 gp) Type: Power Armor EAC: +10 | KAC: +14 | Max Dex: +2 ACP: -4 | Speed Adj: 0 ft | Bulk: 32 Source: AR pg. 78

Description

This bulky, bulbous armor is made of pressure-resistant plates with durable seals. Retractable ridges along the armor’s arms, legs, and back function as fins, providing increased mobility in most fluids. The armor grants you a swim speed and allows you to both breathe underwater and survive the pressure of Thick Atmospheres and Great Depths even when your Environmental Protections are not active.


Preserver's mantle II

Level: 7 | Price: 6400 credits (65 gp) Type: Light Armor EAC: +6 | KAC: +9 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 70

Description

The Xenowardens bioengineered the preserver’s mantle as a form of living armor. Rather than donning the mantle, a creature steps onto it and allows the armor to wrap itself around and over the creature’s body. Insulating moss acts as padding, while vines and wood match the strength of the advanced composites of other light armors. When the armor’s environmental protections are activated, the external surface of the plants interlace into an airtight barrier, while the moss regulates the temperatu...


SpecOps armor, AG

Level: 7 | Price: 7500 credits (65 gp) Type: Light Armor EAC: +7 | KAC: +8 | Max Dex: +5 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: AA1 pg. 7

Description

Standard issue for soldiers of the Azlanti Star Empire’s elite military, Aeon Guard battle dress is a suit of heavy armor consisting of close-fitting ceramic and polycarbonate plates overlaid with an energy-reflective molecular coating. SpecOps armor, designed for use by Aeon Guard specialists, is of the same design but in a lighter, more agile package. In addition to slots for traditional armor upgrades, each suit of Aeon Guard battle dress also includes additional aeon upgrade slots that can b...


Abyssal plate, vrock

Level: 8 | Price: 11150 credits (104 gp) Type: Heavy Armor EAC: +14 | KAC: +16 | Max Dex: +2 ACP: -3 | Speed Adj: -5 ft | Bulk: 3 Source: DC pg. 52

Description

Normally crafted by demonic smiths, abyssal plate tends to be rare, but sets of this armor reverse-engineered from those taken from vanquished fiends are slowly gaining a presence in the galactic market. Abyssal plate sacrifices adaptability for speed, giving it less room for armor upgrades than its competitors. Demon-made sets are rumored to be forged with sinners’ souls, but that ingredient is something most mortal corporations don’t attempt to emulate.


Acrochor hide, advanced

Level: 8 | Price: 8250 credits (90 gp) Type: Light Armor EAC: +10 | KAC: +10 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AP #4 pg. 44

Description

No description available.


Autoencoded veil II

Level: 8 | Price: 9500 credits (90 gp) Type: Light Armor EAC: +9 | KAC: +10 | Max Dex: +5 ACP: None | Speed Adj: None ft | Bulk: 1 Source: DC pg. 85

Description

This sleek armor integrates extensive wiring and recycled material directly into the fabric, reinforcing key areas with advanced plating. You can spend 10 minutes programming your armor with either an alternate appearance or a stealth routine. Your armor then disguises your features to technological sensors (including cameras and creatures with the technological subtype). For an alternate appearance, this functions as if you used Disguise to change your appearance, with a Perception check DC to ...


Cargo Hauler

Level: 8 | Price: 9500 credits (135 gp) Type: Power Armor EAC: +6 | KAC: +16 | Max Dex: +2 ACP: -4 | Speed Adj: 0 ft | Bulk: 38 Source: AP #38 pg. 55

Description

Similar in appearance to a cargo lifter, a cargo hauler consists of sturdy legs or treads supporting a basic metal frame. Large gripping appendages allow the user to lift and transport large crates and other bulky pieces of cargo. A cargo hauler isn’t designed to use weapons and takes a –2 penalty to all attack rolls. It can carry 10 bulk more than normal for its Strength score without becoming Encumbered or Overburdened.


Defrex hide, mature

Level: 8 | Price: 9000 credits (90 gp) Type: Light Armor EAC: +9 | KAC: +11 | Max Dex: +4 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AA3 pg. 13

Description

No description available.


Kasatha microcord III

Level: 8 | Price: 9000 credits (90 gp) Type: Light Armor EAC: +9 | KAC: +11 | Max Dex: +5 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: CRB pg. 197

Description

These suits of ribbed protective fabric are slightly less advanced than comparable light armor but still provide good-quality protection at an affordable price. Kasatha-made microcord suits are typically one-piece outfits of dark colors, sometimes with glowing trim, but other manufacturers produce such suits in a variety of colors and styles.


KashComm Scout

Level: 8 | Price: 12600 credits (135 gp) Type: Power Armor EAC: +13 | KAC: +14 | Max Dex: +5 ACP: -2 | Speed Adj: None ft | Bulk: 19 Source: TR pg. 54

Description

Speed 40 ft.

Strength 16 (+3); Damage 1d6 S or P; Size Medium

Capacity 40; Usage 1/hour

Nicknamed the Bat for the scanning arrays affixed to the helmet, this Vercite armor increasingly sees use by bounty hunters specialized in tracking verthani marks. While active, the KashComm scout grants Blindsense (sound) with a range of 120 feet. as a 2-action activity, the wearer can devote the armor’s processing fully into its sensors, changing its blindsense to Blindsight (sound) until the end o...


Lashunta ringwear III

Level: 8 | Price: 8420 credits (104 gp) Type: Heavy Armor EAC: +12 | KAC: +14 | Max Dex: +3 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 198

Description

While this heavy armor of sculpted metal plates offers good protection to the wearer, its main purpose is to intimidate enemies. Often used for honor guards, military exercises, or parades, ceremonial plate is usually brightly colored or made of shining metal, with elaborate helmets.


Lashunta tempweave, advanced

Level: 8 | Price: 8500 credits (90 gp) Type: Light Armor EAC: +9 | KAC: +10 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Lashuntas developed tempweave light armor by threading temperature-regulating wires through reinforced clothing. The result is a protective, flexible outfit that maintains a comfortable temperature for the wearer. Most tempweave outfits feature a fitted tunic over breeches, making them a popular choice for explorers venturing to hot or humid environments.


Living Tree (Hybrid)

Level: 8 | Price: 11200 credits (135 gp) Type: Power Armor EAC: +11 | KAC: +17 | Max Dex: +2 ACP: -4 | Speed Adj: None ft | Bulk: 57 Source: TR pg. 54

Description

Speed 15 ft.

Strength 24 (+7); Damage 2d10 B; Size Huge (15-ft. reach)

Capacity 20; Usage 1/hour

On Ghorus Prime, arcane botanists grow trees implanted with mystic engines to create this armor. The first time each day a living tree is activated, it grants its wearer 2d6 temporary Hit Points that disappear once the wearer leaves or deactivates the armor. They regain these temporary Hit Points whenever they rest for 10 minutes to regain Hit Points so long as they wear the armor while expos...


Night plate I

Level: 8 | Price: 9400 credits (104 gp) Type: Heavy Armor EAC: +11 | KAC: +13 | Max Dex: +4 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: AR pg. 70

Description

No description available.


Peacekeeper’s aegis II

Level: 8 | Price: 8100 credits (90 gp) Type: Light Armor EAC: +9 | KAC: +10 | Max Dex: +5 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: NS pg. 153

Description

The Veskarium’s occupation forces often wear these suits of lightweight armor designed to create a visually homogenized police force to help maintain order in newly acquired territory. It is a symbol of both authority and allegiance to the Veskarium. Each suit is visually identical, and peacekeeping forces are prohibited from adding personalized decorations or adornment.


Shobhad harness, warleader

Level: 8 | Price: 8600 credits (90 gp) Type: Light Armor EAC: +9 | KAC: +11 | Max Dex: +5 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: AR pg. 71s

Description

No description available.


Spellcaster's Aegis (Hybrid)

Level: 8 | Price: 10250 credits (135 gp) Type: Power Armor EAC: +12 | KAC: +16 | Max Dex: +3 ACP: -3 | Speed Adj: 0 ft | Bulk: 35 Source: AR pg. 79

Description

A reinforced frame with sunburst patterns that shift and spin, this armor projects holographic runes in the air around you as you move. If you have at least 5 ranks in Mysticism and the ability to cast spells or use innate spells, you can use these runes defensively, gaining a +2 enhancement bonus to saving throws against spells and innate spells and a +2 enhancement bonus to dispel checks (such as when you cast dispel magic).


Terramold plate I

Level: 8 | Price: 9900 credits (104 gp) Type: Heavy Armor EAC: +13 | KAC: +14 | Max Dex: +2 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: NS pg. 153

Description

The giants of Pholskar harvest rivers of raw, molten hivillium; remove any impurities; and pour it directly into hundreds of specialized molds. The hardened plates are extracted and woven together to form suits of terramold plate. This armor is more restrictive than many armors in its class, but it can absorb and disperse impacts with incredible efficiency.


Vesk Brigandine III

Level: 8 | Price: 8800 credits (90 gp) Type: Light Armor EAC: +10 | KAC: +10 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 71

Description

The core of vesk brigandine is a lightweight breastplate made of interlocking polymer hexagons. It flexes almost as well as fabric under normal use, but it becomes rigid as steel in response to impact. Its slim profile lets it be worn either over or under clothing. More advanced brigandine designs incorporate inertial dampeners to enhance protection. Vesk who prize mobility over maximum protection favor this style of light armor, and its use has spread throughout the Pact Worlds to the degree th...


Vesk overplate II

Level: 8 | Price: 10250 credits (104 gp) Type: Heavy Armor EAC: +13 | KAC: +15 | Max Dex: +2 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: CRB pg. 198

Description

These utilitarian suits of heavy armor reflect the brute strength of their inventors. Overplate makes no concession to comfort. Instead, each polycarbonate suit is solid, dense, and often unadorned, though the high-quality craftsmanship of each suit is apparent. Overplate has a reputation for withstanding any sort of trauma, thanks to its coating of thermoplastic resin.


AbadarCorp Travel Suit, Gold

Level: 9 | Price: 12100 credits (135 gp) Type: Light Armor EAC: +9 | KAC: +10 | Max Dex: +8 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Executives popularized these light armor business suits for boardrooms and diplomatic meetings. Contingent force fields and concealed rebreathers protect the wearer in hostile environmental conditions. Higher grades of travel suits offer more protection—along with a designer label.


Brawler Frame

Level: 9 | Price: 14500 credits (203 gp) Type: Power Armor EAC: +12 | KAC: +18 | Max Dex: +3 ACP: -3 | Speed Adj: 0 ft | Bulk: 38 Source: AR pg. 75

Description

Designed for brutal gladiatorial matches against other fighters in powered armor, a brawler frame consists of nanotech shock absorbers sandwiched between rigid metal plates. The default frame comes with blunt piston-powered fists designed to deal bludgeoning damage, but customized models with heavy blades or picks (dealing slashing or piercing damage, respectively) are not uncommon. Many owners paint their brawler frames with garish colors to be more distinctive in the arena.


Clearweave II

Level: 9 | Price: 13150 credits (135 gp) Type: Light Armor EAC: +12 | KAC: +12 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 68

Description

No description available.


D-suit III

Level: 9 | Price: 13300 credits (135 gp) Type: Light Armor EAC: +11 | KAC: +12 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Disembarkment suits, or d-suits, are designed for spacefarers who expect to leave their ship and visit a planet’s surface. Most d-suits are jumpsuits or flight suits worn under reinforced breeches, heavy boots, and a thick jacket. A helmet or rebreather and a utility belt with an attached holster complete the outfit.


EJ Hardsuit, Elite

Level: 9 | Price: 14200 credits (155 gp) Type: Heavy Armor EAC: +14 | KAC: +16 | Max Dex: +3 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: AP #34 pg. 44

Description

For a tough job, your suit has to be tough, too. The EJ hardsuit's protective plating and bulk belie it's comfortable and modifiable design.


Flight Skin, Dream

Level: 9 | Price: 15000 credits (135 gp) Type: Light Armor EAC: +9 | KAC: +11 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AP #29 pg. 49

Description

Barathus designed flight skins to help them move comfortably in the cramped spaces favored by many terrestrial species, but the modular design proved easy to adapt to other species. A flight skin comprises redundant layers of light, airy material that lie nearly flat and resemble rubber or soft cloth but, buttressed by bio-psychic force fields, briefly inflate to reduce sudden impact. Flight skin Environmental protections take the form of a thin membrane that, when activated, envelops exposed sk...


Hardplate, advanced

Level: 9 | Price: 12000 credits (155 gp) Type: Heavy Armor EAC: +15 | KAC: +16 | Max Dex: +3 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: AP #4 pg. 44

Description

No description available.


Hellknight plate, maralictor

Level: 9 | Price: 14500 credits (155 gp) Type: Heavy Armor EAC: +16 | KAC: +17 | Max Dex: +2 ACP: -2 | Speed Adj: -10 ft | Bulk: 3 Source: PW pg. 196

Description

The stern and unrelenting Hellknights are known as much for their distinctive plate armor as for their fearsome adherence to rigid order. This variant of ceremonial plate is predominantly black with protruding spikes, and each Hellknight order has its own distinct design.


Hover Suit

Level: 9 | Price: 13300 credits (203 gp) Type: Power Armor EAC: +12 | KAC: +17 | Max Dex: +3 ACP: -4 | Speed Adj: 0 ft | Bulk: 28 Source: SFS #3-04 pg. 31

Description

A miniaturized version of the more powerful flight frame armor better suited to maneuvering and performing heavy repairs.


Iridishell, advanced

Level: 9 | Price: 13100 credits (155 gp) Type: Heavy Armor EAC: +13 | KAC: +15 | Max Dex: +3 ACP: None | Speed Adj: None ft | Bulk: 2 Source: CRB pg. 198

Description

These gleaming metal plates lock together to form a suit of heavy armor reminiscent of an insect’s shell. Although the iridishell was initially designed for shirrens, its beauty combined and functionality makes it a popular choice for many. More expensive suits of iridishell not only offer more protection but feature elaborate designs with gold or silver trim and embedded jewels.


Kalo Encounter Suit II

Level: 9 | Price: 12900 credits (155 gp) Type: Heavy Armor EAC: +15 | KAC: +16 | Max Dex: +2 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: AR pg. 70

Description

When they first ventured beyond the frigid seas of Kalo- Mahoi, the kalo brought the waters of their moon with them in specially engineered suits. The kalo encounter suit represents the latest evolution of that design—a portable ocean that keeps the kalo at the nearfreezing temperatures they prefer. The suit’s air supply doubles as ballast to keep the wearer neutrally buoyant in water despite the armor’s weight, and the idiomatic design accommodates and protects the kalo’s swimming membranes. Wh...


Mageplate, journeyman

Level: 9 | Price: 12800 credits (155 gp) Type: Heavy Armor EAC: +14 | KAC: +15 | Max Dex: +2 ACP: -2 | Speed Adj: -5 ft | Bulk: 3 Source: TR pg. 52

Description

Pahtra sorcerers have used carefully calibrated magnetic fields to enhance magic since time immemorial. Mageplate consists of broad polymer slab plates filigreed with carefully enchanted magnetic metals, set against a carbonweave backing. When the wearer uses a spell slot to cast a spell, the armor resonates with the expended energy, granting the caster a +2 enhancement bonus to AC and saving throws until the end of their next turn. Veskarium manufacturers have appropriated and repurposed the de...


Plexigrass bodysuit II

Level: 9 | Price: 13500 credits (135 gp) Type: Light Armor EAC: +9 | KAC: +10 | Max Dex: +8 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: NS pg. 153

Description

The lush forests of Ghorus Prime are host to all manner of flora, and ghoran biochemists have learned to cultivate the natural defense mechanisms of many plants to their advantage. A plexigrass bodysuit consists of millions of densely woven blades of a bioengineered plant with incredibly tough fibers that have a tensile strength that rivals most alloys.


Scrapchain, giant

Level: 9 | Price: 14500 credits (135 gp) Type: Light Armor EAC: +10 | KAC: +11 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: 1 Source: TR pg. 52

Description

Developed by the Daimalkan engineers in Scrapden, this metallic chainweave armor features tough polymer plating along the chest and the wearer’s dominant arm. Internal servos and articulated attachments within the plating function as an integrated tactical scaffold, despite being mounted in light armor, allowing the wearer to wield massive weapons while keeping a hand free for exploration.


Shiftskin I

Level: 9 | Price: 13850 credits (135 gp) Type: Light Armor EAC: +10 | KAC: +11 | Max Dex: +7 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: AR pg. 71

Description

No description available.


Skitterhide II

Level: 9 | Price: 12500 credits (135 gp) Type: Light Armor EAC: +10 | KAC: +11 | Max Dex: +7 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AA2 pg. 23

Description

Made from the harvested remains of destroyed undead, skitterhide resembles a macabre skinsuit. Ossified studs and embellishments reinforce the alchemically treated skin, which is otherwise designed to support Corpse Fleet agents favoring speed and stealth.


Skittersuit I

Level: 9 | Price: 13200 credits (155 gp) Type: Heavy Armor EAC: +13 | KAC: +15 | Max Dex: +3 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: NS pg. 153

Description

When the skittermanders of Vesk-3 realized that their new overlords intended to continue conquering neighboring planets, they decided to help by designing armor for vesk shock troops. However, their wild sense of aesthetics produced armor that few vesk military commanders would allow in their ranks. Luckily, the suits are very popular on the open market, so skittermanders continue to produce this armor for those with a bold sense of style.


Skyfire armor, pinion

Level: 9 | Price: 14200 credits (155 gp) Type: Heavy Armor EAC: +14 | KAC: +16 | Max Dex: +3 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 198

Description

These suits of interlocking metal and ceramic plates are usually highly decorated. Gold trim, exaggerated shoulder guards, and stylized Skyfire logos on the breastplates are common. These iconic outfits are worn by the storied members of the Skyfire Legion, though other groups and individuals have copied the Legion’s distinctively decorated heavy armor. Skyfire armor ordinarily comes with force fields that encase the wearer’s head when needed.


Ursikka hide, basic

Level: 9 | Price: 1250 credits (135 gp) Type: Light Armor EAC: +9 | KAC: +9 | Max Dex: +7 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AA4 pg. 129

Description

Some of the most intrepid hunters seek out ursikkas—and wily scavengers often search the tundra for fallen ursikka bodies—to harvest their hides. Ursikka hides are light, supple, and have an insulating quality that traps body heat, making them an ideal material for cold weather gear and clothes. Talented armorsmiths can create flexible light armor from this leather, which grants cold resistance in addition to the benefits listed on the table below. Basic ursikka hide armor provides cold resistan...


Zeizerer diffractor III

Level: 9 | Price: 12500 credits (135 gp) Type: Light Armor EAC: +11 | KAC: +11 | Max Dex: +7 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: PW pg. 196

Description

Crafted by the talented smiths of the Drow of Apostae, this armor is designed to be light and supple. Its refractive planes are all at the molecular level, resulting in armor that appears to almost absorb light. House Zeizerer is the main distributor of this armor to the rest of the Pact Worlds, but other Drow houses have been known to manufacture their own versions.


AbadarCorp CelPro, idol

Level: 10 | Price: 18100 credits (201 gp) Type: Heavy Armor EAC: +13 | KAC: +15 | Max Dex: +4 ACP: -1 | Speed Adj: -5 ft | Bulk: 1 Source: TR pg. 52

Description

For situations where heavy armor might be a faux-pas, AbadarCorp designed the CelPro (Celebrity Protection) line. Comprised of metal and polyceramic, reinforced with concealed contingent forcefields like their Travel Suit line, this heavy armor resembles mundane, if somewhat bulky, clothing— typically full-length gowns, coats, or business suits. An observer who succeeds at a Perception check (DC 10 + the armor’s level + the wearer’s Charisma modifier) can discern the outfit’s armored nature.


Battle dress, AG command

Level: 10 | Price: 18750 credits (201 gp) Type: Heavy Armor EAC: +15 | KAC: +17 | Max Dex: +3 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: AA1 pg. 7

Description

Standard issue for soldiers of the Azlanti Star Empire’s elite military, Aeon Guard battle dress is a suit of heavy armor consisting of close-fitting ceramic and polycarbonate plates overlaid with an energy-reflective molecular coating. SpecOps armor, designed for use by Aeon Guard specialists, is of the same design but in a lighter, more agile package. In addition to slots for traditional armor upgrades, each suit of Aeon Guard battle dress also includes additional aeon upgrade slots that can b...


Carbon skin, white carbon

Level: 10 | Price: 19650 credits (175 gp) Type: Light Armor EAC: +12 | KAC: +14 | Max Dex: +5 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: CRB pg. 197

Description

Though these suits of light armor appear to be made of stiff fabric, they are actually woven from carbon fibers. Higher-quality carbon skins are reinforced with carbon allotypes, such as white carbon or diamond, and the heightened sheen of the fabric hints at their expensive construction.


Defiance series, specialist

Level: 10 | Price: 16950 credits (201 gp) Type: Heavy Armor EAC: +15 | KAC: +18 | Max Dex: +2 ACP: -4 | Speed Adj: -10 ft | Bulk: 3 Source: CRB pg. 198

Description

The defiance series of heavy armor is the workhorse of squad armor. A formed hard shell overlays a suit of para-aramids, creating a bulky and solid protective outfit. Defiance series helmets have wide, tinted visors to allow peripheral vision.


Dendron armor, oak

Level: 10 | Price: 18450 credits (201 gp) Type: Heavy Armor EAC: +14 | KAC: +18 | Max Dex: +3 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: AR pg. 68

Description

No description available.


Freebooter armor III

Level: 10 | Price: 16900 credits (175 gp) Type: Light Armor EAC: +12 | KAC: +13 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Popularized by the Free Captains of The Diaspora, freebooter armor features an armored jacket or breastplate, heavy boots and gloves, numerous straps and hidden weapons, and a helmet. Novice explorers and mercenaries beginning their career sometimes choose freebooter armor for the air of rakish experience this light armor lends its wearer.


Grave mantle, specialist

Level: 10 | Price: 17950 credits (175 gp) Type: Light Armor EAC: +13 | KAC: +15 | Max Dex: +4 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 68

Description

No description available.


Ironclad Bulwark

Level: 10 | Price: 19250 credits (263 gp) Type: Power Armor EAC: +16 | KAC: +19 | Max Dex: +2 ACP: -6 | Speed Adj: 0 ft | Bulk: 32 Source: AR pg. 78

Description

This heavy suit of reinforced metal and polymer powered armor provides superior protection at the expense of mobility. It can mount melee weapons in its weapon slots, rather than only ranged weapons.


Kyokor plating III

Level: 10 | Price: 17100 credits (201 gp) Type: Heavy Armor EAC: +13 | KAC: +16 | Max Dex: +4 ACP: -2 | Speed Adj: -5 ft | Bulk: 1 Source: AA1 pg. 73

Description

Scavengers on Daimalko dare to brave the wastes of their world to gather the enamel-like hulls that kyokors occasionally shed from their crowns. These toothy moltings are enormous, and once they’re retrieved, they require a great deal of effort to grind into plates that can be used to craft armor. Despite this and the dangers of gathering the requisite moltings, suits of kyokor plating are in demand throughout the universe, making collection of the raw materials and subsequent forging into lucra...


Mining jack III

Level: 10 | Price: 17150 credits (201 gp) Type: Heavy Armor EAC: +15 | KAC: +19 | Max Dex: +1 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: AR pg. 70

Description

No description available.


Moraine mantle, orogen

Level: 10 | Price: 19800 credits (201 gp) Type: Heavy Armor EAC: +15 | KAC: +18 | Max Dex: +2 ACP: -4 | Speed Adj: -10 ft | Bulk: 3 Source: GEM pg. 59

Description

This model grants 5 resistance to cold.

The sturdy moraine mantle resembles the bleak, rocky tundra where it first originated, with extremely durable crystal and ceramic plating that makes its wearer appear encased in sheets of rock or ice. Born of a desire to shield wearers from large predators as well as the elements, this heavy armor is well-suited for defending a settlement or mining the icy depths, though its bulk makes it less suitable for long-range missions across the ice. An airtight c...


Polyplate, advanced

Level: 10 | Price: 17400 credits (175 gp) Type: Light Armor EAC: +11 | KAC: +13 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AP #15 pg. 44

Description

Polyplate is flexible armor composed of interlocking scales that protects its wearer against trauma, absorbing blows and distributing the force across a wide area to lessen its impact. By default, the armor protects against bludgeoning damage, providing DR against that damage equal to half the armor’s item level. as a single action, a creature wearing polyplate can swipe a limb across the armor, changing its DR to protect against piercing or slashing damage, or back to bludgeoning. Polyplate is ...


Regimental dress II

Level: 10 | Price: 18600 credits (175 gp) Type: Light Armor EAC: +13 | KAC: +13 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 71

Description

Regimental dress is the light armor counterpart to ceremonial plate. Often stylized to the extreme, regimental dress comes in as many variations as there are military forces, militias, and private security details. Regimental dress uses advanced fibers and strategically placed ceramic plates to avoid ruining the design lines of the uniforms. A force field projector concealed in the collar activates as needed to provide life support and protection for the head. Integrated holographic imaging proj...


Spider Harness

Level: 10 | Price: 19500 credits (263 gp) Type: Power Armor EAC: +10 | KAC: +13 | Max Dex: +5 ACP: -4 | Speed Adj: 0 ft | Bulk: 28 Source: CRB pg. 204

Description

This suspension harness has six arachnid legs. Each leg has a gravitic attraction device at the tip, allowing the armor to climb up walls and even walk across ceilings. The armor grants the wearer a climb speed of 25 feet. A spider harness also has powered arm braces that attach to the wearer’s arms, allowing the wearer to use weapons.


ThermSkin III

Level: 10 | Price: 21800 credits (175 gp) Type: Light Armor EAC: +12 | KAC: +14 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: GEM pg. 59

Description

ThermSkin is a lightweight, form-fitting suit of flexible carbon fiber and blended fabrics that prioritizes ease and quickness of movement, even in harsh environments. It compensates for its lack of insulating layers with a webbing of temperature-regulating lines that run across the entire suit like meridians, glowing dimly with shifting multicolored lights as if mirroring the auroras in the sky. The faint glimmer can be increased if additional light is needed, or dampened in situations where st...


Void hide I

Level: 10 | Price: 20000 credits (175 gp) Type: Light Armor EAC: +13 | KAC: +15 | Max Dex: +4 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: AA3 pg. 121

Description

Made from void troll skin, void hide armor quivers of its own volition, as if the manufacturing process could not subdue the troll’s life force. You can trigger void hide to react to an attack as though you had the reflecting armor spell cast on you. Once you have used a specific suit of void hide in this way, you can use a different suit only after 24 hours have passed. A magic resistor upgrade installed in void hide takes up one upgrade slot fewer than normal (minimum 0), as does a spell refle...


Abyssal plate, glabrezu

Level: 11 | Price: 24000 credits (288 gp) Type: Heavy Armor EAC: +17 | KAC: +19 | Max Dex: +2 ACP: -4 | Speed Adj: -5 ft | Bulk: 3 Source: DC pg. 52

Description

Normally crafted by demonic smiths, abyssal plate tends to be rare, but sets of this armor reverse-engineered from those taken from vanquished fiends are slowly gaining a presence in the galactic market. Abyssal plate sacrifices adaptability for speed, giving it less room for armor upgrades than its competitors. Demon-made sets are rumored to be forged with sinners’ souls, but that ingredient is something most mortal corporations don’t attempt to emulate.


Devourer’s Skin, gnashing

Level: 11 | Price: 25000 credits (250 gp) Type: Light Armor EAC: +12 | KAC: +15 | Max Dex: +5 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: TR pg. 52

Description

Despite its name, this carbon-plate armor is the brainchild of overeager marketers at Brortrav Ordnance Factories, not nihilistic cultists. While the environmental protection system of Devourer’s skin is active, nanites hidden within its plates roil out and coalesce into dozens of short tendrils across the wearer’s body. While the nanites are active, the first time each round that a creature touches the wearer, that creature must succeed at a Reflex save (DC = 10 + the Devourer’s skin item level...


Drift shell III

Level: 11 | Price: 25250 credits (288 gp) Type: Heavy Armor EAC: +16 | KAC: +18 | Max Dex: +3 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: DC pg. 109

Description

Spectra parts can be fashioned into Drift shell suits, imbuing users with spectra-like grace; while in the Drift, the armor’s armor check penalty is reduced by 2, its maximum Dexterity bonus increases by 1, and its speed adjustment becomes “—.”


Enforcer armor II

Level: 11 | Price: 23725 credits (288 gp) Type: Heavy Armor EAC: +17 | KAC: +19 | Max Dex: +2 ACP: -4 | Speed Adj: -10 ft | Bulk: 3 Source: AR pg. 68

Description

No description available.


Feyguard, dryad

Level: 11 | Price: 24000 credits (250 gp) Type: Light Armor EAC: +12 | KAC: +13 | Max Dex: +7 ACP: None | Speed Adj: None ft | Bulk: L Source: DC pg. 52

Description

This armor gets its name from denizens of the First World, where the first sets were originally crafted. It’s said that no two sets of feyguard armor are the same, either due to the First World’s rapid fluctuations or the frequent alterations its mercurial fey manufacturers make on the production line. Feyguard is most commonly composed of materials that appear organically formed, and minor details seem to subtly shift in appearance during wear.


Flight Frame

Level: 11 | Price: 27100 credits (375 gp) Type: Power Armor EAC: +12 | KAC: +19 | Max Dex: +3 ACP: -5 | Speed Adj: 0 ft | Bulk: 40 Source: CRB pg. 204

Description

This massive, sleek machine is shaped like a person and equipped with powerful thrusters built into the feet and attached to the back, giving it a fly speed with average maneuverability.


Golemforged plating IV

Level: 11 | Price: 24800 credits (288 gp) Type: Heavy Armor EAC: +15 | KAC: +17 | Max Dex: +3 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: CRB pg. 198

Description

An economical choice for many mercenaries, golemforged plating is one of the universe’s most popular heavy armors. Golemforged plating consists of a close-fitting polycarbonate suit fitted with ports and sockets to fit most armor customization options. Suits of golemforged plating include flexible boots and gloves as well as a standard helmet with a clear visor.


Kasatha microcord IV

Level: 11 | Price: 23800 credits (250 gp) Type: Light Armor EAC: +13 | KAC: +15 | Max Dex: +5 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: CRB pg. 197

Description

These suits of ribbed protective fabric are slightly less advanced than comparable light armor but still provide good-quality protection at an affordable price. Kasatha-made microcord suits are typically one-piece outfits of dark colors, sometimes with glowing trim, but other manufacturers produce such suits in a variety of colors and styles.


Lashunta mind mail II

Level: 11 | Price: 24800 credits (250 gp) Type: Light Armor EAC: +13 | KAC: +14 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 70

Description

No description available.


Lashunta ringwear IV

Level: 11 | Price: 27100 credits (288 gp) Type: Heavy Armor EAC: +16 | KAC: +18 | Max Dex: +4 ACP: -3 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 198

Description

While this heavy armor of sculpted metal plates offers good protection to the wearer, its main purpose is to intimidate enemies. Often used for honor guards, military exercises, or parades, ceremonial plate is usually brightly colored or made of shining metal, with elaborate helmets.


Stag-Step Suit (Hybrid)

Level: 11 | Price: 26400 credits (375 gp) Type: Power Armor EAC: +16 | KAC: +18 | Max Dex: +4 ACP: -3 | Speed Adj: 0 ft | Bulk: 30 Source: AR pg. 79

Description

Forged and constructed from supernatural metals collected from the realms of the fey, this powered armor has long antlers atop its blank-faced helmet. If the armor has at least 10 charges remaining, you can spend 10 charges to create a fold in reality, per the Dimension Door spell. You can travel only 100 feet with this ability, and you can’t take other creatures with you. Once you have used this ability, the stag-step suit retains a charge of dimensional static that prevents you from using the ...


Ursikka carapace, traditional

Level: 11 | Price: 41000 credits (250 gp) Type: Light Armor EAC: +13 | KAC: +15 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: GEM pg. 59

Description

The fierce insects of Triaxus’s southern glacier evolved sharp claws and heavy fur to contend with the planet’s long, harsh winters. Enterprising ryphorians have long used these materials to bolster their own survival prospects, salvaging everything they can from the slain or fallen beasts. The lightweight, curved carapace plates provide protection from wind, water, and weapons, while the layer of ursikka fur underneath traps heat. A fur-lined hood, gloves, and boots complete the cold-weather pr...


Vesk Brigandine IV

Level: 11 | Price: 23500 credits (250 gp) Type: Light Armor EAC: +14 | KAC: +14 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 71

Description

The core of vesk brigandine is a lightweight breastplate made of interlocking polymer hexagons. It flexes almost as well as fabric under normal use, but it becomes rigid as steel in response to impact. Its slim profile lets it be worn either over or under clothing. More advanced brigandine designs incorporate inertial dampeners to enhance protection. Vesk who prize mobility over maximum protection favor this style of light armor, and its use has spread throughout the Pact Worlds to the degree th...


Vesk overplate III

Level: 11 | Price: 23400 credits (288 gp) Type: Heavy Armor EAC: +16 | KAC: +18 | Max Dex: +3 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 198

Description

These utilitarian suits of heavy armor reflect the brute strength of their inventors. Overplate makes no concession to comfort. Instead, each polycarbonate suit is solid, dense, and often unadorned, though the high-quality craftsmanship of each suit is apparent. Overplate has a reputation for withstanding any sort of trauma, thanks to its coating of thermoplastic resin.


AbadarCorp Travel Suit, Platinum

Level: 12 | Price: 30750 credits (350 gp) Type: Light Armor EAC: +12 | KAC: +13 | Max Dex: +8 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Executives popularized these light armor business suits for boardrooms and diplomatic meetings. Contingent force fields and concealed rebreathers protect the wearer in hostile environmental conditions. Higher grades of travel suits offer more protection—along with a designer label.


Acrochor hide, elite

Level: 12 | Price: 28000 credits (350 gp) Type: Light Armor EAC: +15 | KAC: +15 | Max Dex: +7 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AP #4 pg. 44

Description

No description available.


Aegis series, squad

Level: 12 | Price: 45200 credits (403 gp) Type: Heavy Armor EAC: +17 | KAC: +19 | Max Dex: +3 ACP: -5 | Speed Adj: -10 ft | Bulk: 3 Source: CRB pg. 198

Description

Aegis suits of heavy armor cover wearers entirely, leading to the suits’ nickname of 'personal tanks.' Helmet visors are narrow or nonexistent, instead projecting video and audio feeds to the wearer. Power-assisted limbs allow the wearer to move intuitively with the suit on.


Autoencoded veil III

Level: 12 | Price: 36500 credits (350 gp) Type: Light Armor EAC: +13 | KAC: +15 | Max Dex: +5 ACP: None | Speed Adj: None ft | Bulk: 1 Source: DC pg. 85

Description

This sleek armor integrates extensive wiring and recycled material directly into the fabric, reinforcing key areas with advanced plating. You can spend 10 minutes programming your armor with either an alternate appearance or a stealth routine. Your armor then disguises your features to technological sensors (including cameras and creatures with the technological subtype). For an alternate appearance, this functions as if you used Disguise to change your appearance, with a Perception check DC to ...


Celerity Rigging (Hybrid)

Level: 12 | Price: 38500 credits (525 gp) Type: Power Armor EAC: +16 | KAC: +20 | Max Dex: +5 ACP: -2 | Speed Adj: 0 ft | Bulk: 4 Source: AR pg. 75

Description

Unlike most other suits of powered armor, which are cumbersome and slow, this armor was designed for magically amplified responsiveness and speed. The armor resembles a humanoid frame of narrow rods, providing you with superior visibility and maneuverability while worn. Instead of heavy plating to absorb blows, celerity rigging uses sophisticated planes of magical force to deflect attacks. Incorporeal creatures’ attacks target your AC rather than your AC when you are wearing this armor.


Defrex hide, advanced

Level: 12 | Price: 33000 credits (350 gp) Type: Light Armor EAC: +14 | KAC: +16 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AA3 pg. 13

Description

No description available.


Dust manta hide, advanced

Level: 12 | Price: 43250 credits (350 gp) Type: Light Armor EAC: +15 | KAC: +16 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AA2 pg. 47

Description

In Fullbright, some brave—or perhaps foolish—game hunters in the Outlaw Kingdoms pursue dust mantas for their desertadapted hides, despite the inherent danger in doing so. Those fortunate enough to survive their hunts craft suits of light armor from the hides, using nanocarbon filaments to stitch the armor together.

The basic dust manta hide grants resistance to fire 5, and the advanced dust manta hide, fashioned from a dust manta monarch, grants resistance to fire 10. Both models also grant a ...


Formian plate, taskmaster

Level: 12 | Price: 42000 credits (403 gp) Type: Heavy Armor EAC: +16 | KAC: +19 | Max Dex: +3 ACP: -4 | Speed Adj: -10 ft | Bulk: 3 Source: AA2 pg. 53

Description

The exoskeletons of deceased formians can be crafted into armor that retains some of these creatures’ defenses. Taskmaster and myrmarch formian plate grant resistance to sonic 5.


Hardlight series, squad

Level: 12 | Price: 37500 credits (350 gp) Type: Light Armor EAC: +15 | KAC: +15 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

The last word in light infantry armor, hardlight series armor features an inflexible, lightweight breastplate, limb guards, and a helmet over a smooth and formfitting jumpsuit. Manufacturers often make custom armor for military organizations, but off-the-rack armor of differing qualities is also available to mercenaries and explorers.


Iridishell, superior

Level: 12 | Price: 42250 credits (403 gp) Type: Heavy Armor EAC: +17 | KAC: +18 | Max Dex: +4 ACP: None | Speed Adj: None ft | Bulk: 2 Source: CRB pg. 198

Description

These gleaming metal plates lock together to form a suit of heavy armor reminiscent of an insect’s shell. Although the iridishell was initially designed for shirrens, its beauty combined and functionality makes it a popular choice for many. More expensive suits of iridishell not only offer more protection but feature elaborate designs with gold or silver trim and embedded jewels.


Night plate II

Level: 12 | Price: 37500 credits (403 gp) Type: Heavy Armor EAC: +15 | KAC: +17 | Max Dex: +5 ACP: -2 | Speed Adj: -5 ft | Bulk: 3 Source: AR pg. 70

Description

No description available.


Peacekeeper’s aegis III

Level: 12 | Price: 33500 credits (350 gp) Type: Light Armor EAC: +14 | KAC: +15 | Max Dex: +6 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: NS pg. 153

Description

The Veskarium’s occupation forces often wear these suits of lightweight armor designed to create a visually homogenized police force to help maintain order in newly acquired territory. It is a symbol of both authority and allegiance to the Veskarium. Each suit is visually identical, and peacekeeping forces are prohibited from adding personalized decorations or adornment.


Preserver's mantle III

Level: 12 | Price: 35400 credits (350 gp) Type: Light Armor EAC: +12 | KAC: +15 | Max Dex: +7 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 70

Description

The Xenowardens bioengineered the preserver’s mantle as a form of living armor. Rather than donning the mantle, a creature steps onto it and allows the armor to wrap itself around and over the creature’s body. Insulating moss acts as padding, while vines and wood match the strength of the advanced composites of other light armors. When the armor’s environmental protections are activated, the external surface of the plants interlace into an airtight barrier, while the moss regulates the temperatu...


Swarm Carapace

Level: 12 | Price: 41200 credits (525 gp) Type: Power Armor EAC: +17 | KAC: +20 | Max Dex: +3 ACP: -3 | Speed Adj: None ft | Bulk: 35 Source: TR pg. 55

Description

Speed 30 ft., climb 30 ft., fly 40 ft. (poor)

Strength 24 (+7); Damage 3d6 S or P; Size Large (10-ft. reach)

Capacity 20; Usage 1/hour

This biomechanical armor is grown from Swarm remains, assisting its wearer in infiltrating Swarm hives for targeted strikes. A swarm carapace can use its weapon slots to mount both melee and ranged weapons. The wearer gains Telepathy that they can use only to communicate with Swarm creatures, can use Disguise to take the appearance of a Swarm creature with...


Terramold plate II

Level: 12 | Price: 38500 credits (403 gp) Type: Heavy Armor EAC: +17 | KAC: +18 | Max Dex: +3 ACP: -5 | Speed Adj: -10 ft | Bulk: 4 Source: NS pg. 153

Description

The giants of Pholskar harvest rivers of raw, molten hivillium; remove any impurities; and pour it directly into hundreds of specialized molds. The hardened plates are extracted and woven together to form suits of terramold plate. This armor is more restrictive than many armors in its class, but it can absorb and disperse impacts with incredible efficiency.


Vesk monolith I

Level: 12 | Price: 39650 credits (403 gp) Type: Heavy Armor EAC: +16 | KAC: +18 | Max Dex: +4 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 198

Description

The ultimate battle gear, pioneered by the vesk, these suits of heavy armor have a dappled polycarbonate shell that resembles stone in texture. A monolith suit looks like a massive articulated golem formed of stone plates. Despite its size, monolith armor moves easily thanks to its power-assisted joints. Sigils and personal emblems can be “chiseled” on the breastplate or shoulder guards of a monolith suit to signal the wearer’s allegiance.


Barathu Battens

Level: 13 | Price: 51500 credits (788 gp) Type: Power Armor EAC: +16 | KAC: +22 | Max Dex: +3 ACP: -4 | Speed Adj: 0 ft | Bulk: 12 Source: AP #43 pg. 47

Description

As bulbous and malleable as the barathus of Bretheda, this powered armor features a semirigid frame around gas chambers that provide protection and buoyancy. Barathus don’t think the blimp-like powered armor resembles one of their kind, but most accept the name in their typical easygoing fashion. Virtually any kind of creature can wear barathu battens, as the interior accommodates a variety of body types.


D-suit IV

Level: 13 | Price: 45800 credits (525 gp) Type: Light Armor EAC: +16 | KAC: +17 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Disembarkment suits, or d-suits, are designed for spacefarers who expect to leave their ship and visit a planet’s surface. Most d-suits are jumpsuits or flight suits worn under reinforced breeches, heavy boots, and a thick jacket. A helmet or rebreather and a utility belt with an attached holster complete the outfit.


EJ Hardsuit, Paragon

Level: 13 | Price: 53500 credits (604 gp) Type: Heavy Armor EAC: +18 | KAC: +20 | Max Dex: +4 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: AP #34 pg. 44

Description

For a tough job, your suit has to be tough, too. The EJ hardsuit's protective plating and bulk belie it's comfortable and modifiable design.


Estex suit IV

Level: 13 | Price: 49250 credits (525 gp) Type: Light Armor EAC: +15 | KAC: +16 | Max Dex: +6 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: CRB pg. 197

Description

Estex is a thick, durable fabric most often used to make flight suits and environmental suits. Estex suits cover the wearer from the neck down and can be modified with armor upgrades as needed. Higher-quality estex suits grant a better level of protection and allow for more upgrades, though they are often bulkier than comparable suits of light armor.


Fossilwrap II

Level: 13 | Price: 55000 credits (604 gp) Type: Heavy Armor EAC: +19 | KAC: +19 | Max Dex: +4 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: AA2 pg. 23

Description

Intended to be worn by those engaged in first-wave boarding actions, fossilwrap armor is a hardened cage of alchemically treated bones, composite, and metal. This armor offers serious protection meant to shrug off incoming blows while still allowing the wearer sufficient mobility in the thick of combat.


Geistwork Hunter (Hybrid)

Level: 13 | Price: 59400 credits (788 gp) Type: Power Armor EAC: +18 | KAC: +20 | Max Dex: +5 ACP: -3 | Speed Adj: None ft | Bulk: 22 Source: TR pg. 54

Description

Speed 40 ft.

Strength 22 (+6); Damage 1d10 S or P; Size Medium

Capacity 20; Usage 1/hour

Marketed as a dueling frame by its Apostae-based manufacturer, Geistwork, this armor is far more suitable for performing perilous assassinations. A Geistwork hunter can use its weapon slots to mount both melee and ranged weapons, and it’s equipped with a proprietary drow stealth system that functions as a Grandchild’s Cloak that doesn’t occupy an upgrade slot. By spending an additional 110,000 credit...


Hardplate, elite

Level: 13 | Price: 48000 credits (604 gp) Type: Heavy Armor EAC: +19 | KAC: +20 | Max Dex: +4 ACP: -3 | Speed Adj: -5 ft | Bulk: 2 Source: AP #4 pg. 44

Description

No description available.


Kalo Encounter Suit III

Level: 13 | Price: 48500 credits (604 gp) Type: Heavy Armor EAC: +20 | KAC: +21 | Max Dex: +3 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: AR pg. 70

Description

When they first ventured beyond the frigid seas of Kalo- Mahoi, the kalo brought the waters of their moon with them in specially engineered suits. The kalo encounter suit represents the latest evolution of that design—a portable ocean that keeps the kalo at the nearfreezing temperatures they prefer. The suit’s air supply doubles as ballast to keep the wearer neutrally buoyant in water despite the armor’s weight, and the idiomatic design accommodates and protects the kalo’s swimming membranes. Wh...


Oblivion Chassis

Level: 13 | Price: 57150 credits (788 gp) Type: Power Armor EAC: +18 | KAC: +23 | Max Dex: +3 ACP: -4 | Speed Adj: None ft | Bulk: 36 Source: DC pg. 52

Description

This powered, magical armor was originally constructed in the forges of Abaddon. While primarily battery-powered, it also converts soul energy into auxiliary power. Whenever a significant enemy dies within 30 feet of an operating oblivion chassis, the armor gains a number of soul charges equal to the dead creature’s CR. as a 2-action activity, you can spend 10 soul charges to cast the spell Supercharge Weapon on the armor’s unarmed strikes or a weapon in one of the armor’s weapon slots.


Plexigrass bodysuit III

Level: 13 | Price: 51000 credits (525 gp) Type: Light Armor EAC: +15 | KAC: +16 | Max Dex: +8 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: NS pg. 153

Description

The lush forests of Ghorus Prime are host to all manner of flora, and ghoran biochemists have learned to cultivate the natural defense mechanisms of many plants to their advantage. A plexigrass bodysuit consists of millions of densely woven blades of a bioengineered plant with incredibly tough fibers that have a tensile strength that rivals most alloys.


Scrapchain, behemoth

Level: 13 | Price: 49750 credits (525 gp) Type: Light Armor EAC: +15 | KAC: +17 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: 1 Source: TR pg. 52

Description

Developed by the Daimalkan engineers in Scrapden, this metallic chainweave armor features tough polymer plating along the chest and the wearer’s dominant arm. Internal servos and articulated attachments within the plating function as an integrated tactical scaffold, despite being mounted in light armor, allowing the wearer to wield massive weapons while keeping a hand free for exploration.


Shobhad harness, chieftain

Level: 13 | Price: 46900 credits (525 gp) Type: Light Armor EAC: +15 | KAC: +17 | Max Dex: +5 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: AR pg. 71

Description

No description available.


Skittersuit II

Level: 13 | Price: 52000 credits (604 gp) Type: Heavy Armor EAC: +18 | KAC: +20 | Max Dex: +3 ACP: -3 | Speed Adj: -5 ft | Bulk: 2 Source: NS pg. 153

Description

When the skittermanders of Vesk-3 realized that their new overlords intended to continue conquering neighboring planets, they decided to help by designing armor for vesk shock troops. However, their wild sense of aesthetics produced armor that few vesk military commanders would allow in their ranks. Luckily, the suits are very popular on the open market, so skittermanders continue to produce this armor for those with a bold sense of style.


Skyfire armor, exident

Level: 13 | Price: 53600 credits (604 gp) Type: Heavy Armor EAC: +18 | KAC: +20 | Max Dex: +4 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 198

Description

These suits of interlocking metal and ceramic plates are usually highly decorated. Gold trim, exaggerated shoulder guards, and stylized Skyfire logos on the breastplates are common. These iconic outfits are worn by the storied members of the Skyfire Legion, though other groups and individuals have copied the Legion’s distinctively decorated heavy armor. Skyfire armor ordinarily comes with force fields that encase the wearer’s head when needed.


Ursikka hide, advanced

Level: 13 | Price: 46500 credits (525 gp) Type: Light Armor EAC: +15 | KAC: +16 | Max Dex: +7 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AA4 pg. 129

Description

Some of the most intrepid hunters seek out ursikkas—and wily scavengers often search the tundra for fallen ursikka bodies—to harvest their hides. Ursikka hides are light, supple, and have an insulating quality that traps body heat, making them an ideal material for cold weather gear and clothes. Talented armorsmiths can create flexible light armor from this leather, which grants cold resistance in addition to the benefits listed on the table below. Basic ursikka hide armor provides cold resistan...


White Walker

Level: 13 | Price: 52100 credits (788 gp) Type: Power Armor EAC: +16 | KAC: +22 | Max Dex: +4 ACP: -4 | Speed Adj: 0 ft | Bulk: 34 Source: AR pg. 79

Description

The thick legs of this heavily insulated armor end in short retractable spikes, allowing you to easily anchor yourself to most surfaces. You gain a +2 bonus to your AC when resisting bull rush, reposition, and trip combat maneuvers as long as you are standing on the ground. You and the armor are immune to cold damage and Cold Environments, even when your Environmental Protections are not active. Your movement is not slowed by icy surfaces, and the DCs of Acrobatics checks you attempt on such sur...


Winter Walker

Level: 13 | Price: 52100 credits (788 gp) Type: Power Armor EAC: +16 | KAC: +22 | Max Dex: +4 ACP: -4 | Speed Adj: 0 ft | Bulk: 34 Source: AR pg. 79

Description

The thick legs of this heavily insulated armor end in short retractable spikes, allowing you to easily anchor yourself to most surfaces. You gain a +2 bonus to your AC when resisting bull rush, reposition, and trip combat maneuvers as long as you are standing on the ground. You and the armor are immune to cold damage and Cold Environments, even when your Environmental Protections are not active. Your movement is not slowed by icy surfaces, and the DCs of Acrobatics checks you attempt on such sur...


Zeizerer diffractor IV

Level: 13 | Price: 48500 credits (525 gp) Type: Light Armor EAC: +15 | KAC: +15 | Max Dex: +8 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: PW pg. 196

Description

Crafted by the talented smiths of the Drow of Apostae, this armor is designed to be light and supple. Its refractive planes are all at the molecular level, resulting in armor that appears to almost absorb light. House Zeizerer is the main distributor of this armor to the rest of the Pact Worlds, but other Drow houses have been known to manufacture their own versions.


AbadarCorp CelPro, stellar

Level: 14 | Price: 75500 credits (920 gp) Type: Heavy Armor EAC: +17 | KAC: +19 | Max Dex: +5 ACP: -2 | Speed Adj: -5 ft | Bulk: 1 Source: TR pg. 52

Description

For situations where heavy armor might be a faux-pas, AbadarCorp designed the CelPro (Celebrity Protection) line. Comprised of metal and polyceramic, reinforced with concealed contingent forcefields like their Travel Suit line, this heavy armor resembles mundane, if somewhat bulky, clothing— typically full-length gowns, coats, or business suits. An observer who succeeds at a Perception check (DC 10 + the armor’s level + the wearer’s Charisma modifier) can discern the outfit’s armored nature.


Boardroom attire

Level: 14 | Price: 62500 credits (800 gp) Type: Light Armor EAC: +12 | KAC: +13 | Max Dex: +8 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

This elegant tailored suit resembles a platinum AbadarCorp travel suit and has the same statistics as that armor. In addition, sigils of divination woven into the fabric of the suit subtly alert you to lies. When wearing a suit of boardroom attire, roll twice when attempting Sense Motive checks to detect deception and use the higher result. In addition, you never think a truthful statement contains deceptions, even if you fail your check by 5 or more.

Currently missing functionality to mark thi...


Echelon fashion, ready to wear

Level: 14 | Price: 71300 credits (800 gp) Type: Light Armor EAC: +15 | KAC: +16 | Max Dex: +8 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Modeled after the universe’s most cutting-edge fashions, this lightly armored clothing is available in daring modern designs, using force fields and the highest-tech fibers to create any sort of outfit imaginable. Bespoke echelon fashions are often tailor-made for the orderer and meant to look unique.


Exochitin, vivisector

Level: 14 | Price: 75500 credits (800 gp) Type: Light Armor EAC: +15 | KAC: +17 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: TR pg. 52

Description

Designed by radically violent shirrens, exochitin consists of carbon-fiber fabric overlaid with plates of polymer “chitin” and a faceplate reminiscent of a thresher lord. as a free action, the wearer can deploy nanites that form claws around their fingertips. While extended, these claws cause the wearer to be treated as armed, cause their unarmed strikes to not be treated as an archaic weapon, and grant their unarmed strikes the wound critical hit effect (decapitator exochitin instead grants the...


Explorer's Cradle

Level: 14 | Price: 79000 credits (1200 gp) Type: Power Armor EAC: +17 | KAC: +23 | Max Dex: +3 ACP: -3 | Speed Adj: 0 ft | Bulk: 35 Source: AR pg. 75

Description

Travelers on alien worlds must be prepared to confront a variety of difficult environments. This long-range powered armor resembles a humanoid torso atop several bristly metal tendrils ending in sharp, grasping claws. The armor has comfortable seating and a supply of nutritious paste delivered intravenously; while wearing an explorer’s cradle, you do not need to eat or drink. as a 2-action activity, you can extend and reshape the tentacles into a variety of forms resembling limbs, fins, or wings...


Feral Frame

Level: 14 | Price: 75000 credits (1200 gp) Type: Power Armor EAC: +21 | KAC: +23 | Max Dex: +4 ACP: -4 | Speed Adj: None ft | Bulk: 50 Source: TR pg. 54

Description

Speed 50 ft., burrow 20 ft., climb 40 ft.

Strength 28 (+9); Damage 4d6 S or P; Size Huge (10-ft. reach)

Capacity 100; Usage 1/minute

This massive frame of curved metal and rippling carbon-fiber musculature resembles a quadrupedal predator, with sickle-clawed limbs and zero-edged fangs. Unlike other powered armor, a feral frame has no hands, and the control interface prevents the wearer from using their own hands for any other purpose. A feral frame includes an integrated Automated Loade...


Flight Skin, Venture

Level: 14 | Price: 77000 credits (800 gp) Type: Light Armor EAC: +14 | KAC: +17 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AP #29 pg. 49

Description

Barathus designed flight skins to help them move comfortably in the cramped spaces favored by many terrestrial species, but the modular design proved easy to adapt to other species. A flight skin comprises redundant layers of light, airy material that lie nearly flat and resemble rubber or soft cloth but, buttressed by bio-psychic force fields, briefly inflate to reduce sudden impact. Flight skin Environmental protections take the form of a thin membrane that, when activated, envelops exposed sk...


Formian hide, superior

Level: 14 | Price: 80000 credits (920 gp) Type: Heavy Armor EAC: +15 | KAC: +17 | Max Dex: +3 ACP: -4 | Speed Adj: -5 ft | Bulk: 2 Source: PW pg. 196

Description

The vicious wars between lashuntas and formians drove many technomagical advances, including this armor made to emulate the chitinous skins of formians. The armor includes a helmet that boosts the wearer’s natural telepathy; if you have the limited telepathy species trait, you add 10 feet to the range of that ability. This increase doesn’t stack with other effects that extend the range of your telepathy, such as a Psychic Booster.


Freebooter armor IV

Level: 14 | Price: 60600 credits (800 gp) Type: Light Armor EAC: +17 | KAC: +18 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Popularized by the Free Captains of The Diaspora, freebooter armor features an armored jacket or breastplate, heavy boots and gloves, numerous straps and hidden weapons, and a helmet. Novice explorers and mercenaries beginning their career sometimes choose freebooter armor for the air of rakish experience this light armor lends its wearer.


Golemforged plating V

Level: 14 | Price: 63750 credits (920 gp) Type: Heavy Armor EAC: +18 | KAC: +20 | Max Dex: +4 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: CRB pg. 198

Description

An economical choice for many mercenaries, golemforged plating is one of the universe’s most popular heavy armors. Golemforged plating consists of a close-fitting polycarbonate suit fitted with ports and sockets to fit most armor customization options. Suits of golemforged plating include flexible boots and gloves as well as a standard helmet with a clear visor.


Hellknight plate, paralictor

Level: 14 | Price: 80000 credits (920 gp) Type: Heavy Armor EAC: +21 | KAC: +22 | Max Dex: +3 ACP: -2 | Speed Adj: -10 ft | Bulk: 3 Source: PW pg. 196

Description

The stern and unrelenting Hellknights are known as much for their distinctive plate armor as for their fearsome adherence to rigid order. This variant of ceremonial plate is predominantly black with protruding spikes, and each Hellknight order has its own distinct design.


Inheritor's grace II

Level: 14 | Price: 67400 credits (920 gp) Type: Heavy Armor EAC: +20 | KAC: +21 | Max Dex: +3 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: AR pg. 69

Description

No description available.


Kyokor plating IV

Level: 14 | Price: 76000 credits (920 gp) Type: Heavy Armor EAC: +17 | KAC: +19 | Max Dex: +5 ACP: -2 | Speed Adj: -5 ft | Bulk: 1 Source: AA1 pg. 73

Description

Scavengers on Daimalko dare to brave the wastes of their world to gather the enamel-like hulls that kyokors occasionally shed from their crowns. These toothy moltings are enormous, and once they’re retrieved, they require a great deal of effort to grind into plates that can be used to craft armor. Despite this and the dangers of gathering the requisite moltings, suits of kyokor plating are in demand throughout the universe, making collection of the raw materials and subsequent forging into lucra...


Mageplate, master

Level: 14 | Price: 70000 credits (920 gp) Type: Heavy Armor EAC: +18 | KAC: +20 | Max Dex: +3 ACP: -2 | Speed Adj: -5 ft | Bulk: 3 Source: TR pg. 52

Description

Pahtra sorcerers have used carefully calibrated magnetic fields to enhance magic since time immemorial. Mageplate consists of broad polymer slab plates filigreed with carefully enchanted magnetic metals, set against a carbonweave backing. When the wearer uses a spell slot to cast a spell, the armor resonates with the expended energy, granting the caster a +2 enhancement bonus to AC and saving throws until the end of their next turn. Veskarium manufacturers have appropriated and repurposed the de...


Polyplate, elite

Level: 14 | Price: 65000 credits (800 gp) Type: Light Armor EAC: +15 | KAC: +17 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AP #15 pg. 44

Description

Polyplate is flexible armor composed of interlocking scales that protects its wearer against trauma, absorbing blows and distributing the force across a wide area to lessen its impact. By default, the armor protects against bludgeoning damage, providing DR against that damage equal to half the armor’s item level. as a single action, a creature wearing polyplate can swipe a limb across the armor, changing its DR to protect against piercing or slashing damage, or back to bludgeoning. Polyplate is ...


Shiftskin II

Level: 14 | Price: 76830 credits (800 gp) Type: Light Armor EAC: +16 | KAC: +17 | Max Dex: +7 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: AR pg. 71

Description

No description available.


Vesk overplate IV

Level: 14 | Price: 71850 credits (920 gp) Type: Heavy Armor EAC: +19 | KAC: +21 | Max Dex: +4 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 198

Description

These utilitarian suits of heavy armor reflect the brute strength of their inventors. Overplate makes no concession to comfort. Instead, each polycarbonate suit is solid, dense, and often unadorned, though the high-quality craftsmanship of each suit is apparent. Overplate has a reputation for withstanding any sort of trauma, thanks to its coating of thermoplastic resin.


Void hide II

Level: 14 | Price: 90000 credits (800 gp) Type: Light Armor EAC: +16 | KAC: +18 | Max Dex: +5 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: AA3 pg. 121

Description

Made from void troll skin, void hide armor quivers of its own volition, as if the manufacturing process could not subdue the troll’s life force. You can trigger void hide to react to an attack as though you had the reflecting armor spell cast on you. Once you have used a specific suit of void hide in this way, you can use a different suit only after 24 hours have passed. A magic resistor upgrade installed in void hide takes up one upgrade slot fewer than normal (minimum 0), as does a spell refle...


Abyssal plate, marilith

Level: 15 | Price: 116500 credits (1323 gp) Type: Heavy Armor EAC: +21 | KAC: +23 | Max Dex: +4 ACP: -4 | Speed Adj: -5 ft | Bulk: 4 Source: DC pg. 52

Description

Normally crafted by demonic smiths, abyssal plate tends to be rare, but sets of this armor reverse-engineered from those taken from vanquished fiends are slowly gaining a presence in the galactic market. Abyssal plate sacrifices adaptability for speed, giving it less room for armor upgrades than its competitors. Demon-made sets are rumored to be forged with sinners’ souls, but that ingredient is something most mortal corporations don’t attempt to emulate.


Aeon Guard Elite Harness

Level: 15 | Price: 125000 credits (1725 gp) Type: Power Armor EAC: +19 | KAC: +24 | Max Dex: +3 ACP: -3 | Speed Adj: 0 ft | Bulk: 40 Source: AP #45 pg. 43

Description

The Star Empire equips elite Aeon Guard units with powered armor designed for extensive field operations and customized to include slots for a pair of aeon stones. Soldiers in these units form the frontline in major assaults and serve as rallying points for less well-equipped troops forced to retreat. 2 upgrade slots can be used only to hold aeon stones.


Carbon skin, diamond

Level: 15 | Price: 126400 credits (1150 gp) Type: Light Armor EAC: +17 | KAC: +19 | Max Dex: +7 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: CRB pg. 197

Description

Though these suits of light armor appear to be made of stiff fabric, they are actually woven from carbon fibers. Higher-quality carbon skins are reinforced with carbon allotypes, such as white carbon or diamond, and the heightened sheen of the fabric hints at their expensive construction.


Commander's Harness

Level: 15 | Price: 122500 credits (1725 gp) Type: Power Armor EAC: +19 | KAC: +24 | Max Dex: +3 ACP: -3 | Speed Adj: 0 ft | Bulk: 40 Source: AR pg. 75

Description

A reinforced version of the standard battle harness (Core Rulebook 204), this powered armor frame is most often used by squad leaders commanding units of heavily armored soldiers. Its larger size helps leaders of entire armored battalions maintain visibility and control during a confrontation.


Drift shell IV

Level: 15 | Price: 113000 credits (1323 gp) Type: Heavy Armor EAC: +20 | KAC: +22 | Max Dex: +4 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: DC pg. 109

Description

Spectra parts can be fashioned into Drift shell suits, imbuing users with spectra-like grace; while in the Drift, the armor’s armor check penalty is reduced by 2, its maximum Dexterity bonus increases by 1, and its speed adjustment becomes “—.”


Enforcer armor III

Level: 15 | Price: 101150 credits (1323 gp) Type: Heavy Armor EAC: +21 | KAC: +23 | Max Dex: +3 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: AR pg. 68

Description

No description available.


Enginerunner

Level: 15 | Price: 120900 credits (1323 gp) Type: Heavy Armor EAC: +21 | KAC: +22 | Max Dex: +4 ACP: 0 | Speed Adj: 0 ft | Bulk: 2 Source: CRB pg. 198

Description

The ysoki popularized this seemingly lightweight but incredibly durable heavy armor. Small squares of dense metal lie between two layers of reinforced fiber weave, giving the appearance of a padded flight suit but offering considerably more protection.


Feyguard, nymph

Level: 15 | Price: 97500 credits (1150 gp) Type: Light Armor EAC: +17 | KAC: +18 | Max Dex: +8 ACP: None | Speed Adj: None ft | Bulk: L Source: DC pg. 52

Description

This armor gets its name from denizens of the First World, where the first sets were originally crafted. It’s said that no two sets of feyguard armor are the same, either due to the First World’s rapid fluctuations or the frequent alterations its mercurial fey manufacturers make on the production line. Feyguard is most commonly composed of materials that appear organically formed, and minor details seem to subtly shift in appearance during wear.


Hardlight series, elite

Level: 15 | Price: 123500 credits (1150 gp) Type: Light Armor EAC: +18 | KAC: +18 | Max Dex: +7 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

The last word in light infantry armor, hardlight series armor features an inflexible, lightweight breastplate, limb guards, and a helmet over a smooth and formfitting jumpsuit. Manufacturers often make custom armor for military organizations, but off-the-rack armor of differing qualities is also available to mercenaries and explorers.


Jarlslayer

Level: 15 | Price: 125500 credits (1725 gp) Type: Power Armor EAC: +18 | KAC: +24 | Max Dex: +4 ACP: -6 | Speed Adj: 0 ft | Bulk: 43 Source: CRB pg. 204

Description

The dwarven-built jarlslayer suit is traditionally shaped like a stocky, heavily armored Dwarf with articulated hands, though other races have created sleeker, more modern-looking versions.


Lashunta ringwear V

Level: 15 | Price: 94200 credits (1323 gp) Type: Heavy Armor EAC: +20 | KAC: +22 | Max Dex: +4 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 198

Description

While this heavy armor of sculpted metal plates offers good protection to the wearer, its main purpose is to intimidate enemies. Often used for honor guards, military exercises, or parades, ceremonial plate is usually brightly colored or made of shining metal, with elaborate helmets.


Rocket Hero Suit

Level: 15 | Price: 122000 credits (1725 gp) Type: Power Armor EAC: +19 | KAC: +23 | Max Dex: +4 ACP: -4 | Speed Adj: 0 ft | Bulk: 38 Source: AP #43 pg. 47

Description

When the intensely private owners of Valodon Media funneled significant resources into creating a working battle suit styled after its hit vidgame character Rocket Hero, no one expected the resulting powered armor to even function, much less become a commercial success. Rocket Hero suits in gleaming green and gold are the most common, and are usually owned by wealthy socialites who want to streak across the sky and relive Rocket Hero’s superhuman escapades. Most serious aftermarket owners tone d...


Swarmsuit

Level: 15 | Price: 95200 credits (1150 gp) Type: Light Armor EAC: +18 | KAC: +19 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Inspired by Swarm technology and designed specifically for shirrens, a swarmsuit is a collection of ablative plates backed with reinforced padding and linked with mesh straps. The light armor’s unique arrangement makes it perfect for creatures with unusual physiologies. The wearer arranges the straps in a comfortable formation and slides the ablative plates to cover vulnerable areas.


ThermSkin IV

Level: 15 | Price: 120000 credits (1150 gp) Type: Light Armor EAC: +17 | KAC: +18 | Max Dex: +7 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: GEM pg. 59

Description

ThermSkin is a lightweight, form-fitting suit of flexible carbon fiber and blended fabrics that prioritizes ease and quickness of movement, even in harsh environments. It compensates for its lack of insulating layers with a webbing of temperature-regulating lines that run across the entire suit like meridians, glowing dimly with shifting multicolored lights as if mirroring the auroras in the sky. The faint glimmer can be increased if additional light is needed, or dampened in situations where st...


Vesk Brigandine V

Level: 15 | Price: 99900 credits (1150 gp) Type: Light Armor EAC: +19 | KAC: +20 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 71

Description

The core of vesk brigandine is a lightweight breastplate made of interlocking polymer hexagons. It flexes almost as well as fabric under normal use, but it becomes rigid as steel in response to impact. Its slim profile lets it be worn either over or under clothing. More advanced brigandine designs incorporate inertial dampeners to enhance protection. Vesk who prize mobility over maximum protection favor this style of light armor, and its use has spread throughout the Pact Worlds to the degree th...


Angel Frame (Hybrid)

Level: 16 | Price: 191000 credits (2625 gp) Type: Power Armor EAC: +18 | KAC: +22 | Max Dex: +6 ACP: -2 | Speed Adj: 0 ft | Bulk: 18 Source: AA3 pg. 125

Description

This surprisingly light suit of hybrid powered armor uses technomagical microthrusters to grant you flight and incredible mobility. In its undeployed form, an angel frame looks and functions as a specific kind of clothing (Starfinder Core Rulebook 230), often an Environmental Outfit or Travel Outfit. In this form, an angel frame grants none of the effects of wearing powered armor and doesn’t use charges. as a 3-action activity, you can speak a command word that causes pieces of the armor to depl...


Autoencoded veil IV

Level: 16 | Price: 175000 credits (1750 gp) Type: Light Armor EAC: +19 | KAC: +20 | Max Dex: +6 ACP: None | Speed Adj: None ft | Bulk: 1 Source: DC pg. 85

Description

This sleek armor integrates extensive wiring and recycled material directly into the fabric, reinforcing key areas with advanced plating. You can spend 10 minutes programming your armor with either an alternate appearance or a stealth routine. Your armor then disguises your features to technological sensors (including cameras and creatures with the technological subtype). For an alternate appearance, this functions as if you used Disguise to change your appearance, with a Perception check DC to ...


Defrex hide, elite

Level: 16 | Price: 142000 credits (1750 gp) Type: Light Armor EAC: +19 | KAC: +21 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AA3 pg. 13

Description

No description available.


Kyton Bloodsuit (Hybrid)

Level: 16 | Price: 187750 credits (2625 gp) Type: Power Armor EAC: +20 | KAC: +25 | Max Dex: +4 ACP: -2 | Speed Adj: 0 ft | Bulk: 30 Source: AR pg. 78

Description

This union of chains, metal plates, and magically solidified blood has a brutally functional appearance. Designed in cooperation with the pain-loving kytons of the Shadow Plane, kyton bloodsuits include clusters of blades and needles on the inside of the armor that shift about, seeking to pierce the wearer’s skin. The armor deals 1d4 damage to you each minute of operation (whenever the armor uses a charge). When you take this damage, you can spend 1 Focus Point as a reaction to restore 5 charges...


Lashunta mind mail III

Level: 16 | Price: 166500 credits (1750 gp) Type: Light Armor EAC: +20 | KAC: +20 | Max Dex: +7 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 70

Description

No description available.


Night plate III

Level: 16 | Price: 177300 credits (2013 gp) Type: Heavy Armor EAC: +21 | KAC: +24 | Max Dex: +5 ACP: -1 | Speed Adj: -5 ft | Bulk: 2 Source: AR pg. 70

Description

No description available.


Shotalashu armor

Level: 16 | Price: 149500 credits (1750 gp) Type: Light Armor EAC: +19 | KAC: +20 | Max Dex: +7 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

The lashunta shotalashu cavalry wear this protective gear while riding their bonded saurian mounts. Layers of thin, ablative plates make for light armor that moves with the rider while providing maximum protection. Military merchants have taken to creating knock-off shotalashu armor in more modern styles, as some of the traditional nature themes are no longer fashionable.


Skitterhide III

Level: 16 | Price: 144000 credits (1750 gp) Type: Light Armor EAC: +19 | KAC: +19 | Max Dex: +8 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AA2 pg. 23

Description

Made from the harvested remains of destroyed undead, skitterhide resembles a macabre skinsuit. Ossified studs and embellishments reinforce the alchemically treated skin, which is otherwise designed to support Corpse Fleet agents favoring speed and stealth.


Steelbones

Level: 16 | Price: 145500 credits (2013 gp) Type: Heavy Armor EAC: +21 | KAC: +23 | Max Dex: +4 ACP: -3 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 198

Description

A framework of metal ribs covers this suit of heavy armor. Force fields bridge the gaps between the metal ribs, which give the armor the macabre look of a metal skeleton. Officers of the Corpse Fleet favor this armor for its unsettling appearance, but steelbones can be worn by anyone who values an intimidating style.


Terramold plate III

Level: 16 | Price: 147500 credits (2013 gp) Type: Heavy Armor EAC: +22 | KAC: +23 | Max Dex: +3 ACP: -5 | Speed Adj: -10 ft | Bulk: 4 Source: NS pg. 153

Description

The giants of Pholskar harvest rivers of raw, molten hivillium; remove any impurities; and pour it directly into hundreds of specialized molds. The hardened plates are extracted and woven together to form suits of terramold plate. This armor is more restrictive than many armors in its class, but it can absorb and disperse impacts with incredible efficiency.


Vesk monolith II

Level: 16 | Price: 163400 credits (2013 gp) Type: Heavy Armor EAC: +22 | KAC: +24 | Max Dex: +4 ACP: -3 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 198

Description

The ultimate battle gear, pioneered by the vesk, these suits of heavy armor have a dappled polycarbonate shell that resembles stone in texture. A monolith suit looks like a massive articulated golem formed of stone plates. Despite its size, monolith armor moves easily thanks to its power-assisted joints. Sigils and personal emblems can be “chiseled” on the breastplate or shoulder guards of a monolith suit to signal the wearer’s allegiance.


Aegis series, elite

Level: 17 | Price: 209000 credits (3163 gp) Type: Heavy Armor EAC: +23 | KAC: +27 | Max Dex: +3 ACP: -5 | Speed Adj: -10 ft | Bulk: 3 Source: CRB pg. 198

Description

Aegis suits of heavy armor cover wearers entirely, leading to the suits’ nickname of 'personal tanks.' Helmet visors are narrow or nonexistent, instead projecting video and audio feeds to the wearer. Power-assisted limbs allow the wearer to move intuitively with the suit on.


D-suit V

Level: 17 | Price: 244300 credits (2750 gp) Type: Light Armor EAC: +20 | KAC: +21 | Max Dex: +7 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Disembarkment suits, or d-suits, are designed for spacefarers who expect to leave their ship and visit a planet’s surface. Most d-suits are jumpsuits or flight suits worn under reinforced breeches, heavy boots, and a thick jacket. A helmet or rebreather and a utility belt with an attached holster complete the outfit.


Dendron armor, sequoia

Level: 17 | Price: 256500 credits (3163 gp) Type: Heavy Armor EAC: +23 | KAC: +25 | Max Dex: +4 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: AR pg. 68

Description

No description available.


Devourer’s Skin, masticating

Level: 17 | Price: 275000 credits (2750 gp) Type: Light Armor EAC: +18 | KAC: +21 | Max Dex: +5 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: TR pg. 52

Description

Despite its name, this carbon-plate armor is the brainchild of overeager marketers at Brortrav Ordnance Factories, not nihilistic cultists. While the environmental protection system of Devourer’s skin is active, nanites hidden within its plates roil out and coalesce into dozens of short tendrils across the wearer’s body. While the nanites are active, the first time each round that a creature touches the wearer, that creature must succeed at a Reflex save (DC = 10 + the Devourer’s skin item level...


Echelon fashion, bespoke

Level: 17 | Price: 285000 credits (2750 gp) Type: Light Armor EAC: +18 | KAC: +19 | Max Dex: +8 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Modeled after the universe’s most cutting-edge fashions, this lightly armored clothing is available in daring modern designs, using force fields and the highest-tech fibers to create any sort of outfit imaginable. Bespoke echelon fashions are often tailor-made for the orderer and meant to look unique.


EJ Hardsuit, Spec-Ops

Level: 17 | Price: 260500 credits (3163 gp) Type: Heavy Armor EAC: +23 | KAC: +25 | Max Dex: +4 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: AP #34 pg. 44

Description

For a tough job, your suit has to be tough, too. The EJ hardsuit's protective plating and bulk belie it's comfortable and modifiable design.


Extradimensional Armor (Hybrid)

Level: 17 | Price: 278200 credits (4125 gp) Type: Power Armor EAC: +22 | KAC: +28 | Max Dex: +3 ACP: -3 | Speed Adj: 0 ft | Bulk: 20 Source: AR pg. 75

Description

Constructed with the aid of mad cultists who revere inhuman, unknowable entities from the most distant corners of reality, this metallic armor defies conventional geometry. Its flat planes appear strangely curved upon close inspection, and its contours bend and blur. Your opponents can’t keep a clear sight on the armor’s shape or position, even when looking directly at it. If you have Concealment from an attacker from any source, increase the miss chance from concealment by 10% (normally to 30%)...


Grave mantle, officer

Level: 17 | Price: 256500 credits (2750 gp) Type: Light Armor EAC: +20 | KAC: +22 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 68

Description

No description available.


Reactor Guard

Level: 17 | Price: 271000 credits (4125 gp) Type: Power Armor EAC: +24 | KAC: +27 | Max Dex: +4 ACP: -4 | Speed Adj: 0 ft | Bulk: 35 Source: AR pg. 78

Description

This heavy, awkward armor is built with the highest levels of radiation shielding and anti-radiation materials known in the Pact Worlds. Primarily used to lift ultra-dense materials within reactor cores, reactor guard armor is useful for anyone fighting or working in areas with toxic levels of radiation. You and the armor are both immune to Radiation (Core Rulebook 403) even when your Environmental Protections are not active, and you can’t contract radiation sickness while wearing the armor.


Scrapchain, titan

Level: 17 | Price: 256000 credits (2750 gp) Type: Light Armor EAC: +18 | KAC: +20 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: 1 Source: TR pg. 52

Description

Developed by the Daimalkan engineers in Scrapden, this metallic chainweave armor features tough polymer plating along the chest and the wearer’s dominant arm. Internal servos and articulated attachments within the plating function as an integrated tactical scaffold, despite being mounted in light armor, allowing the wearer to wield massive weapons while keeping a hand free for exploration.


Skittersuit III

Level: 17 | Price: 240000 credits (3163 gp) Type: Heavy Armor EAC: +22 | KAC: +24 | Max Dex: +4 ACP: -3 | Speed Adj: -5 ft | Bulk: 3 Source: NS pg. 153

Description

When the skittermanders of Vesk-3 realized that their new overlords intended to continue conquering neighboring planets, they decided to help by designing armor for vesk shock troops. However, their wild sense of aesthetics produced armor that few vesk military commanders would allow in their ranks. Luckily, the suits are very popular on the open market, so skittermanders continue to produce this armor for those with a bold sense of style.


Ursikka hide, elite

Level: 17 | Price: 240000 credits (2750 gp) Type: Light Armor EAC: +20 | KAC: +20 | Max Dex: +8 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AA4 pg. 129

Description

Some of the most intrepid hunters seek out ursikkas—and wily scavengers often search the tundra for fallen ursikka bodies—to harvest their hides. Ursikka hides are light, supple, and have an insulating quality that traps body heat, making them an ideal material for cold weather gear and clothes. Talented armorsmiths can create flexible light armor from this leather, which grants cold resistance in addition to the benefits listed on the table below. Basic ursikka hide armor provides cold resistan...


AbadarCorp CelPro, galactic

Level: 18 | Price: 380000 credits (4600 gp) Type: Heavy Armor EAC: +23 | KAC: +25 | Max Dex: +5 ACP: -2 | Speed Adj: -5 ft | Bulk: 1 Source: TR pg. 52

Description

For situations where heavy armor might be a faux-pas, AbadarCorp designed the CelPro (Celebrity Protection) line. Comprised of metal and polyceramic, reinforced with concealed contingent forcefields like their Travel Suit line, this heavy armor resembles mundane, if somewhat bulky, clothing— typically full-length gowns, coats, or business suits. An observer who succeeds at a Perception check (DC 10 + the armor’s level + the wearer’s Charisma modifier) can discern the outfit’s armored nature.


Devaplate

Level: 18 | Price: 424000 credits (6000 gp) Type: Power Armor EAC: +21 | KAC: +25 | Max Dex: +4 ACP: -3 | Speed Adj: None ft | Bulk: 25 Source: TR pg. 53

Description

Speed 30 ft., fly 40 ft. (poor)

Strength 26 (+8); Damage 4d6 S or P; Size Medium

Capacity 20; Usage 1/hour

Inspired by the angel frame, devaplate is a purely technological wonder. Its featureless faceplate provides a sophisticated heads-up display that allows the wearer to see as if they possessed Darkvision 120 ft. and Low-Light Vision, includes an integrated MedObserve armor upgrade, and grants a +2 circumstance bonus on saving throws to resist harmful visual effects. Devaplate’s speci...


Efreet Noble Regalia

Level: 18 | Price: 417000 credits (6000 gp) Type: Power Armor EAC: +25 | KAC: +28 | Max Dex: +2 ACP: -4 | Speed Adj: None ft | Bulk: 62 Source: DC pg. 52

Description

As its name implies, sets of efreet noble regalia were originally crafted for powerful efreet on the Plane of Fire. Traditionally, the armor is decorated in shining red and gold, and has elaborate horned helms. While wearing this armor and while it still has charges remaining, you have fire resistance 20 and are immune to environmental effects related to Heat. Additionally, when attacking with the armor’s unarmed strikes or with any weapon slotted into the armor, you can make half the weapon’s d...


Flight Skin, Conglomeration

Level: 18 | Price: 400000 credits (4000 gp) Type: Light Armor EAC: +18 | KAC: +21 | Max Dex: +7 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AP #29 pg. 49

Description

Barathus designed flight skins to help them move comfortably in the cramped spaces favored by many terrestrial species, but the modular design proved easy to adapt to other species. A flight skin comprises redundant layers of light, airy material that lie nearly flat and resemble rubber or soft cloth but, buttressed by bio-psychic force fields, briefly inflate to reduce sudden impact. Flight skin Environmental protections take the form of a thin membrane that, when activated, envelops exposed sk...


Freebooter armor V

Level: 18 | Price: 367650 credits (4000 gp) Type: Light Armor EAC: +20 | KAC: +21 | Max Dex: +8 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Popularized by the Free Captains of The Diaspora, freebooter armor features an armored jacket or breastplate, heavy boots and gloves, numerous straps and hidden weapons, and a helmet. Novice explorers and mercenaries beginning their career sometimes choose freebooter armor for the air of rakish experience this light armor lends its wearer.


Kalo Encounter Suit IV

Level: 18 | Price: 360000 credits (4600 gp) Type: Heavy Armor EAC: +25 | KAC: +26 | Max Dex: +4 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: AR pg. 70

Description

When they first ventured beyond the frigid seas of Kalo- Mahoi, the kalo brought the waters of their moon with them in specially engineered suits. The kalo encounter suit represents the latest evolution of that design—a portable ocean that keeps the kalo at the nearfreezing temperatures they prefer. The suit’s air supply doubles as ballast to keep the wearer neutrally buoyant in water despite the armor’s weight, and the idiomatic design accommodates and protects the kalo’s swimming membranes. Wh...


Kyokor plating V

Level: 18 | Price: 371000 credits (4600 gp) Type: Heavy Armor EAC: +23 | KAC: +24 | Max Dex: +5 ACP: -2 | Speed Adj: -5 ft | Bulk: 1 Source: AA1 pg. 73

Description

Scavengers on Daimalko dare to brave the wastes of their world to gather the enamel-like hulls that kyokors occasionally shed from their crowns. These toothy moltings are enormous, and once they’re retrieved, they require a great deal of effort to grind into plates that can be used to craft armor. Despite this and the dangers of gathering the requisite moltings, suits of kyokor plating are in demand throughout the universe, making collection of the raw materials and subsequent forging into lucra...


Polyplate, paragon

Level: 18 | Price: 345000 credits (4000 gp) Type: Light Armor EAC: +19 | KAC: +21 | Max Dex: +7 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AP #15 pg. 44

Description

Polyplate is flexible armor composed of interlocking scales that protects its wearer against trauma, absorbing blows and distributing the force across a wide area to lessen its impact. By default, the armor protects against bludgeoning damage, providing DR against that damage equal to half the armor’s item level. as a single action, a creature wearing polyplate can swipe a limb across the armor, changing its DR to protect against piercing or slashing damage, or back to bludgeoning. Polyplate is ...


Regimental dress III

Level: 18 | Price: 387000 credits (4000 gp) Type: Light Armor EAC: +22 | KAC: +22 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 71

Description

Regimental dress is the light armor counterpart to ceremonial plate. Often stylized to the extreme, regimental dress comes in as many variations as there are military forces, militias, and private security details. Regimental dress uses advanced fibers and strategically placed ceramic plates to avoid ruining the design lines of the uniforms. A force field projector concealed in the collar activates as needed to provide life support and protection for the head. Integrated holographic imaging proj...


Surnoch Suit

Level: 18 | Price: 405000 credits (6000 gp) Type: Power Armor EAC: +23 | KAC: +27 | Max Dex: +3 ACP: -4 | Speed Adj: 0 ft | Bulk: 35 Source: AR pg. 79

Description

This sturdy gray suit of powered armor has rows of fine blades running along the body and limbs, which serve as digging claws; it is often used by elite sapper teams to reach entrenched enemies. A surnoch suit grants you a burrow speed. You can tunnel through rock while wearing a surnoch suit, but your speed is reduced to 5 feet.


Vesk overplate V

Level: 18 | Price: 415800 credits (4600 gp) Type: Heavy Armor EAC: +24 | KAC: +26 | Max Dex: +4 ACP: -3 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 198

Description

These utilitarian suits of heavy armor reflect the brute strength of their inventors. Overplate makes no concession to comfort. Instead, each polycarbonate suit is solid, dense, and often unadorned, though the high-quality craftsmanship of each suit is apparent. Overplate has a reputation for withstanding any sort of trauma, thanks to its coating of thermoplastic resin.


Vitrum plate

Level: 18 | Price: 365650 credits (4600 gp) Type: Heavy Armor EAC: +23 | KAC: +24 | Max Dex: +5 ACP: 0 | Speed Adj: 0 ft | Bulk: 1 Source: CRB pg. 198

Description

Made of transparent polyethylene, vitrum plate resembles a suit of carved crystal. Though the material is hard as metal, it shimmers and refracts light like glass. The difficulty of compressing polyethylene to preserve its lightness while affording such protection makes this type of heavy armor expensive.


Void hide III

Level: 18 | Price: 382500 credits (4000 gp) Type: Light Armor EAC: +20 | KAC: +22 | Max Dex: +6 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: AA3 pg. 121

Description

Made from void troll skin, void hide armor quivers of its own volition, as if the manufacturing process could not subdue the troll’s life force. You can trigger void hide to react to an attack as though you had the reflecting armor spell cast on you. Once you have used a specific suit of void hide in this way, you can use a different suit only after 24 hours have passed. A magic resistor upgrade installed in void hide takes up one upgrade slot fewer than normal (minimum 0), as does a spell refle...


Zeizerer diffractor V

Level: 18 | Price: 340000 credits (4000 gp) Type: Light Armor EAC: +20 | KAC: +20 | Max Dex: +9 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: PW pg. 196

Description

Crafted by the talented smiths of the Drow of Apostae, this armor is designed to be light and supple. Its refractive planes are all at the molecular level, resulting in armor that appears to almost absorb light. House Zeizerer is the main distributor of this armor to the rest of the Pact Worlds, but other Drow houses have been known to manufacture their own versions.


D-suit VI

Level: 19 | Price: 552000 credits (7000 gp) Type: Light Armor EAC: +21 | KAC: +22 | Max Dex: +8 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

Disembarkment suits, or d-suits, are designed for spacefarers who expect to leave their ship and visit a planet’s surface. Most d-suits are jumpsuits or flight suits worn under reinforced breeches, heavy boots, and a thick jacket. A helmet or rebreather and a utility belt with an attached holster complete the outfit.


Drift shell V

Level: 19 | Price: 568000 credits (8050 gp) Type: Heavy Armor EAC: +25 | KAC: +25 | Max Dex: +5 ACP: -3 | Speed Adj: -10 ft | Bulk: 3 Source: DC pg. 109

Description

Spectra parts can be fashioned into Drift shell suits, imbuing users with spectra-like grace; while in the Drift, the armor’s armor check penalty is reduced by 2, its maximum Dexterity bonus increases by 1, and its speed adjustment becomes “—.”


Exochitin, decapitator

Level: 19 | Price: 585000 credits (7000 gp) Type: Light Armor EAC: +19 | KAC: +21 | Max Dex: +8 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: TR pg. 52

Description

Designed by radically violent shirrens, exochitin consists of carbon-fiber fabric overlaid with plates of polymer “chitin” and a faceplate reminiscent of a thresher lord. as a free action, the wearer can deploy nanites that form claws around their fingertips. While extended, these claws cause the wearer to be treated as armed, cause their unarmed strikes to not be treated as an archaic weapon, and grant their unarmed strikes the wound critical hit effect (decapitator exochitin instead grants the...


Feyguard, erlking

Level: 19 | Price: 555000 credits (7000 gp) Type: Light Armor EAC: +20 | KAC: +21 | Max Dex: +9 ACP: None | Speed Adj: None ft | Bulk: L Source: DC pg. 52

Description

This armor gets its name from denizens of the First World, where the first sets were originally crafted. It’s said that no two sets of feyguard armor are the same, either due to the First World’s rapid fluctuations or the frequent alterations its mercurial fey manufacturers make on the production line. Feyguard is most commonly composed of materials that appear organically formed, and minor details seem to subtly shift in appearance during wear.


Formian plate, myrmarch

Level: 19 | Price: 557000 credits (8050 gp) Type: Heavy Armor EAC: +24 | KAC: +27 | Max Dex: +3 ACP: -4 | Speed Adj: -10 ft | Bulk: 3 Source: AA2 pg. 53

Description

The exoskeletons of deceased formians can be crafted into armor that retains some of these creatures’ defenses. Taskmaster and myrmarch formian plate grant resistance to sonic 5.


Fossilwrap III

Level: 19 | Price: 645000 credits (8050 gp) Type: Heavy Armor EAC: +25 | KAC: +25 | Max Dex: +6 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: AA2 pg. 23

Description

Intended to be worn by those engaged in first-wave boarding actions, fossilwrap armor is a hardened cage of alchemically treated bones, composite, and metal. This armor offers serious protection meant to shrug off incoming blows while still allowing the wearer sufficient mobility in the thick of combat.


Inheritor's grace III

Level: 19 | Price: 591000 credits (8050 gp) Type: Heavy Armor EAC: +25 | KAC: +27 | Max Dex: +4 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: AR pg. 69

Description

No description available.


Lashunta mind mail IV

Level: 19 | Price: 556000 credits (7000 gp) Type: Light Armor EAC: +22 | KAC: +22 | Max Dex: +7 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: AR pg. 70

Description

No description available.


Mageplate, archmage

Level: 19 | Price: 56000 credits (8050 gp) Type: Heavy Armor EAC: +24 | KAC: +25 | Max Dex: +4 ACP: -2 | Speed Adj: -5 ft | Bulk: 3 Source: TR pg. 52

Description

Pahtra sorcerers have used carefully calibrated magnetic fields to enhance magic since time immemorial. Mageplate consists of broad polymer slab plates filigreed with carefully enchanted magnetic metals, set against a carbonweave backing. When the wearer uses a spell slot to cast a spell, the armor resonates with the expended energy, granting the caster a +2 enhancement bonus to AC and saving throws until the end of their next turn. Veskarium manufacturers have appropriated and repurposed the de...


Thrall Hardshell (Hybrid)

Level: 19 | Price: 615500 credits (10500 gp) Type: Power Armor EAC: +25 | KAC: +28 | Max Dex: +3 ACP: -4 | Speed Adj: 0 ft | Bulk: 50 Source: AP #33 pg. 28

Description

This powered armor is shaped like a hemisphere with four sturdy legs and two blunt gripping claws. Its interior is filled primarily with a gel that accommodates any Large or smaller creature and resists impact damage. While wearing a thrall hardshell, you gain resistance 10 to physical damage/magic and take no damage from Falls of any height.


Voidshield armor

Level: 19 | Price: 610250 credits (8050 gp) Type: Heavy Armor EAC: +25 | KAC: +26 | Max Dex: +5 ACP: -3 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 198

Description

Constructed from interlocking carbon nanotubes, voidshield armor is a matte black and remarkably thin. Android armorsmiths were the first to develop this heavy armor, and most suits bear a mechanical, robotic design. Voidshield armor sets are suitable for many upgrades and are popular among experienced explorers.


Warmaster's Harness

Level: 19 | Price: 610000 credits (10500 gp) Type: Power Armor EAC: +24 | KAC: +28 | Max Dex: +3 ACP: -5 | Speed Adj: 0 ft | Bulk: 110 Source: AR pg. 79

Description

The most sophisticated and powerful version of the common powered battle harness, the warmaster’s harness resembles a towering, armored titan. Its wide shoulder frame normally mounts short-range communication equipment to orchestrate troop movements or an enormous banner to identify military affiliation. It is often used by the generals of entire armies (or by assistants to such generals, in cases where the general cannot be risked directly on the front lines).


Abyssal plate, balor

Level: 20 | Price: 944000 credits (13800 gp) Type: Heavy Armor EAC: +26 | KAC: +28 | Max Dex: +4 ACP: -4 | Speed Adj: -5 ft | Bulk: 4 Source: DC pg. 52

Description

Normally crafted by demonic smiths, abyssal plate tends to be rare, but sets of this armor reverse-engineered from those taken from vanquished fiends are slowly gaining a presence in the galactic market. Abyssal plate sacrifices adaptability for speed, giving it less room for armor upgrades than its competitors. Demon-made sets are rumored to be forged with sinners’ souls, but that ingredient is something most mortal corporations don’t attempt to emulate.


Aegis series, specialist

Level: 20 | Price: 932000 credits (13800 gp) Type: Heavy Armor EAC: +25 | KAC: +28 | Max Dex: +4 ACP: -4 | Speed Adj: -10 ft | Bulk: 3 Source: CRB pg. 198

Description

Aegis suits of heavy armor cover wearers entirely, leading to the suits’ nickname of 'personal tanks.' Helmet visors are narrow or nonexistent, instead projecting video and audio feeds to the wearer. Power-assisted limbs allow the wearer to move intuitively with the suit on.


Autoencoded veil V

Level: 20 | Price: 850000 credits (12000 gp) Type: Light Armor EAC: +22 | KAC: +22 | Max Dex: +7 ACP: None | Speed Adj: None ft | Bulk: 1 Source: DC pg. 85

Description

This sleek armor integrates extensive wiring and recycled material directly into the fabric, reinforcing key areas with advanced plating. You can spend 10 minutes programming your armor with either an alternate appearance or a stealth routine. Your armor then disguises your features to technological sensors (including cameras and creatures with the technological subtype). For an alternate appearance, this functions as if you used Disguise to change your appearance, with a Perception check DC to ...


Carbon skin, nanotube

Level: 20 | Price: 825000 credits (12000 gp) Type: Light Armor EAC: +21 | KAC: +23 | Max Dex: +8 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: CRB pg. 197

Description

Though these suits of light armor appear to be made of stiff fabric, they are actually woven from carbon fibers. Higher-quality carbon skins are reinforced with carbon allotypes, such as white carbon or diamond, and the heightened sheen of the fabric hints at their expensive construction.


Hardlight series, specialist

Level: 20 | Price: 928000 credits (12000 gp) Type: Light Armor EAC: +22 | KAC: +22 | Max Dex: +8 ACP: 0 | Speed Adj: 0 ft | Bulk: L Source: CRB pg. 197

Description

The last word in light infantry armor, hardlight series armor features an inflexible, lightweight breastplate, limb guards, and a helmet over a smooth and formfitting jumpsuit. Manufacturers often make custom armor for military organizations, but off-the-rack armor of differing qualities is also available to mercenaries and explorers.


Night plate IV

Level: 20 | Price: 866500 credits (13800 gp) Type: Heavy Armor EAC: +25 | KAC: +26 | Max Dex: +6 ACP: 0 | Speed Adj: 0 ft | Bulk: 2 Source: AR pg. 70

Description

No description available.


Obsidian Mask

Level: 20 | Price: 87500 credits (18000 gp) Type: Power Armor EAC: +28 | KAC: +30 | Max Dex: +3 ACP: -3 | Speed Adj: None ft | Bulk: 32 Source: TR pg. 55

Description

Speed 30 ft.

Strength 30 (+10); Damage 4d10 S; Size Large (10-ft. reach)

Capacity 20; Usage 1/hour

These ominous suits of armor resemble faceless statues of black glass that reflect light in ominously unpredictable ways. When activated, the armor’s eerie reflections twist and writhe, granting the wearer the Alien Presence universal creature ability with a range of 120 feet (DC = 20 + the wearer’s Charisma modifier), giving onlookers the Confused condition for 1d4 rounds. The wearer isn’t ...


Shiftskin III

Level: 20 | Price: 886500 credits (12000 gp) Type: Light Armor EAC: +22 | KAC: +24 | Max Dex: +7 ACP: -1 | Speed Adj: 0 ft | Bulk: 1 Source: AR pg. 71

Description

No description available.


Starguard

Level: 20 | Price: 904500 credits (18000 gp) Type: Power Armor EAC: +27 | KAC: +29 | Max Dex: +4 ACP: -3 | Speed Adj: 0 ft | Bulk: 10 Source: AR pg. 79

Description

This shimmering golden armor is made primarily of reinforced esaris, a extremely light and durable proprietary material developed by the kasathan doyenate. One of the most expensive and well-designed armors produced by kasathans, starguard deflects energy attacks nearly as effectively as its reinforced frame absorbs physical blows. The interior of the helmet provides continuous status updates about your surroundings, providing you Blindsight (vibration) with a range of 120 feet.


The Malikah's robes

Level: 20 | Price: 1000000 credits (12000 gp) Type: Light Armor EAC: +21 | KAC: +22 | Max Dex: +None ACP: 0 | Speed Adj: 0 ft | Bulk: 1 Source: AP #18 pg. 45

Description

Magic item

These unique robes provide protection as modern light armor that grants a +21 bonus to EAC and a +22 bonus to KAC, and has five upgrade slots. The robes also function as a mk 3 diffraction cloak (Starfinder Armory 112). They adjust in size automatically for you, spontaneously adjusting to fit new humanoid-shaped forms from Large to Small. Fire, gravity, solar forces, and similar environmental conditions can’t damage these garments.


Vesk monolith III

Level: 20 | Price: 827250 credits (13800 gp) Type: Heavy Armor EAC: +26 | KAC: +27 | Max Dex: +5 ACP: -2 | Speed Adj: -5 ft | Bulk: 2 Source: CRB pg. 198

Description

The ultimate battle gear, pioneered by the vesk, these suits of heavy armor have a dappled polycarbonate shell that resembles stone in texture. A monolith suit looks like a massive articulated golem formed of stone plates. Despite its size, monolith armor moves easily thanks to its power-assisted joints. Sigils and personal emblems can be “chiseled” on the breastplate or shoulder guards of a monolith suit to signal the wearer’s allegiance.



PART: AUGMENTATIONS

Starfinder Augmentations - Complete Reference (PF2E Converted)

This document contains all Starfinder augmentations with PF2E-converted pricing. Pricing Format: PF2E Gold Pieces (gp) Generated: 2026-01-13 Total Augmentations: 500


Agile Graft

Level: 1 | Price: 360 credits (2 gp) Type: speciesGraft | System: allLegs Source: EN p. 151; AA4 p. 147

Description

Kitsune are extremely sprightly in their true form, and this graft installs neuronal shortcuts in your lower limbs. You gain a +2 species bonus to Acrobatics and Athletics skill checks.


Anosmatic shunt

Level: 1 | Price: 120 credits (2 gp) Type: cybernetic | System: lungs Source: AP #31 pg. 53

Description

Popular with long-term visitors to Hibb, this cybernetic chip does only one thing; as a free action, or as a reaction when you would be affected by a scent-based effect, you can choose to lose your sense of smell. You lose any abilities dependent on scent but become immune to sense-dependent effects that rely on scent. You can deactivate the anosmatic shunt and regain your sense of smell as a free action.


Applied Knowledge Graft

Level: 1 | Price: 400 credits (2 gp) Type: speciesGraft | System: brain Source: AA4 pg. 141

Description

Contemplatives can apply their extreme intelligence to just about any situation. This augmentation overstimulates your brain with tiny electrical charges when you need it most. Once per day before attempting a skill check or saving throw against a creature, you can use your bonus for the skill associated with that creature’s type (such as Life Science for an ooze or Mysticism for an outsider) in place of your normal bonus.


Balanced Graft

Level: 1 | Price: 350 credits (2 gp) Type: speciesGraft | System: allFeet Source: AA4 pg. 142

Description

The speedy aberrations known as bantrids roll about on their foot orbs with grace and agility. Gyrostabilizers within your own feet (or similar appendages) grant you a +2 enhancement bonus to your AC against trip combat maneuvers and allow you to stand up from Prone as a free action.

Toggle on/off bonus in the Modifiers tab.


Bioluminescent skin

Level: 1 | Price: 250 credits (2 gp) Type: biotech | System: skin Source: IS, pg. 59

Description

Your skin is covered with elaborate bioluminescent patterns. You have precise control over your bioluminescence, including its color and brightness. You increase the light level by one step out to a radius of 20 feet (to a maximum of normal light). You can suppress or reactivate your bioluminescence by taking a single action. If you know Lumos, the cephalume language, you can use your bioluminescence to communicate in it.


Black heart, mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: heart Source: AR pg. 94

Description

Despite its name, a black heart can augment any major circulatory organ that helps sustain life in a living creature, though it most commonly augments a heart. A black heart is a strip of necromancy-infused undead flesh that turns whatever organ it is attached to a deep shade of ebony.

You gain the benefits of the environmental protections of armor (Core Rulebook 196), which last for a number of days equal to double the necrograft’s item level. A black heart automatically recharges 1 hour of this duration for each hour this ability is not in use (up to its normal maximum). Additionally, you gain an enhancement bonus to saving throws against death effects, disease, mind-affecting effects, paralysis, poison, sleep effects, and stunning effects equal to the necrograft’s mark, unless the effe...


Bone blade, Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: arm Source: AR pg. 94

Description

Bone blades are weapons built into undead arms that are then grafted onto their recipients. The blade can be retracted into the limb (making it impossible to notice without a careful inspection, scan, spell, or similar ability) or extended from the wrist for combat. Extending or retracting a bone blade is a free action, and you can’t use the hand of the associated arm to hold anything or perform fine manipulation when the blade is extended. A bone blade cannot be disarmed, but it can be sundered. When you regain Hit Points (whether through first aid, magic, or natural healing), the blade regains the same number of Hit Points. If destroyed, a bone blade regrows in 24 hours.

Standard bone blades are one-handed simple melee weapons with the operative weapon special property. It is possible t...


Carbonic Respiration Graft

Level: 1 | Price: 150 credits (2 gp) Type: speciesGraft | System: lungs Source: AA4 pg. 142

Description

As plantlike creatures, khizars have different respiratory functions than oxygen-breathing creatures. A complete overhaul of your own respiratory organs enables you to breathe in carbon dioxide and exhale oxygen. (Most atmospheres considered hospitable to life have an abundant supply of both.) In situations of slow suffocation, you reduce the number of effective creatures consuming oxygen by two, unless no oxygen-breathing creatures are present.


Cold Inured Graft

Level: 1 | Price: 150 credits (2 gp) Type: speciesGraft | System: skin Source: AA4 pg. 143

Description

Esprakas’ home world is a small, frigid planetoid. Chemical warmers embedded within your skin allow you to be comfortable in similar environments. You treat severe cold as cold and extreme cold as severe cold.


Corpseskin, Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: skin Source: AR pg. 95

Description

Perhaps as much a fashion statement as an augmentation, corpseskin replaces living skin with mummified flesh. Corpseskin insulates against cold, though it lacks the sensitivity of living flesh. You gain an amount of cold resistance equal to the necrograft’s mark. If you have cold resistance from your species traits that is equal to or greater than that from your corpseskin (and doesn’t explicitly stack with other sources of energy resistance), adding corpseskin increases the value of that cold resistance by 1. If you have cold resistance from your species traits of a value less than that of your corpseskin, the value of the cold resistance from your corpseskin increases by 1.

Regardless of your corpseskin’s model, you take a –2 penalty to Perception checks based primarily on touch and gai...


Crypt marrow, Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: allLegs Source: AR pg. 95

Description

Crypt marrow replaces the bone marrow of your legs or equivalent tissue with necromantically enhanced tissue. Within hours of the operation, the fetid ichor of the crypt marrow interacts with and enhances your living blood. Subtract the necrograft’s mark from any bleed damage you take. If this reduces your damage from bleeding that round to 0 or less, the bleed condition ends. Additionally, you gain an enhancement bonus equal to the necrograft’s mark to saving throws against disease and effects that cause bleeding, unless the effect specifies it functions against undead.

Mk 3 or mk 4 crypt marrow allows you to spend 1 Focus Point as a free action to ignore the effects of the fatigued condition for a number of rounds equal to the necrograft’s mark. Mk 5 crypt marrow allows you to spend 1 F...


Enervating hand, Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: hand Source: AR pg. 95

Description

An enervating hand replaces a living hand with a withered extremity capable of draining the life essence of living creatures. as a 2-action activity, you can make an unarmed strike with the enervating hand against a target’s EAC to deal the amount of damage listed for your necrograft’s model. You deal only the listed amount of damage (plus additional damage from the Weapon Specialization feat, if applicable), even if you have other abilities that increase your unarmed strike damage (such as natural weapons or the Improved Unarmed Strike feat). On a successful attack, you gain a number of temporary Hit Points equal to the necrograft’s item level; these temporary Hit Points last for 10 minutes, until lost when you take damage, or until you gain a larger number of temporary Hit Points from an...


Ghoul glands, Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: skin Source: AR pg. 94

Description

Ghoul glands are a series of hundreds of tiny undead sweat glands installed just under the surface of your skin, replacing many of your natural sweat glands. The glands produce their own loathsome chemicals, but they also pull energy from your body and mind and use it to create a staggering or paralyzing effect on foes. as a 2-action activity a number of times per day equal to the necrograft’s mark, you can activate the glands and attempt to touch a foe (doing so requires a successful melee attack roll against the target’s KAC). The target must succeed at a Fortitude save or be staggered (for mk 1 through mk 3 ghoul glands) or stunned (for mk 4 and mk 5 ghoul glands) for 1d4 rounds.


Gill Sheath

Level: 1 | Price: 95 credits (2 gp) Type: biotech | System: lungs Source: CRB pg. 211

Description

An external lining striated with oxygen-filtering nodules coats the outside of your lungs. If you breathe in water, it filters into the lining, where the nodules extract the oxygen and deposit it into your lungs. This lets you breathe underwater or in the air. You still exhale normally.


Grave wind, Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: lungs Source: AR pg. 96

Description

A grave wind necrograft replaces your lungs with black, undead lungs that can still pump air and oxygenate blood, but they are also able to exhale a diseased miasma. as a 2-action activity a number of times per day equal to the necrograft’s mark, you can expose an adjacent creature to a necromantic disease. The disease inflicted depends on the model of the grave wind, as indicated in the Grave Wind table above.

These necromantic diseases act as the diseases of the same name on page 418 of the Core Rulebook, except for the following. The save DC is determined by the necrograft and its recipient. No wound or actual transfer of air is necessary for the disease to affect a target; even someone in armor with its environmental seals active can be exposed. A creature infected with such a disease...


Hideaway Limb, Standard

Level: 1 | Price: 150 credits (2 gp) Type: cybernetic | System: arm Source: CRB pg. 209

Description

This compartment is hidden inside one of your limbs. You can conceal items inside and protect them with a simple passcode. The compartment can hold items of negligible bulk and items of light bulk that are either relatively small or can be folded or contracted to fit. A hideaway in a leg (in a Human) can hold more than one in an arm, and the creature’s size also adjusts the capacity. The GM decides what can fit.

When the compartment is closed, the seam in your flesh is difficult to detect. You gain a +2 bonus to Sleight of Hand checks to conceal items in a hideaway limb. Though this compartment can usually foil a simple pat down, most security checkpoints include a scan that can detect such devices. Retrieving an item from a hideaway limb is a single action instead of a 2-action activity....


Hold Breath Graft

Level: 1 | Price: 200 credits (2 gp) Type: speciesGraft | System: lungs Source: AA4 pg. 144

Description

Brenneris’ home world, Varturan, is covered in vast waterways, so they are acclimated to aquatic environments. Pressure stabilizers within your lungs (or similar respiratory organs) allow you to hold your breath for 10 minutes and taking actions doesn’t reduce this duration.


Hollowed drums Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: ears Source: DC pg. 73

Description

Hollowed drums are inserted into your ears and replace the standard eardrums of your species. This necrograft can be activated or deactivated as a free action. When activated, it deadens sounds you hear, reducing their volume and emotional impact to grant you sonic resistance, a –2 penalty to sound-based Perception checks, and a bonus to saving throws against mind-affecting effects with an auditory component (such assuggestion) that vary based on the model.

Mk 1 hollowed drums grant a +1 enhancement save bonus and sonic resistance 2.

Sonic resistance must be toggled on/off in the Modifiers tab.


Keening larynx, Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: throat Source: AR pg. 96

Description

A keening larynx necrograft completely replaces your vocal cords. as a 2-action activity a number of times per day equal to the necrograft’s mark, you can emit an ear-piercing wail infused with despair. The target or targets must succeed at a Fortitude save or become deafened and take a –1 penalty to weapon damage rolls for 1d4 minutes. This is a sense-dependent effect.

A mk 1 keening larynx can affect a single target within 30 feet of you. A mk 2 keening larynx can affect all targets in a 15-foot cone. A mk 3 keening larynx can affect all targets in your choice of a 20-foot cone or a 30-foot line. A mk 4 keening larynx can affect all targets in your choice of a 30-foot cone or a 40-foot line. A mk 5 keening larynx can affect all targets in your choice of a 45-foot cone or a 60-foot line.


Moonlight fibers, Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: spinal Source: AR pg. 96

Description

Moonlight fibers augment the interface between brain and muscles, letting you briefly act with alacrity. As a free action, you can act as though under the influence of the haste spell until the beginning of your next turn. As a reaction, you can use your necrograft to reroll a failed Reflex save. After either use of your moonlight fibers, you are staggered for 1 round. You can use your moonlight fibers a number of times per day equal to the necrograft’s mark.


Morphic skin, basic

Level: 1 | Price: 370 credits (3 gp) Type: magitech | System: skin Source: AR pg. 92

Description

Your skin is linked to implanted magical glands that release mutagenic enzymes and transmutation magic. Using morphic skin requires you to concentrate on the desired features during a 10-minute rest to regain Hit Points; this is an exception to the normal rule that you can’t perform any tasks while taking a 10-minute rest to recover your Hit Points. The change completes at the end of the rest.

Basic morphic skin allows you to alter your appearance and voice within the normal bounds for your species, age, weight, and sex. You can adjust your height by up to 3 inches, become broader or thinner, become lighter or darker, alter apparent musculature (although your ability scores do not change), and adjust the shape of your features and the color of your hair, scales, or similar minor features....


Necrocortex, Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: brain Source: AR pg. 96

Description

A necrocortex replaces a significant portion of the brain with undead tissue, enhancing your control over undead minions. as a 2-action activity, you can transfer your senses to an undead creature under your control within a range determined by your necrograft’s model (see below). While so affected, you see and hear what your undead minion perceives, but you cannot hear, see, smell, or taste what your own body experiences, though your senses of touch and pain remain. You can return your senses to your own body with a free action. In addition, you can command undead under your control telepathically, including mindless undead. You must have line of sight or be using the undead creature’s senses to exert control in this manner. Using your necrograft to transfer your senses counts as a scryin...


Nimble Graft

Level: 1 | Price: 375 credits (2 gp) Type: speciesGraft | System: allFeet Source: AA4 pg. 145

Description

The catlike pahtra are agile and graceful, even in low or zero gravity. Small hoverjets in your feet (or similar appendages) afford you similar responsiveness. When you are knocked Off-Kilter, you don’t gain the Flat-Footed condition or take the normal penalty to attacks. In addition, you can steady yourself as a free action instead of a single action.


Phantom basal ganglia, Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: brain Source: AR pg. 96

Description

A phantom basal ganglia merges the shattered essence of a restless spirit with a living brain. The resulting mind is able to resist mental influence and control. You add the necrograft’s mark as a bonus to saving throws against mind-affecting effects.

A phantom basal ganglia of mk 3 or higher gives a chance of shaking off mind-affecting effects. One round after failing a saving throw against a mind-affecting effect, or if the effect has any partial effect even with a successful save, you can attempt a new save against the same DC (this takes no action). If you succeed, the effect is removed entirely. If the mind-affecting effect already allows a second saving throw, you receive only one additional saving throw on the following round.


Photosynthesis Graft

Level: 1 | Price: 300 credits (2 gp) Type: speciesGraft | System: skin Source: AA4 pg. 146

Description

Like ghorans’ skin, your skin can undergo photosynthesis, providing you with nutrition without the need to eat (though you can eat if you wish). You can go without light (either sunlight or UV light, such as from starships) for 3 days, after which you must attempt Constitution checks to avoid starvation.


Polymath Graft

Level: 1 | Price: 140 credits (2 gp) Type: speciesGraft | System: brain Source: AA4 pg. 146

Description

Osharus teach their young from an early age to appreciate the vast amounts of knowledge to be learned everywhere. This augmentation helps to supercharge your neural pathways to quickly retrieve anything you might have learned. Once per day, you can automatically succeed at an attempt to aid another on an Intelligence-based skill check.


Pressure filter

Level: 1 | Price: 150 credits (2 gp) Type: biotech | System: lungs Source: IS pg. 59

Description

Your body has been redesigned to function at any depth, allowing you to ignore differences in pressure that lead to decompression sickness. You gain the depth inured species trait.Depth Inured A cephalume is immune to the dangers of extreme depths.


Pressurized Lungs

Level: 1 | Price: 130 credits (2 gp) Type: biotech | System: lungs Source: AR pg. 86

Description

You can hold your breath for up to 1 hour and are immune to the normal environmental effects of being in a vacuum.


Prosthetic Limb, Standard

Level: 1 | Price: 100 credits (2 gp) Type: cybernetic | System: armAndHand Source: CRB pg. 209

Description

This prosthesis replaces a missing limb. It restores functionality, but it is no more durable than and doesn’t otherwise function differently than a normal limb for your species. A prosthetic limb can replace one you’ve lost, or you can have a limb removed in order to replace it with a prosthetic.

A storage prosthetic limb has a built-in concealed storage compartment, which functions as a hideaway limb (see above).

Change system in the details tab to use Arm and hand, or leg and foot


Respiration Compounder

Level: 1 | Price: 250 credits (2 gp) Type: cybernetic | System: lungs Source: CRB pg. 210

Description

A respiration compounder consists of a series of modules that attach to your lungs, letting you survive longer without having to breathe. Treat your Constitution score as though it were doubled for the purpose of how long you can hold your breath. You also gain a +4 bonus to Constitution checks to continue holding your breath. This doesn’t protect you from other dangers of an airless environment.

The compounder also filters your air, granting a +2 bonus to saving throws against inhaled Poisons or other airborne toxins.


Restraining Spinneret

Level: 1 | Price: 330 credits (2 gp) Type: biotech | System: hand Source: AR pg. 87

Description

Your hand conceals a rapid-acting spinneret you can use to entangle an opponent with sticky webbing if you succeed at a melee attack against their EAC. You can add your Dexterity modifier to this attack roll rather than your Strength modifier. If you hit, your target gains the Entangled condition for [[/r 1d4]]{1d4 rounds}. Ending the Entangled condition requires the target to succeed at an Acrobatics check or Strength check as a single action (DC equal to your class DC). Once you have used your restraining spinneret, you can’t use it again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point at any point to recharge it immediately.


Shadow nerves, Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: spinal Source: AR pg. 96

Description

Shadow nerves are long strands of partially incorporeal undead nerve fibers that have strong connections to the Shadow Plane, allowing you to navigate a path that exists partially in the Material Plane and partially in the Shadow Plane. A number of times per day equal to the necrograft’s mark, you can take a guarded step of 10 feet, rather than the usual 5-foot guarded step (Core Rulebook 247), as long as you are not in an area of bright light.


Shuffling feet Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: allFeet Source: DC pg. 73

Description

By replacing your feet with those of a zombie or other slow-moving undead creature, you can move at a deliberate and unpredictable pace that confuses combatants and dampens your footfalls to a lulling susurrus. You can activate shuffling feet when you move while hiding to gain a circumstance bonus to your Stealth checks to remain hidden until the end of your turn. This bonus equals the necrograft’s mark.

Alternatively, you can activate shuffling feet when you take a guarded step to increase the distance you move. You can move 10 feet with a guarded step with mk 1 or mk 2 shuffling feet, 15 feet with mk 3 shuffling feet, 20 feet with mk 4 shuffling feet, or up to your speed with mk 5 shuffling feet.

After you activate either use of your shuffling feet, you cannot activate them again until...


Society Subdermal Graft, Signal

Level: 1 | Price: 150 credits (2 gp) Type: cybernetic | System: hand Source: SFS #1-01 pg. 4

Description

This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a free action. Activating the implant causes a rendition of the Starfinder Society’s symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active.


Squirming entrails, Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: throat Source: AR pg. 96

Description

Squirming entrails reinforce your esophagus and replace your stomach and lower gastrointestinal tract with writhing intestines. You still must eat, but you suffer no ill effects from eating spoiled food and gain a +4 enhancement bonus against ingested drugs and poisons, unless they specifically affect undead. In addition, you can extrude your squirming entrails from your mouth as a single action and use them almost like an additional limb, though you can’t speak, ingest anything, or hold your breath while doing so. You can retract your squirming entrails as a single action.

Each model of squirming entrails functions differently when extruded: mk 1 squirming entrails help you keep your balance, so you don’t take the normal penalties to attacks or gain the flat-footed condition when you are...


Stench glands, Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: skin Source: AR pg. 97

Description

Stench glands are a concentration of undead sweat glands located mostly in your armpits that can emit a foul, debilitating odor. as a 2-action activity a number of times per day equal to your stench glands’ mark, you can activate the necrograft to form a 10-foot radius cloud of stench centered on you that persists for 1 minute. Living creatures that enter your cloud must succeed at a Fortitude save or be sickened until they leave the cloud and for [[/r 1d4 + 1]]{1d4+1} rounds thereafter. A creature that succeeds at this save is unaffected by your stench for 24 hours. Creatures that do not breathe or use self-contained breathing are unaffected by your stench. You can halt the stench as a free action.

Mk 4 and mk 5 stench glands produce a particularly loathsome funk that can drive off most ...


Technopathy node

Level: 1 | Price: 220 credits (2 gp) Type: cybernetic | System: throat Source: AR pg. 90

Description

A small metallic node etched with arcane symbols implanted in your voice box allows you to silently vocalize messages to constructs with the technological subtype or to nearby computers designed to receive messages. as a 2-action activity, you can send a short message in a language you know to up to three target creatures or computers you are observing within 100 feet and potentially receive a short reply, per telepathic message. Alternatively, as a 2-action activity, you can send a short message in a language you know to a single target computer you are observing within 100 feet and have that computer display that message, allowing anyone observing that computer to read it without leaving any trace of the message’s origin.


Undead adrenal gland, Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: endocrine Source: AR pg. 97

Description

An undead adrenal gland supplements your own adrenal gland or similar organ. It floods your body with necrotic energy that counteracts many of the failings of living flesh. Once per day, you can activate an undead adrenal gland as a single action. This grants you immunity to death effects, energy drain, exhaustion, fatigue, paralysis, sleep, and stunning for a number of minutes equal to the necrograft’s mark, though this doesn’t suppress any of these effects if they are currently active.


Undead adrenal gland, Mk 2

Level: 1 | Price: 4000 credits (2 gp) Type: necrograft | System: endocrine Source: AR pg. 97

Description

An undead adrenal gland supplements your own adrenal gland or similar organ. It floods your body with necrotic energy that counteracts many of the failings of living flesh. Once per day, you can activate an undead adrenal gland as a single action. This grants you immunity to death effects, energy drain, exhaustion, fatigue, paralysis, sleep, and stunning for a number of minutes equal to the necrograft’s mark, though this doesn’t suppress any of these effects if they are currently active.


Vampire voice, Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: throat Source: AR pg. 97

Description

A vampire voice necrograft attaches to your vocal cords, granting a supernaturally threatening tone. While most recipients of vampire voices are convinced their necrografts came from vampire spawn, creators of these undead augmentations never promise any such lofty origins.

A vampire voice grants an enhancement bonus to Intimidate checks equal to the necrograft’s mark. You can also use Intimidate to bully a creature without sharing a language. If you succeed at the check, you can convey a single simple request along with the bullying (such as “go away” or “don’t hurt him”), though specific or complex requests can’t be made without sharing a language. Once a creature has been the target of a bullying attempt by a recipient with a vampire voice, it can’t be targeted by this ability from the...


Vocal Modulator

Level: 1 | Price: 125 credits (2 gp) Type: cybernetic | System: throat Source: CRB pg. 209

Description

A vocal modulator includes a series of miniature actuators built specifically to reshape your voice box, along with miniature hyper-resonant chambers that dynamically close or open. This allows you to change the pitch, timbre, and tone of your voice. You can more easily imitate accents or pronounce alien languages. When using Disguise to change your appearance, you gain a +2 circumstance bonus if the change in your voice also helps your disguise (at the GM’s discretion).


Voice Amplifier

Level: 1 | Price: 125 credits (2 gp) Type: cybernetic | System: throat Source: AA1 pg. 11

Description

A voice amplifier greatly increases the volume of your voice. You can switch a voice amplifier on or off as a free action. When activated, a voice amplifier grants a +2 circumstance bonus to Intimidate checks and lowers the DCs of other creatures’ Perception checks to hear you speaking by 5.


Whispering gyrus, Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: brain Source: AR pg. 97

Description

A whispering gyrus is a wisp of errant thought from an allip grafted directly into your brain or comparable organ. The frenetic whispers of the gyrus permeate your thoughts, giving you a –2 penalty to Wisdom-based skills and ability checks. A number of times per day equal to the necrograft’s mark, you can instead heed the whispers as a reaction when attempting an Intelligence-, Wisdom-, or Charisma-based skill check to negate the penalty from the gyrus and gain a +5 insight bonus to the check. In addition, the gyrus provides an enhancement bonus equal to its mark on saves against fear effects, languagedependent effects, and effects that cause confusion or sleep.


Withered lungs Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: lungs Source: DC pg. 73

Description

These scarred, shriveled lungs allow you to breathe normally, yet they especially thrive when exposed to harmful airborne effect, such as smoke or an inhaled affliction. as a single action while in the area of an airborne hazard, you can inhale deeply, eliminating the airborne hazard from your space as well as from a number of contiguous 5-foot cubes equal to twice the augmentation’s model. Doing so exposes you to the hazard, though you gain a +4 enhancement bonus to any saving throw to resist initial exposure to the hazard. Upon absorbing a hazard in this way, the lungs process the material into vital energy, and you regain a number of Hit Points equal to twice the hazard’s CR, twice the level of the item that created the hazard, or twice the CR of the creature that created the effect. On...


Wraith motes, Mk 1

Level: 1 | Price: 200 credits (2 gp) Type: necrograft | System: eyes Source: AR pg. 97

Description

Wraith motes replace your eyes with glowing red motes of fiery-red light which smolder and produce thin trails of white smoke. Wraith motes allow you to retain all your natural vision abilities, but they can also augment your vision for a number of minutes per day equal to the necrograft’s mark. They can be activated as a free action, or they can be activated as a reaction whenever you attempt a Perception check. They can be deactivated as a free action. The wraith motes’ duration need not be used all at once, but it must be used in 1-minute increments.

The vision granted by the wraith motes varies based on the model as follows. Higher-level models can be used to grant the vision options of a lower-level version, but only a single benefit can be gained at a time. Mk 1 wraith motes grant l...


Bolt Graft

Level: 2 | Price: 750 credits (9 gp) Type: speciesGraft | System: allLegsAndFeet Source: AA4 pg. 142

Description

Dromadas have developed significant natural adaptions from spending years as prey, giving them the ability to run at high speeds. Mechanisms within your legs (or similar locomotive appendages) stimulate your muscles to allow you similar movement. When you take the run 3-action activity, you can move up to five times your speed, change direction once during the movement, and cross difficult terrain (though such terrain requires extra movement as normal).


Bulwark Graft

Level: 2 | Price: 600 credits (9 gp) Type: speciesGraft | System: spinal Source: AA4 pg. 142

Description

Trox are intimidating creatures with sturdy, chitinous shells, and this augmentation grants you an artificial version of that armor which you can use to shield your allies. When you fight defensively or take the total defense action, you can grant half the bonus to AC granted by that action to an adjacent ally (who receives that bonus only as long as they remain adjacent to you).


Datajack, Standard

Level: 2 | Price: 625 credits (8 gp) Type: cybernetic | System: brain Source: CRB pg. 209

Description

This cybernetic includes a programmable data port that allows you to access different types of computers and digital storage media. Any handheld computer can be inserted directly into the port, while larger systems need to be connected by an adapter cable. Having the system connected directly to your nervous system obviates the need for an interface to access data on a system. Actually operating the system requires you to use the Computers skill as usual. Some closed systems don’t allow data access or require you to do some rewiring to connect with a datajack (usually an Engineering check).

Advanced datajacks make it easier to process and send information through the datajack. With a high-density datajack, you gain a +1 circumstance bonus to Computer checks when accessing a system via you...


Desert Strike Graft

Level: 2 | Price: 450 credits (9 gp) Type: speciesGraft | System: allLegs Source: AA4 pg. 143

Description

Having evolved on a desert world, kasathas have little trouble traversing such terrain. Struts installed within your legs or fibers laced within your leg muscles (or similar locomotive appendages) allow you to move through nonmagical difficult terrain in deserts, hills, and mountains at your normal speed.


Dragon gland, wyrmling

Level: 2 | Price: 755 credits (7 gp) Type: biotech | System: throat Source: CRB pg. 211

Description

You implant an arcanicus gland modified to function for a creature of your race at the back of your throat. You can trigger this gland as a 2-action activity to expel a breath weapon in a 15- foot cone . Choose the damage type when the organ is biocrafted, picking from the following list: acid, cold, electricity, or fire. You are not harmed by using your own breath weapon. Once you’ve used your breath weapon, you can’t use it again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point at any point to recharge it immediately.

A wyrmling dragon gland deals 3d6 damage, a standard gland deals 9d6 damage, and a wyrm gland deals 18d6 damage. Targets in the area can attempt a Reflex save (DC equal to your class DC) to take only half damage.


Electrolocation Graft

Level: 2 | Price: 750 credits (9 gp) Type: speciesGraft | System: allHands Source: AA4 pg. 143

Description

Urogs, which are silicon-based, can feel the presence of other creatures through conductive surfaces. Sensors installed in your hands or feet (or similar appendages) can do the same. When you are in contact with a crystalline or metallic surface, you can detect the presence of other creatures within 60 feet that are also in contact with the same surface, even through walls and other obstacles. This otherwise functions as blindsense (electricity).


Gravitational harness, Mk 1

Level: 2 | Price: 515 credits (10 gp) Type: magitech | System: spinal Source: AR pg. 92

Description

Slim neutronium-core gravitational crystals attached to your spine using intense alchemical processes allow you to manipulate gravity once per day.

With a mk 1 gravitational harness, you can increase or lower gravity for yourself and everything you carry by one step for 2 rounds. This applies the usual effects of lower gravity, including falling more slowly and increased carrying capacity. You can activate, change, or end the effect as a 2-action activity or reaction. If you use a reaction, you can’t take a 2-action activity on your next turn. You can’t make gravity stronger than high gravity or weaker than light gravity. In zero gravity, activating the augmentation instead grants you a supernatural fly speed of 15 feet with perfect maneuverability. You can’t use the fly speed to run or w...


Haptic database

Level: 2 | Price: 500 credits (8 gp) Type: cybernetic | System: hand Source: IS pg. 143

Description

The skin of one hand is lined with a thin layer of sensors that provide information about an object at a touch. You can identify a creature or object physically in contact with your hand using the guidelines of identify creature (Core Rulebook 133), identify technology (Core Rulebook 142), or identify magic item (Core Rulebook 143). You substitute your Perception modifier for the relevant skill modifier, and you can do this even if untrained. Having this augmentation counts as having access to an information network for the purposes of taking 20 on a check to identify a creature.


Jumper Graft

Level: 2 | Price: 600 credits (9 gp) Type: speciesGraft | System: allLegs Source: EN pg. 151

Description

Gripplis are regarded as excellent jumpers; this graft increases the elasticity of your lower limbs. With this graft, you’re always considered to have a running start when attempting Athletics skill checks to jump.


Lightvision shades

Level: 2 | Price: 500 credits (8 gp) Type: cybernetic | System: eyes Source: TR pg. 58, AP #14 pg. 45

Description

This augmentation is a pair of sunglasses (your choice of style when you purchase them) that are integrated into your head. You can extend or retract these lenses as a free action. While you have the lightvision shades active, you perceive bright light as though it were normal light, and you perceive areas of normal light as though they were dim light. In addition, while the shades are active, you gain a +4 circumstance bonus to saving throws against effects that inflict the blinded or dazzled condition.


Natural Weapons Graft

Level: 2 | Price: 1000 credits (9 gp) Type: speciesGraft | System: none Source: AA4 pg. 145

Description

Many species have natural weapons such as tusks or a powerful tail. You have a similar augmentation that grants you the Natural Weapons universal creature rule (SF AA); you choose the damage type of this natural weapon (bludgeoning, piercing, or slashing) when you install this augmentation.

Weapon item: Natural Weapons


Partner Bond Graft

Level: 2 | Price: 480 credits (9 gp) Type: speciesGraft | System: brainAndEyes Source: AA4 pg. 145

Description

Dragonkin have a long history of allying with humanoids and other species, forming bonds so close the two sometimes seem to think as one. With a small implant in your voice box (or similar organ) controlled by a microscopic chip in your brain (or similar organ), you can form a similar connection. Once this augmentation is installed, you can form a permanent bond with one willing non-dragonkin creature. Once this bond is made, you can’t form another partner bond unless your current partner dies. You and your partner can communicate with each other as if you both had telepathy with a range of 100 feet. In addition, if combat begins with you and your partner within 30 feet of each other, both of you roll separate initiative checks but treat the higher result as both of your results.


Photoenergetic Node

Level: 2 | Price: 625 credits (7 gp) Type: biotech | System: hand Source: AA2 pg. 125

Description

Implanting a tashtari’s photoenergetic node into your hand causes the appendage to glow with faint light. as a single action, you can discharge energy stored in your photoenergetic node into an analog melee weapon that you are currently holding in the same hand that has this biotech augmentation installed. The released energy instantaneously superheats the melee weapon, causing the weapon to deal 1d6 additional fire damage on a successful attack. The affected weapon deals this additional damage for 1 round for every 2 levels you have. While heated, the affected weapon also sheds light as a flashlight, lantern, or beacon (you choose when you activate the augmentation). Once you’ve expended your photoenergetic node, you can’t use it again until you’ve rested for 10 minutes to regain Hit Poin...


Psychoactive eyes, fascinating

Level: 2 | Price: 965 credits (10 gp) Type: magitech | System: eyes Source: AR pg. 93

Description

Your eyes are injected with nanite-controlled psychoactive dyes. Once per day as a 2-action activity, you can activate a fascinating gaze with a duration of concentration. Creatures of your type within 30 feet that see you must succeed at a Will save (DC = 10 + half your level + your Charisma modifier) or be fascinated for as long as they can see you. A creature that succeeds at this saving throw is immune to your gaze for 24 hours. If you break line of sight, the effect ends for those targets and they become immune to it for 24 hours. This is a mind-affecting gaze attack (Alien Archive 154). Charming psychoactive eyes charm creatures per charm person instead of fascinating them, but they otherwise function the same way as fascinating psychoactive eyes.


Resistant hide, Mk 1

Level: 2 | Price: 700 credits (7 gp) Type: biotech | System: skin Source: AR pg. 87

Description

Your skin is reinforced with fur, scales, or other genetically engineered tissue. Select one type of energy (acid, cold, electricity, fire, or sonic); you gain an amount of resistance to that energy type based on the model of your resistant hide. If you have a species trait that provides resistance to the selected energy type that’s equal to or greater than that of your resistant hide (and doesn’t explicitly stack with other sources of energy resistance), adding resistant hide increases the value of the energy resistance from the trait by 2. If you have a species trait that provides resistance to the selected energy type of a value less than that of your resistant hide, the value of the resistance from your resistant hide increases by 2.

Select energy resistance type in the Modifiers tab....


Skin Mimic Graft

Level: 2 | Price: 450 credits (9 gp) Type: speciesGraft | System: skin Source: AA4 pg. 146

Description

Verthani can naturally alter the pigments in their skin, usually to create bright decorative patterns but sometimes to blend into their surroundings. With mere thought, you can control traces of potentiometric dye that have been injected throughout your skin. If you stay stationary for 1 round, you gain a +10 enhancement bonus to Stealth checks (this bonus doesn’t stack with the invisibility spell and similar effects). If you take any action, you lose this bonus until you once again spend 1 round remaining still. If you wear clothing or armor that covers more than one-quarter of your body, you can’t use this ability.


Sonic vocalizer, harmonic

Level: 2 | Price: 750 credits (7 gp) Type: biotech | System: throat Source: IS, pg. 59

Description

Your throat has been modified, allowing you to create powerful sonic waves by screaming. This augmentation is especially popular among aquatic adventurers because sound waves travel well in water. Your sonic vocalizer functions like a dirge pistol (Armory 16, 50) of the same type, but you don’t need a hand to wield it, it can’t be disarmed, and it has the underwater weapon special property. Your sonic vocalizer is powered by your body and doesn’t need ammunition.


Squirt Blood Graft

Level: 2 | Price: 700 credits (9 gp) Type: speciesGraft | System: eye Source: AA4 pg. 147

Description

Ikeshtis have developed a unique deterrent and a small sac installed behind one of your eyes affords you a similar ability. as a single action, you can squirt blood from your eye at a foe within 30 feet. Make a ranged attack against the target’s KAC. A successful hit grants the next ally who attacks that foe the benefit of harrying fire. You can use this ability once per day, plus one additional time per day for every 5 levels you have.


Stealthy Swimmer Graft

Level: 2 | Price: 550 credits (9 gp) Type: speciesGraft | System: allLegs Source: AA4 pg. 147

Description

As aquatic humanoids, many kalo know how to quietly dart through the water. Sonic dampeners installed in your legs grant you a +4 enhancement bonus to Stealth checks when in water.


Swimming fins

Level: 2 | Price: 850 credits (7 gp) Type: biotech | System: allFeet Source: AR pg. 87

Description

Your feet are altered to include broad fins, providing you with a swim speed of 20 feet. You don’t need to attempt an Athletics check to swim. You don’t benefit from swimming fins unless you’re barefoot or wearing custom clothing, and you can’t be wearing armor heavier than light armor. Swimming fins integrate into your natural feet and don’t interfere with your normal land speed. Swimming fins can be installed into the feet of prosthetic legs.


Venom Spur

Level: 2 | Price: 625 credits (7 gp) Type: biotech | System: hand Source: CRB pg. 211

Description

You implant a retractable stinger and venom sac into your hand. You can extend this stinger as a free action but only while you aren’t holding anything in that hand. While extended, the venom spur is a one-handed basic melee weapon that deals 1d6 piercing damage and automatically injects venom into a struck target. An affected creature can attempt a Fortitude save (DC equal to your class DC) to resist the effects of your venom. On a failed save, the creature takes 2d6 damage immediately and must attempt a new Fortitude save at the start of its turn each round to end the effect. Each time it fails this save, it takes an additional 2d6 damage. Effects such as Remove Affliction and antitoxin affect this venom as though it were a poison.

Once used, the venom sac doesn’t refill until the next ...


Wildwise

Level: 2 | Price: 500 credits (7 gp) Type: biotech | System: throat Source: CRB pg. 211

Description

The soft purple fungus called wildwise attaches itself to your vocal cords and extends fine filaments into portions of your brain. It allows you to communicate in a general sense with animals and with magical beasts with an Intelligence score of 1 or 2. You can attempt Diplomacy checks to influence such creatures as well as understand in very vague terms information they try to convey to you. The information they give you usually consists of simple concepts such as “danger,” “food,” or “that way.”


Ability Crystal (Magic), Mk 1

Level: 3 | Price: 1400 credits (23 gp) Type: personal | System: none Source: CRB pg. 212

Description

This crystal formed a mystical connection to the memories of heroes long ago. Any character can spend 1 hour communing with the crystal to gain additional ability points. This counts as a personal upgrade of the appropriate model number. Once a character has used the crystal, its magic is forever spent.

Change your selected Ability upgrade in the Modifiers tab. Personal Upgrades

Personal upgrades are a special class of augmentation that do not follow the normal system-limitation rules. Instead, these are broad upgrades that make changes across your entire body, while still allowing for other augmentations. Put more simply, buying a personal upgrade is the easiest way to increase your ability scores.

Personal upgrades may be cybernetics, biotech upgrades, mystical crystals, nanite enhanc...


Absorb Force Graft

Level: 3 | Price: 1350 credits (17 gp) Type: speciesGraft | System: allHands Source: AA4 pg. 140

Description

Witchwyrds can catch magic missiles (from the spell of the same name), and mystical dampeners installed let you do the same. As a reaction, you can use any number of your free hands to catch magic missiles fired at you. Doing so absorbs the missile and manifests as a glowing nimbus around that hand (which is no longer considered free) until the beginning of your next turn. To use this ability, you must be aware of the incoming magic missiles and can’t be Flat-Footed. This augmentation works best with the force bolt graft (SF AA).


Adaptive Biochains

Level: 3 | Price: 0 credits (14 gp) Type: biotech | System: none Source: CRB, p. 211

Description

You can duplicate the effects of cybernetics with biotech by using adaptive biochains—microscopic cells that can reform themselves into replacements for technology within the body of a living host. This replicates the effects of any cybernetic augmentation, but it costs an additional 10% due to the price of the biochains. Adaptive biochains can also be used to replace any existing cybernetic with a biotech version of the same device; doing so has the same price and time as introducing a new adaptive biochain.


Climbing suckers

Level: 3 | Price: 1200 credits (14 gp) Type: biotech | System: allFeet Source: CRB pg. 211

Description

The soles of your feet become covered in fleshy slats you can open and close, providing you a climb speed of 20 feet (see page 259). You don’t need to attempt Athletics checks to traverse a vertical or horizontal surface (even upside down). You don’t benefit from climbing suckers unless you’re barefoot or wearing custom clothing, and you can not be wearing more than light armor. Climbing suckers integrate into your natural feet and do not require you to replace your feet and legs. Climbing suckers can be installed into the feet of prosthetic legs.


Clinging hands

Level: 3 | Price: 1350 credits (14 gp) Type: biotech | System: allHands Source: AR pg. 86

Description

Your hands are covered with tiny fibers like those on a gecko’s toes. You gain a +2 circumstance bonus to your AC against disarm combat maneuvers and to attacks to perform disarm and grapple combat maneuvers. You can ignore any increase to the DCs of Athletics checks to climb due to slipperiness, iciness, or heavy gravity. You can’t benefit from clinging hands if you are wearing armor or gloves that have not been either tailored or adjusted for you (Core Rulebook 196).


Crafty Graft

Level: 3 | Price: 1000 credits (17 gp) Type: speciesGraft | System: brain Source: EN pg. 151

Description

Kobolds are small, reptilian humanoids who claim descent from true dragons and traditionally study crafting-related skills. You gain a +2 species bonus to Engineering, Perception, and Physical Science skill checks.


Darkvision Capacitors, Standard

Level: 3 | Price: 1750 credits (15 gp) Type: cybernetic | System: eyes Source: CRB pg. 209

Description

These replacement eyes allow you to see in total darkness, giving you darkvision with a range of 60 feet. They operate by sending out low-powered ultraviolet lasers that are then detected by receptors within the capacitors. When your capacitors are in operation, their lasers can be detected by creatures that have darkvision capacitors or can otherwise see ultraviolet light.

Advanced darkvision capacitors have the benefits of a wide-spectrum ocular implant. Long-range darkvision capacitors function like advanced capacitors but provide a darkvision range of 120 feet.


Defensive Ball Graft

Level: 3 | Price: 1300 credits (17 gp) Type: speciesGraft | System: spinal Source: AA4 pg. 143

Description

Bolidas can protect themselves in combat by rolling into a nearly impenetrable ball. This augmentation segments your own spinal column (or similar system) to allow you similar flexibility. as a single action, you condense your body into a spherical shape. While rolled up in this way, you can only uncurl as a single action or take the total defense action (whereupon the bonus you receive to your AC increases to +5). This augmentation works well with the rolling charge graft, though that augmentation isn’t required.


Eternal Hope Graft

Level: 3 | Price: 1300 credits (17 gp) Type: speciesGraft | System: brain Source: AA4 pg. 144

Description

Most gnomes have a boundless capacity for optimism, and this graft adjusts your neural pathways to facilitate positive thinking. You gain a +2 enhancement bonus to saving throws against fear effects. In addition, once per day when you roll a 1 on a d20, you can reroll the die and use the second result.


Galeforce lungs, standard

Level: 3 | Price: 1300 credits (18 gp) Type: magitech | System: lungs Source: TR pg. 59

Description

In addition to expanding your lungs’ natural capacity, all models of this augmentation install a tiny portal into the Plane of Air that constantly cycles gases within your lungs, negating your need to breathe. Gust, storm, and hurricane models allow you to exhale a gust of wind at a target within 30 feet as a 2-action activity. The wind can push an object of a bulk no greater than your Constitution modifier (minimum 1 bulk) a number of feet no greater than 5 × your Constitution modifier (minimum 5 feet), but the movement must push the object away from you. A hurricane model can push objects with a bulk no greater than 4 × your Constitution modifier. Alternatively, you can use the wind to attempt a bull rush combat maneuver against a creature, for which you can add your Constitution modifie...


Healing tendril, rescuing

Level: 3 | Price: 1400 credits (14 gp) Type: biotech | System: spinal Source: AP #29 pg. 50

Description

A translucent tendril emerges from your back. You can retract or extend this tendril as a single action. It isn’t prehensile, but you can touch it to a willing or unconscious creature within your reach as a 2-action activity in order to fortify the target’s health. If the creature is dying, you automatically stabilize it. If the target is stable but unconscious, you can spend 1 Focus Point to restore 1 Hit Point to the target. If the creature is diseased, infested, or poisoned, you grant it increased resistance but expose yourself to the affliction and must attempt a saving throw against it. If you succeed, the target of your healing tendril gains a +4 circumstance bonus to its next saving throw against the affliction and you don’t contract the affliction yourself. If you fail, the target ...


Heat Tracker Graft

Level: 3 | Price: 1225 credits (17 gp) Type: speciesGraft | System: eyes Source: AA4 pg. 144

Description

Phentomites have the ability to see heat signatures. You can bring down a reactive, transparent film installed as a second set of eyelids so that you can see the same signatures as a 3-action activity. You can then detect the latent heat trails left by passing creatures, allowing you to use the Perception skill to perform the follow tracks task of the Survival skill; this also functions as the Tracking universal creature rule. While this ability is active, you take a –1 penalty to Reflex saves. You can deactivate this ability as a single action.


Hypernerves, Mk 1

Level: 3 | Price: 1400 credits (18 gp) Type: magitech | System: spinal Source: EN pg. 151

Description

Your nervous system has been magically enhanced, granting you an extra reaction one or more times per day, with no more than one additional reaction usable in a given round. Mk 1 hypernerves grant you one additional reaction per day, mk 2 hypernerves grant you two additional reactions per day, and mk 3 hypernerves grant you three additional reactions per day. After you’ve engaged your hypernerves and used an additional reaction, you become staggered until the end of your next turn.


Intercepting ears, Mk 1

Level: 3 | Price: 1225 credits (18 gp) Type: magitech | System: ears Source: AR pg. 92

Description

Your eardrums are partially perforated with psychic crystals that resonate at the frequencies commonly used by telepathy. Whenever a creature within 30 feet of you sends or receives a telepathic message using limited telepathy or telepathic message, you can overhear the message with a successful DC 25 Perception check (this requires no action). For mk 2 intercepting ears the Perception check DC is 20.


Lifebound Graft

Level: 3 | Price: 1300 credits (15 gp) Type: cybernetic | System: none Source: EN pg. 151

Description

Samsarans are mysterious humanoids who experience an endless cycle of birth to death to rebirth. You gain a +2 species bonus to saving throws against death effects, saving throws to remove negative levels, and Constitution checks for long-term stability.


Limited Telepathy Graft

Level: 3 | Price: 1500 credits (17 gp) Type: speciesGraft | System: brain Source: AA4 pg. 145

Description

Many creatures, such as lashuntas, shirrens, and entu colonies and symbiotes, are capable of partial telepathic contact with other creatures, and this augmentation mimics that species trait. You can telepathically communicate with any creature within 30 feet with whom you share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak at the same time.


Lurker Graft

Level: 3 | Price: 1250 credits (17 gp) Type: speciesGraft | System: skin Source: AA4 pg. 145

Description

Connected to the Negative Energy Plane, draeliks can almost disappear in areas of shadow. Pigmentation filters applied to your skin allow you to do the same. You gain a +4 enhancement bonus to Stealth checks in dim light or darker conditions.


Maze Mind Graft

Level: 3 | Price: 1200 credits (17 gp) Type: speciesGraft | System: brain Source: AA4 pg. 145

Description

Most nuars have a naturally strong sense of direction Several microchips installed in your brain help you make similar connections, granting you a +2 enhancement bonus to Piloting and Survival checks (as long as you have 1 or more ranks in those skills). In addition, you can attempt a special level-based Wisdom check (1d20 + your level + your Wisdom modifier) instead of using your total bonus in the Piloting skill to navigate or your total bonus in the Survival skill for orienteering.


Mighty vocal cords

Level: 3 | Price: 1275 credits (14 gp) Type: biotech | System: throat Source: AR pg. 86

Description

You can mimic the roar of a powerful predator, such as the renkrodas of Castrovel. as a 2-action activity you can bellow ferociously, causing all enemies within 30 feet of you to become shaken for [[/r 1d4+1]]{1d4+1 rounds}. A target can attempt a Will save (DC = 10 + half your level + your Constitution modifier) to negate this effect; a creature that succeeds at this saving throw is immune to your mighty vocal cords for 24 hours. Once you use your mighty vocal cords, you can’t use them again until you’ve rested for 10 minutes to regain Hit Points.


Olfaction Core, Mk 1

Level: 3 | Price: 1350 credits (15 gp) Type: cybernetic | System: brain Source: EN pg. 148

Description

The olfaction core is a super-compact system of odor-detecting microprocessors and subcutaneous sensors that lets you determine the recent presence of a specific substance or even a person in a limited vicinity.

By spending a minute in a 10-foot-square area, you can detect whether something has been within that area in the previous 24 hours; what you can detect is determined by the augmentation’s model. Mk 1 units can detect and identify most drugs and poisons. Mk 2 units can additionally detect and identify common types of explosives. Mk 3 olfaction cores function as mk 1 and mk 2 units and can additionally detect a specific individual you’ve had contact with or can otherwise identify the odor of.

If you have blindsense (scent) or blindsight (scent), you need to spend only one round as ...


Optical Laser, Azimuth

Level: 3 | Price: 1530 credits (15 gp) Type: cybernetic | System: eye Source: AR pg. 89

Description

This system replaces one of your eyes with a compact laser weapon that functions as a small arm with the integrated weapon special property and deals damage based on its model. An optical laser has a 50-foot range increment, and it can’t be disarmed. Once you’ve used the optical laser for a single attack, its tiny battery is depleted; you can’t use it again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point at any point to recharge it immediately.


Pheromap, basic

Level: 3 | Price: 1300 credits (15 gp) Type: cybernetic | System: brain Source: IS pg. 143

Description

Your olfactory senses are enhanced and connected to the vlaka pheromap, giving you access to the connection between pheromones and emotions for many other species.

When a living creature is within the radius of your blindsight (scent) as a single action you can attempt a Perception skill check to identify it. The DC of the check is determined by the creature’s rarity, as presented on the Creature Rarity table (Core Rulebook 133). If you have blindsense (scent) or blindsight (scent), you gain a +5 enhancement bonus to this check. If successful, you also determine its initial attitude toward you (Core Rulebook 140). You can attempt this check untrained regardless of the DC, and having this augmentation counts as having access to an information network for the purposes of taking 20 on a chec...


Prosthetic Limb, Storage

Level: 3 | Price: 1450 credits (15 gp) Type: cybernetic | System: armAndHand Source: CRB pg. 209

Description

This prosthesis replaces a missing limb. It restores functionality, but it is no more durable than and doesn’t otherwise function differently than a normal limb for your species. A prosthetic limb can replace one you’ve lost, or you can have a limb removed in order to replace it with a prosthetic.

A storage prosthetic limb has a built-in concealed storage compartment, which functions as a hideaway limb (see above).

Change system in the details tab to useArm and hand, or leg and foot


Refractive Eyes

Level: 3 | Price: 1230 credits (14 gp) Type: biotech | System: eyes Source: EN pg. 148

Description

Your eyes have taken on a crystalline form, though you retain your normal vision. This augment refracts excess light away from your optical sensors, reducing the duration of any dazzled condition that affects you by 2 rounds (minimum 0). In addition, their refractive nature also grants you a +2 bonus to saving throws versus gaining the blinded condition.


Retinal Reflectors

Level: 3 | Price: 1350 credits (15 gp) Type: cybernetic | System: eyes Source: CRB pg. 210

Description

These sheets of reflective material can be implanted behind the retina, granting you low-light vision and a +1 enhancement bonus to vision-based Perception checks.


Slow Fall Graft

Level: 3 | Price: 1200 credits (17 gp) Type: speciesGraft | System: spinal Source: AA4 pg. 147

Description

The arthropodan haans can quickly weave their self-produced webbing into powerful balloons. A mechanism implanted at the base of your spinal column (or similar structure) can be used in a similar fashion. As a reaction, you can spin a web balloon to slow your fall in an environment with atmosphere. You fall at a rate of just 60 feet per round and take no damage upon landing while the balloon is inflated (which is for 1 round per level you have or until you land, whichever comes first).


Sneaky Graft

Level: 3 | Price: 1300 credits (17 gp) Type: speciesGraft | System: allFeet Source: AA4 pg. 147

Description

Many halflings have developed stealth skills as a tool for survival. Soft pads installed in the soles of your feet (or similar appendages) make you stealthier. You gain a +2 enhancement bonus to Stealth checks. In addition, you reduce the penalty for using Stealth while moving by 5 and reduce the Stealth check penalty for sniping by 10.


Spinal struts, minimal

Level: 3 | Price: 1260 credits (15 gp) Type: cybernetic | System: spinal Source: AR pg. 89

Description

Your spinal cartilage is replaced with synthetic cushions and your vertebrae are reinforced. If you have a minimal spinal strut augmentation, treat your Strength as 1 higher for the purpose of determining your bulk limit. If you have standard or reinforced spinal struts, treat your Strength as 2 or 3 higher, respectively, for the purpose of determining your bulk limit.


Stonecunning Graft

Level: 3 | Price: 1250 credits (17 gp) Type: speciesGraft | System: eyes Source: AA4 pg. 147

Description

Although many dwarves now live in space stations, on starships, and in gleaming metal-and-glass buildings, they are still known for their ancestral ability to spot the smallest of flaws in worked stone. Your optical sensors are altered to provide the same benefit. You gain a +2 enhancement bonus to Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever you pass within 10 feet of them, whether or not you are actively looking.


Sweet Smell Gland

Level: 3 | Price: 1400 credits (14 gp) Type: biotech | System: endocrine Source: EN pg. 148

Description

This augment causes you to emit subtle pheromones that lead creatures that can smell you to view you in a more positive light. You gain a +2 circumstance bonus to Diplomacy skill checks to change attitude or gather information and a +2 circumstance bonus to Survival skill checks to handle an animal, rear a wild animal, or ride a creature. This increases to a +3 bonus when the object of the check has blindsense (scent) or blindsight (scent).


Synaptic accelerators (Technology), Mk 1

Level: 3 | Price: 1400 credits (23 gp) Type: personal | System: none Source: CRB pg. 212

Description

These implants supercharge the synaptic connections in your brain, allowing you to process information faster and send impulses throughout your body more effectively. Synaptic accelerators grant you additional ability points. This counts as a personal upgrade of the appropriate model number. It takes an hour to install a synaptic accelerator, and once a character has benefited from its technology, it is forever spent.

Change your selected Ability upgrade in the Modifiers tab. Personal Upgrades

Personal upgrades are a special class of augmentation that do not follow the normal system-limitation rules. Instead, these are broad upgrades that make changes across your entire body, while still allowing for other augmentations. Put more simply, buying a personal upgrade is the easiest way to in...


Synergizing symbiote (Hybrid), Mk 1

Level: 3 | Price: 1400 credits (23 gp) Type: personal | System: none Source: CRB, p. 212

Description

These tiny, biovat-grown, tadpole-like creatures form symbiotic relationships with other animals by attaching to their bodies and instinctively maximizing efficiency in the hosts’ biological systems, losing their own independence and functionally becoming a new organ. Synergizing symbiotes grant additional ability points. This counts as a personal upgrade of the appropriate model number. It takes an hour to implant a synergizing symbiote, and once a character has benefited from it, it is forever spent.

Change your selected Ability upgrade in the Modifiers tab. Personal Upgrades

Personal upgrades are a special class of augmentation that do not follow the normal system-limitation rules. Instead, these are broad upgrades that make changes across your entire body, while still allowing for ot...


Thruster heels

Level: 3 | Price: 1250 credits (15 gp) Type: cybernetic | System: allFeet Source: TR pg. 58

Description

Powerful thrusters built into your feet provide you with a brief burst of locomotive force. If you activate your thruster heels while jumping, you gain a +30 enhancement bonus to your Athletics check to jump. If you activate your thruster heels while flying, you gain a +30-foot enhancement bonus to your fly speed until the end of your turn, to a maximum of twice your normal fly speed. If you activate your thruster heels while attempting a melee attack to perform a bull rush or reposition combat maneuver, you gain a +2 enhancement bonus to the attack roll, and you can also use the thruster heels to gain a +2 enhancement bonus when attempting to escape a grapple with an Acrobatics check or melee attack. Thruster heels don’t provide any stabilization, steering, or sustained life, so they can’...


Velstrac shackle, follower

Level: 3 | Price: 1200 credits (18 gp) Type: magitech | System: arm Source: AP #11 pg. 53

Description

A spiked gauntlet made of dark composite and inward pointing spikes, a velstrac shackle fits over one forearm and has filaments like muscle fibers that snake up to the shoulder, connecting to dark barbs that protrude from your skin. The shackle feeds on your tissue, requiring you to eat and drink half again more than usual to sustain it, and it must be attached to flesh. Further, no matter how many arms you have, you can have only one velstrac shackle.

As if drawing a weapon, you can cause the shackle to extend a shadow chain (Starfinder Armory 11–12) of the same model name as the shackle. The shadow chain within the velstrac shackle is magical. It can also be upgraded with weapon fusions like a normal weapon of the velstrac shackle’s level.

Within the shackle, the chain is hidden from c...


Amplify Graft

Level: 4 | Price: 2000 credits (28 gp) Type: speciesGraft | System: skin Source: AA4 pg. 141

Description

Shimreens can absorb and amplify energy within their crystalline bodies. Plates embedded in your skin allow you to do the same. Whenever you take energy damage, you can voluntarily take an additional 1d4 damage of the same type. The next time you hit with a melee attack, you release this energy, dealing an additional amount of damage equal to the extra damage you took (and of the same type). You can’t take additional damage in this way again until you release your stored energy. If unused, the stored energy dissipates after 10 minutes. The amount of extra damage you take and deal Skin increase to 2d4 when you reach 8th level and to 3d4 when you reach 16th level.


Aqua-empathic lobe

Level: 4 | Price: 2000 credits (23 gp) Type: biotech | System: brain Source: IS, pg. 58

Description

Your brain has been modified with an additional lobe that grants you a limited form of telepathic communication with aquatic creatures. You can communicate with animals, magical beasts, plants, and vermin that don’t have a language and are native to aquatic biomes; this includes such creatures with the aquatic subtype and might also include other creatures at the GM’s discretion. This ability doesn’t make these creatures friendly. The range of this ability is 30 feet or the range of your telepathy or limited telepathy, whichever is larger. You can use language-dependent effects on these creatures, attempt Intimidate checks to bully them, and attempt Diplomacy checks to change their attitude.


Beguiling Glow Graft

Level: 4 | Price: 1900 credits (28 gp) Type: speciesGraft | System: skin Source: AA4 pg. 142

Description

Cephalumes communicate in part by controlling their bioluminescent skin and can use this natural ability to beguiling effect. Glowing filaments embedded within your skin allow you to create mesmerizing patterns as a 2-action activity. Each sighted creature within 20 feet of you must succeed at a Will save (DC = 10 + half your level + your Wisdom modifier) or be Fascinated for as long as you continue this presentation (requiring a 2-action activity each round). Creatures that understand Lumos (the racial language of cephalumes) are unaffected. This a Sense-dependent effect.


Celestial Radiance Graft

Level: 4 | Price: 1800 credits (28 gp) Type: speciesGraft | System: skin Source: AA4 pg. 142

Description

As the scions of angels and other celestial beings, aasimars can shed an almost holy light. With thousands of photonproducing cells embedded under your dermal layer (or similar system), you can also glow brightly. as a 2-action activity, you can cause light within 20 feet of you to increase two steps (up to bright) and light for 10 more feet beyond that to increase one step (up to normal). This lasts for 1 minute, but you can dismiss it as a free action. Magical darkness can decrease the light level in this area only if it’s from an item or creature of a level or CR higher than your level. You can use this ability once per day, plus a number of additional times equal to half your level.


Elven Immunities Graft

Level: 4 | Price: 2100 credits (28 gp) Type: speciesGraft | System: brain Source: AA4 pg. 143

Description

A species steeped in magic, elves have natural resistance to certain magical effects. Thanks to an implant in your brain, you become immune to magic sleep effects and gain a +2 enhancement bonus to saving throws against enchantment spells and effects.


Emotion Enhancement

Level: 4 | Price: 2100 credits (23 gp) Type: biotech | System: brain Source: AA4 pg. 17

Description

Brain Collector Augmentations

On occasion, brain collectors that have an overabundance of brains conduct sadistic research on other creatures rather than consuming them. A few of these augmented victims survived and escaped from their captors, and biotech laboratories have deduced far more humane ways to replicate the brain collectors’ augmentations. Emotion Enhancement

You’ve had pieces of your brain replaced to inhibit some of your emotions. You can’t gain morale bonuses, but you gain a +4 enhancement bonus to saving throws against fear effects and emotion effects.


Emotional Regulator

Level: 4 | Price: 2120 credits (26 gp) Type: cybernetic | System: brain Source: AP #11 pg. 45

Description

This integrated processor is threaded into your brain by microfilaments that act as artificial synapses within the amygdala. These synthetic synapses subtly alter the transmission of emotional input, and you receive a +2 enhancement bonus to saves against Confusion and fear effects. If you are affected by a Confusion or fear effect, the duration of the effect is reduced by 1 round.


Fiendish Gloom Graft

Level: 4 | Price: 1800 credits (28 gp) Type: speciesGraft | System: skin Source: AA4 pg. 144

Description

As the descendants of fiendish beings, tieflings can cloak an area in an almost unholy darkness. With thousands of gravitonic light-dampening cells embedded under your dermal layer, you can also weave a similar gloom. as a 2-action activity, you can cause light within 20 feet of you to decrease one step. This lasts for 1 minute, but you can dismiss it as a free action. Nonmagical light sources can’t increase the light level in this area. Magical light can increase the light level in this area only if it’s from an item or creature of a level or CR higher than your level. You can use this ability once per day, plus a number of additional times equal to half your level.


Focusing Membrane Mk 1

Level: 4 | Price: 1925 credits (23 gp) Type: biotech | System: eyes Source: AA2 pg. 125

Description

The biological tissue a tashtari uses to produce its muzzle beam, a focusing membrane must be installed as part of an optical laser cybernetic augmentation (SF AR) of its item level or higher, adding to that augmentation’s cost but allowing two augmentations in one system. An optical laser modified with a focusing membrane treats a target’s fire resistance as if it were 5 lower (10 lower for mk 2). This benefit does not apply to the laser’s burn critical hit effect.Tashtari Biotech Hunters can do brisk business harvesting the filaments, photoenergetic nodes, and focusing membranes of tashtaris and selling them to bioengineers. If not for conservation efforts on Castrovel, tashtaris could have been hunted to extinction, since their photosensitive adaptations are difficult and expensive to d...


Force Lattice

Level: 4 | Price: 2200 credits (26 gp) Type: cybernetic | System: skin Source: EN pg. 149

Description

Painstakingly crafted with force projectors via nanotubes and diamond scalpels, a force lattice can be mounted inside an appendage. The force lattice gives the damage you deal with your unarmed strikes the force descriptor. If you have access to multiple unarmed strikes, you must choose which unarmed strike gains this benefit when installing this augmentation.


Force soles, Mk 1

Level: 4 | Price: 2260 credits (31 gp) Type: magitech | System: allFeet Source: AR pg. 92

Description

Nodes in the soles of your feet project tiny fields of force energy when you intentionally step into thin air, allowing you to walk as if you were on solid ground as long as you are not encumbered, even in zero gravity. Ascending into the air is similar to walking up an incline. The maximum upward angle possible is 45 degrees, and you move at a rate equal to half your normal land speed. You can move your full land speed horizontally or up to 45 degrees downward. Unless you have mk 2 force soles, you must end your movement on the ground or you fall.


Fortified Feet

Level: 4 | Price: 1850 credits (26 gp) Type: cybernetic | System: allFeet Source: AR pg. 88

Description

Built from a matrix of adamantine alloy prisms and regenerative ligaments, these feet are able to withstand significant punishment. You gain resistance 5 to physical damage/— and energy resistance 5 against ground-based hazards that would harm you as you walk over them, such as electrified floors created by a computer’s shock grid defensive countermeasure, spikes, or puddles of acid.

Enable/Disable DR and energy resistance in the Modifiers tab.


Glass Skin

Level: 4 | Price: 2000 credits (23 gp) Type: biotech | System: skin Source: AA2 pg. 65

Description

Glass Scale Technology Glass serpent scales are a wonder of evolution, capturing and bending light with their unique molecular structure. Simply skinning a dead glass snake results in a pretty but useless hide, as the motion of the scales and their relationship to the muscle underneath are both key to their function. When properly harvested and arranged, the scales can effectively augment armor or even other creatures’ skins, granting the wearers a measure of the serpents’ invisibility.

Originally developed by Eoxian technomancers, this glasstech was quickly replicated by the Drow arms dealers of Apostae, and from there it spread throughout the Pact Worlds and beyond.Glass Skin This biotech modification covers your skin with tiny, clear scales that shimmer with rainbows, as if you were co...


Hyper Graft

Level: 4 | Price: 2125 credits (28 gp) Type: speciesGraft | System: heart Source: AA4 pg. 145

Description

Skittermanders are known for their boundless enthusiasm and willingness to help. A microprocessor implanted in your heart (or similar organ) can temporarily increase your heart rate and give you the energy to do more. Once per day, you can take an extra single action.


Ink gland

Level: 4 | Price: 2000 credits (23 gp) Type: biotech | System: throat Source: IS pg. 59

Description

You produce and store organic ink in your throat that you can deploy as a defensive measure. When you’re in an aquatic environment, you can take a 2-action activity to vomit ink, creating darkness in a 20-foot radius for 1 minute. Darkvision can’t see through this darkness, but effects capable of seeing through fog, mist, or clouds—such as thermal-sensitive eyes—can. After you use this ability, you can’t use it again until you take a 10-minute rest to recover Stamina.


Inner gyros

Level: 4 | Price: 2000 credits (26 gp) Type: cybernetic | System: ears Source: TR pg. 58

Description

Intricate instruments augment your inner ears, granting you an unshakable sense of balance and orientation. The augmentation grants you a +2 insight bonus to Acrobatics checks to balance and Piloting checks to perform stunts during starship combat. When an effect causes you to gain the flat-footed or off-kilter condition, you can spend 1 Focus Point as a reaction to suppress that condition until the end of your next turn.


Morphic skin, advanced

Level: 4 | Price: 2030 credits (31 gp) Type: magitech | System: skin Source: AR pg. 92

Description

Your skin is linked to implanted magical glands that release mutagenic enzymes and transmutation magic. Using morphic skin requires you to concentrate on the desired features during a 10-minute rest to regain Hit Points; this is an exception to the normal rule that you can’t perform any tasks while taking a 10-minute rest to recover your Hit Points. The change completes at the end of the rest.

Basic morphic skin allows you to alter your appearance and voice within the normal bounds for your species, age, weight, and sex. You can adjust your height by up to 3 inches, become broader or thinner, become lighter or darker, alter apparent musculature (although your ability scores do not change), and adjust the shape of your features and the color of your hair, scales, or similar minor features....


Nimble soles

Level: 4 | Price: 2000 credits (31 gp) Type: magitech | System: allFeet Source: AP #8 pg. 44

Description

A nimble soles augmentation places sets of miniature metal rings that hold the essence of the Elemental Plane of Air on your feet. The rings grant you a +2 enhancement bonus to Acrobatics checks to fly and tumble. In addition, once per day as a free action, you can overcharge the rings to increase this bonus to +4 for 1 minute.


Ocucloak processor

Level: 4 | Price: 2200 credits (26 gp) Type: cybernetic | System: brain Source: AA pg. 103

Description

This biotechnological item is a tiny computer that is attached to the your brain and wired to a technological cloak. As long as both items are worn and are functioning, the user is the unflankable as per the universal creature rule. The cost of the cloak is included in the cost of this augmentation.


Psychic strike node, Basic

Level: 4 | Price: 2100 credits (31 gp) Type: magitech | System: brain Source: IS pg. 75

Description

A psychic strike node gradually accumulates your stray thoughts and releases them in an offensive burst of mental energy when activated as a 2-action activity. The burst is a mind-affecting effect that affects all other creatures within 10 feet of you, dealing an amount of untyped damage based on the model. Affected creatures who succeed at a Will save (DC your class DC + your choice of your Constitution modifier, Intelligence modifier, Wisdom modifier, or Charisma modifier, chosen when you install this augmentation) take half damage and negate any additional effects from the burst (below). Once you’ve activated the node, you can’t do so again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point to recharge it immediately.

If you have two psychic str...


Psychometry Graft

Level: 4 | Price: 1875 credits (28 gp) Type: speciesGraft | System: brain Source: AA4 pg. 146

Description

In order to drive off an army of daemons, ancient shatoris performed a complex ritual that saved their lives but exposed them to energies of the Boneyard that irrevocably changed them. Powerful sensors in your fingertips (or similar appendages) connecting to a relay in your brain allow you glimpses into the inner workings of creatures and objects, much in the same way shatoris are connected to the past. By taking a 2-action activity to touch a creature or object, you gain a +4 enhancement bonus to your next skill check to identify the creature, your next skill check to recall knowledge about the creature or object, or your next Sense Motive check against the creature. To touch an unwilling creature, you must succeed at a melee attack roll against the creature’s EAC.


Rending talons, standard

Level: 4 | Price: 2100 credits (23 gp) Type: biotech | System: allFeet Source: TR pg. 57

Description

These augmentations can take the form of retractable claws installed directly into your feet, or prosthetic feet that replace your own and sport powerfully clawed toes. In either case, the rending talons provide you excellent grip and provide a deadly advantage against anyone you grab. You ignore any increase to the DCs of Acrobatics checks to balance and Athletics checks to climb due to slipperiness or iciness.

When you renew a grapple, as a free action before the end of your turn you can use your talons to rake your target. Your talons function as a basic melee weapon with the analog weapon special property for this purpose, and they deal damage based on their model. The talons can only be deployed properly as weapons when grappling a target or damaging a helpless target, and thus can’t...


Resistant hide, Mk 2

Level: 4 | Price: 1900 credits (23 gp) Type: biotech | System: skin Source: AR pg. 87

Description

Your skin is reinforced with fur, scales, or other genetically engineered tissue. Select one type of energy (acid, cold, electricity, fire, or sonic); you gain an amount of resistance to that energy type based on the model of your resistant hide. If you have a species trait that provides resistance to the selected energy type that’s equal to or greater than that of your resistant hide (and doesn’t explicitly stack with other sources of energy resistance), adding resistant hide increases the value of the energy resistance from the trait by 2. If you have a species trait that provides resistance to the selected energy type of a value less than that of your resistant hide, the value of the resistance from your resistant hide increases by 2.

Select energy resistance type in the Modifiers tab....


Retract Graft

Level: 4 | Price: 2100 credits (28 gp) Type: speciesGraft | System: spinal Source: AA4 pg. 146

Description

Tortoise-like creatures, telias can retract their heads and limbs into their shells for protection. Compressors within your skeleton grant you a similar defense. When you take the total defense action, you gain a +6 bonus to your Armor Class (instead of the usual +4 bonus), and also gain the Unflankable universal creature rule until the start of your next turn.


Level: 4 | Price: 2500 credits (23 gp) Type: biotech | System: brain Source: AA2 pg. 115

Description

As technology has advanced, telepathic bonding with shotalashus has become possible for those who aren’t Lashunta. The lashuntas have also maintained traditional gear for shotalashu riding.

Until recently, only telepathic races with training in how to link their inherent telepathic abilities to shotalashus have been able to consistently form psychic bonds with the beasts. New developments in biotechnology have allowed less-trained telepaths and even non-telepathic members of other races to do so. Using a graft of Lashunta brain cells into the your body, you can replicate a Lashunta’s limited telepathy, though only in the capacity to link with a shotalashu. This reduces the DC of all Survival skill checks to form the link by 5, but doubles the duration of the Dazed condition and damage ta...


Speed suspension, minimal

Level: 4 | Price: 1900 credits (26 gp) Type: cybernetic | System: allLegs Source: CRB pg. 211

Description

You increase your land speed by replacing joints and tendons in your legs with high-performance cybernetics. A minimal speed suspension replaces only a few parts, increasing your land speed by 10 feet. A standard suspension is more invasive and increases your land speed by 20 feet. Replacing all your leg joints and tendons with a complete speed suspension increases your land speed by 30 feet. You can install a speed suspension into prosthetic legs. Extra speed from these augmentations is treated as an enhancement bonus.


Threshold Buffer, Mk 1

Level: 4 | Price: 2080 credits (26 gp) Type: cybernetic | System: heart Source: AR pg. 89

Description

This system monitors your vitals, injecting a burst of synthetic adrenaline into your bloodstream when your body is on the brink of death. You gain a number of additional Focus Points (depending on the model of your threshold buffer) that you can use or lose only when you are Dying or Stable, such as to avoid death, to stabilize, or to stay in the fight (Core Rulebook 250). These additional Focus Points don’t count for the purpose of calculating how many Focus Points you must spend to stabilize, and any unspent additional Focus Points are lost the next time you take an 8-hour rest to regain your normal Focus Points.MODELFocus PointsMk 11Mk 22Mk 33


Tinker Graft

Level: 4 | Price: 1800 credits (23 gp) Type: biotech | System: none Source: AA4 pg. 147

Description

Space goblins are inveterate tinkerers, sometimes not always for the best. Retractable tools in the digits of one of your hands (or similar appendage) allow you to temporarily fix objects in a hurry. as a single action, you can remove the penalties associated with the broken condition from a single piece of equipment until the start of your next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed).


Tympanal cluster

Level: 4 | Price: 2150 credits (26 gp) Type: cybernetic | System: ears Source: CRB pg. 212

Description

A tympanal cluster consists of multiple small membranes of various sizes that can detect a wide range of sounds. They give you a +2 circumstance bonus to hearing-based Perception checks.


Voice Encoder, Primal

Level: 4 | Price: 2250 credits (26 gp) Type: cybernetic | System: throat Source: AP #26 pg. 52

Description

A voice encoder, often simply called a voxbox, is a cybernetic augmentation of your throat. When activated, the device takes control of your voice, speaking instructions in the artificial language known as Vox. This instruction is concealed inside a conventional Common phrase. A primal voice encoder allows you to use command as a innate spell. A sophisticate voice encoder allows you to use suggestion as a innate spell. Using a voice encoder is a 2-action activity. You can use a voice encoder once per day, though you can spend 1 Focus Point to use it again immediately.

Before you can use a voice encoder, it must be programmed at a computer that can communicate with the voxbox wirelessly, through a datajack, or some other direct means. Programming a voxbox takes 1 minute. You program the de...


Void Flyer Graft

Level: 4 | Price: 2000 credits (23 gp) Type: biotech | System: spinal Source: AA4 pg. 147

Description

Sarcesians are adapted to surviving in a vacuum as they fly among asteroids. This augmentation allows you to go 1 hour per day without breathing while also ignoring the harmful effects of a vacuum. When in a vacuum, you automatically grow wings made from pure energy, granting you a supernatural fly speed of 60 feet with average maneuverability.


Weaponized Prosthesis, Mk 1

Level: 4 | Price: 2120 credits (26 gp) Type: cybernetic | System: armAndHand Source: AR pg. 89

Description

MODELSLOTSMk 11Mk 22 This prosthesis functions as a standard prosthetic arm (Core Rulebook 210) but is lighter and hollowed in places to accommodate one weapon with the integrated weapon special property. A mk 1 weaponized prosthesis can accommodate one integrated weapon that takes up no more than one armor slot, whereas a mk 2 model can accommodate one integrated weapon that takes up no more than two armor slots.


Acid Breath

Level: 5 | Price: 3300 credits (36 gp) Type: biotech | System: lungs Source: EN pg. 148

Description

Your respiratory system has been modified to create acidic breath when you exhale. You gain a +2 circumstance bonus to Intimidate checks against creatures within 10 feet. Additionally, once per day, you can spend 1 minute breathing on an object to reduce its break DC by 5.


Antitoxin Membrane

Level: 5 | Price: 3000 credits (41 gp) Type: cybernetic | System: skin Source: AA1 pg. 11

Description

An antitoxin membrane consists of a colony of nanobots that operate on the molecular level to counter certain toxins. An antitoxin membrane provides a +4 circumstance bonus to saving throws against contact and injury Diseases and Poisons.


Armor Savant Graft

Level: 5 | Price: 3000 credits (45 gp) Type: speciesGraft | System: skin Source: AA4 pg. 142

Description

Some believe the way vesk optimize their armor is the result of cultural training, while others say it has something to do with their scales. Either way, microfibers woven throughout your skin mimic this species trait. When wearing armor, you gain a +1 enhancement bonus to AC. When you are wearing heavy armor, decrease your armor check penalty by 1.


Ascendance sac, drifter

Level: 5 | Price: 2720 credits (36 gp) Type: biotech | System: spinal Source: AP #29 pg. 50

Description

You have an organ, attached to your spine with muscle groups and tendons, that can quickly expand into a sphere as large as your space; this sac fills the space directly above you as it inflates with a gas that provides lift. You can inflate or deflate the sac as a single action, but you can’t deploy the sac while wearing armor not fitted to you.

While the sac is inflated and you are in an atmosphere and in at least light gravity, you use the rules for moving in zero gravity (Starfinder Core Rulebook 402), but you experience gravity normally in all other ways; for example, the range increment and maximum range of your weapons do not change. In addition, on subsequent turns while the sac is inflated, you can rise up to 30 feet or descend up to 60 feet by taking a single action. If you are ...


Atmospheric Alteration Graft

Level: 5 | Price: 2750 credits (45 gp) Type: speciesGraft | System: lungs Source: AA4 pg. 142

Description

As a fungus species, hortuses can modify the spores they emit to produce harmful toxins or beneficial gases. Using microscopic, spore-producing cells in your lungs (or similar organs), you can do the same. as a single action while in an atmosphere, you can spend 1 Focus Point to release these spores into the air. When you use this ability, choose a type of saving throw (Fortitude, Reflex, or Will) and whether to enhance or penalize this save. If you choose to enhance, creatures within 20 feet of you gain a +2 enhancement bonus to saving throws of the chosen type for 1d4 rounds; if you choose to penalize, creatures within 20 feet of you take a –1 penalty to saving throws of the chosen type for 1d4 rounds. A creature can attempt a Fortitude save (DC = 10 + half your level + your Constitution...


Bionic Knees

Level: 5 | Price: 2750 credits (41 gp) Type: cybernetic | System: allLegs Source: AP #11 pg. 45

Description

Complex actuators and servos are installed in your knees, giving you the power to make impressive leaps. You always count as having a running start when attempting Athletics checks to jump. In addition, you don’t fall Prone if you fail an Athletics check to jump by 5 or more. Finally, the damage you take from the first 10 feet of a fall is converted into nonlethal damage, even if you aren’t falling onto a yielding surface.


Blindsense Graft

Level: 5 | Price: 3000 credits (45 gp) Type: speciesGraft | System: brain Source: EN pg. 151

Description

Gnolls are capable hunters who can track their prey at great distances based on scent alone. You gain blindsense (scent) with a range of 30 feet.


Bone spines, bristling

Level: 5 | Price: 2900 credits (36 gp) Type: biotech | System: spinal Source: TR pg. 56, AP #29 pg. 50

Description

Damage 1d4

Your bones are laced with dangerous spines that can be extended to harm foes who get too close. You can retract or harmlessly extend your spines as a 2-action activity. You can't extend bone spines while wearing armor not fitted to you. If your bone spines are extended and an opponent within 5 feet hits you with a melee attack, you can use your reaction to deal the listed piercing damage to that attacker. If your opponent's attack roll is a natural 20, the attacker also gains the bleeding condition equal to the item level of your spines. If you have natural weapons and those weapons are magical, the damage dealt by your bone spines is also magical.


Charged skin

Level: 5 | Price: 3075 credits (49 gp) Type: magitech | System: skin Source: AR pg. 90

Description

Your skin slowly generates electricity that can be used to power devices that require power measured in charges from a battery to function, such as a powered weapon. You must be touching the item to use it. Your charged skin holds 10 such charges, which are replenished each day after a full night’s rest. You can’t charge a battery or item with your charged skin; you can spend charges directly from it only to power held devices.


Communalism Graft

Level: 5 | Price: 2800 credits (45 gp) Type: speciesGraft | System: brain Source: AA4 pg. 143

Description

Shirrens are used to working with others as part of a team, and subtle rewiring of your neural pathways adjusts your thought processes to approach collaboration similarly. Once per day, as long as an ally is within 10 feet, you can roll a single attack roll or skill check twice and take the higher result.


Datajack, High-Density

Level: 5 | Price: 2600 credits (41 gp) Type: cybernetic | System: brain Source: CRB pg. 209

Description

This cybernetic includes a programmable data port that allows you to access different types of computers and digital storage media. Any handheld computer can be inserted directly into the port, while larger systems need to be connected by an adapter cable. Having the system connected directly to your nervous system obviates the need for an interface to access data on a system. Actually operating the system requires you to use the Computers skill as usual. Some closed systems don’t allow data access or require you to do some rewiring to connect with a datajack (usually an Engineering check).

Advanced datajacks make it easier to process and send information through the datajack. With a high-density datajack, you gain a +1 circumstance bonus to Computer checks when accessing a system via you...


Dermal Plating, Mk 1

Level: 5 | Price: 3025 credits (41 gp) Type: cybernetic | System: skin Source: CRB pg. 209

Description

You line your skin with hardened composite plates that deflect physical attacks. You gain an amount of resistance to physical damage that depends on the model of your dermal plating. If you have natural resistance to physical damage equal to or greater than your dermal plating, adding dermal plating increases the value of your natural DR by 1. If you have natural DR of a value less than your dermal plating, the value of DR from your dermal plating increases by 1.

Adjust resistance to physical damage modifier in the Modifiers tab, if racial traits provide resistance to physical damage.


Detoxifier, Standard

Level: 5 | Price: 3500 credits (41 gp) Type: cybernetic | System: heart Source: AP #11 pg. 45

Description

This synthetic organ replaces your liver, constantly filtering your bloodstream for toxic substances at a rate far more effective than that of an organic liver. The new organ is controlled by a wirelessly paired processor installed in your heart. When you have a standard detoxifier installed, you gain a +4 enhancement bonus to Fortitude saves against Diseases, Drugs, Poisons, and radiation, and you are immune to addiction. Once per day when affected by a poison, you can roll your Fortitude save twice and take the better result. The enhanced detoxifier grants all of the above bonuses, as well as the ability to roll saving throws against poison twice per day. In addition, you automatically stabilize if reduced to 0 Hit Points as a result of damage from a poison. The elite detoxifier grants i...


Dimensional gland, experimental

Level: 5 | Price: 3100 credits (49 gp) Type: magitech | System: endocrine Source: TR pg. 58

Description

This augmentation grafts into your pituitary gland or other organs responsible for regulating growth, forcing your body to conform to smaller or larger versions of yourself from parallel realities. Once per day as a 3-action activity, you can activate the augmentation to either grow one size category larger (maximum Large) or shrink to one size category smaller (minimum Tiny) than your natural size. If you grow, your weight increases by a factor of 8, you gain a +1 enhancement bonus to Strength ability checks and skill checks, and your reach increases by 5 feet if your new size is Small or Large. If you shrink, your weight decreases by a factor of 8, you gain a +1 enhancement bonus to Dexterity ability checks and skill checks, and your reach decreases by 5 feet if your new size is Tiny (mi...


Ferocity Graft

Level: 5 | Price: 3000 credits (45 gp) Type: speciesGraft | System: heart Source: AA4 pg. 144

Description

Orcs, half-orcs, and shobhads are known for fighting even after their wounds should otherwise have brought them down. A series of tiny pumps within your heart fill it with chemicals allowing you to stay upright when you would otherwise be knocked unconscious. Once per day, when you are brought to 0 Hit Points but not killed, you gain the dying condition (following the normal rules for death and dying) but can continue to act normally until the end of your next turn, when you become unconscious as normal. If you take additional damage before that, you cease to be able to act and fall unconscious.


Filament Mesh Mk 1

Level: 5 | Price: 3450 credits (36 gp) Type: biotech | System: skin Source: AA2 pg. 125

Description

A network of tashtari filaments implanted under the topmost layers of your skin allows you to harness and release energy from solar radiation. as a 2-action activity, provided you have spent 4 hours of the past 24-hour period in bright light or direct sunlight, you can spend 1 Focus Point to cause your filaments to glow with intense light.

Any creature (other than you) that can see this light and is within 60 feet of you must succeed at a Fortitude save (DC equal to your class DC) or be Dazzled for 1d4 rounds.

Mk 2 filament mesh causes all creatures that fail the Fortitude save to instead be Blinded for 1d4 rounds. When exposed to bright light, filament mesh is faintly visible as a reflective tracery under your skin. This augmentation can’t absorb or release light if your skin is complet...


Flametongue, salamander

Level: 5 | Price: 3150 credits (36 gp) Type: biotech | System: throat Source: TR pg. 56

Description

Damage 1d8 F Critical Arc 1d6 F

Structurally similar to the dragon gland, which blankets a small area in destructive energy, a flametongue gland generates a continuous, controlled gout of fire from your mouth that you can wield like a whip using quick motions of your head or tongue. The flametongue functions as an advanced melee weapon with the integrated and reach weapon special properties. It deals damage based on its model. You can activate the flametongue on your turn as part of the action used to make an attack with it, or you can activate the augmentation as a free action. The flametongue remains active for a number of rounds equal to 1 + 1/2 your Constitution modifier, or until you deactivate it; doing so takes no action on your turn or a reaction if it is not your turn. While the ...


Force Matrix, Mk 1

Level: 5 | Price: 3300 credits (41 gp) Type: cybernetic | System: hand Source: AR pg. 88

Description

MODELDRMk 13Mk 26Mk 310 Your hand contains a matrix of energy-sensitive fibers that can shape a force field armor upgrade (Core Rulebook 206) installed into armor you are wearing, focusing its strength in a particular direction. as a single action while your force field is active, you can designate an opponent you can see. Until the beginning of your next turn, your force field’s fast healing is halved, but against the designated opponent’s attacks, you increase your force field’s fortification percentage chance by 10% (maximum 100%) and gain DR/— based on the model of your force matrix. This benefit ends if you lose all the temporary Hit Points provided by your force field. The hand bearing the force matrix augmentation must be free to activate its abilities.

Enable/Disable DR in the Mod...


Gambler's risk graft

Level: 5 | Price: 3100 credits (45 gp) Type: speciesGraft | System: brain Source: IS pg. 143

Description

Worlanisi have the rare ability to gift their luck to others. This augmentation uses specially modified horn-cones, connected to your brain, that channel your mental energy into luck. Once per day as a reaction, when you or an ally you can see within 15 feet rolls an attack roll, saving throw or skill check, you can cause that creature to roll twice and take the better result.

In addition, any psychic sensitivity you have increases. If you have either the telepathy or limited telepathy species trait, its range increases by 30 feet, but you also gain the psychic reverb species trait, taking a –1 penalty to saving throws against mind-affecting effects and taking +1 damage per damage die from mindaffecting spells, weapons, and other effects.


Hideaway Limb, Quickdraw

Level: 5 | Price: 3050 credits (41 gp) Type: cybernetic | System: arm Source: CRB pg. 209

Description

This compartment is hidden inside one of your limbs. You can conceal items inside and protect them with a simple passcode. The compartment can hold items of negligible bulk and items of light bulk that are either relatively small or can be folded or contracted to fit. A hideaway in a leg (in a Human) can hold more than one in an arm, and the creature’s size also adjusts the capacity. The GM decides what can fit.

When the compartment is closed, the seam in your flesh is difficult to detect. You gain a +2 bonus to Sleight of Hand checks to conceal items in a hideaway limb. Though this compartment can usually foil a simple pat down, most security checkpoints include a scan that can detect such devices. Retrieving an item from a hideaway limb is a single action instead of a 2-action activity....


Lashunta Magic Graft

Level: 5 | Price: 3200 credits (45 gp) Type: speciesGraft | System: allHands Source: AA4 pg. 145

Description

Most lashuntas have the ability to cast minor spells, even if they haven’t formally studied spellcasting. With tiny attuned crystals or magically aligned plates in your palms, you can cast Daze and Psychokinetic Hand at will and Detect Thoughts once per day as innate spells. The caster level for these effects is equal to your level.


Levitation Soles

Level: 5 | Price: 2200 credits (49 gp) Type: magitech | System: allFeet Source: EN pg. 151

Description

Levitation soles allow you to move yourself up and down in the air. Once per day as a free action, you can activate your levitation soles to mentally control your vertical movement for 1 minute. For the duration of this effect, you can take a single action to move up to 20 feet vertically, to a maximum of 20 feet off the ground. If you don’t have a fly speed, you take a –1 penalty to attack rolls while not on the ground.


Machine Telepathy Cluster

Level: 5 | Price: 2500 credits (36 gp) Type: biotech | System: brain Source: AA3 pg. 103

Description

The iridias have long offered advanced technologies to the species of the Material Plane. The machine telepathy cluster is among the most common, as it allows the user to interface with technology—and spectra—telepathically. This both facilitates communication with the strange outsiders and grants creatures an increased ability to create technological marvels of their own.

This clump of artificial synapses allows you to attempt Computers checks to access unsecured systems (or systems to which you already have access) within 10 feet. You can’t use this augmentation to attempt any other Computers checks. You can also communicate with spectra within 50 feet as though you had the spectra’s machine telepathy special ability, and when crafting items that require Computers or Engineering, you tr...


Pheromap, advanced

Level: 5 | Price: 2750 credits (41 gp) Type: cybernetic | System: brain Source: IS pg. 143

Description

This functions as the basic pheromap augmentation, but your pheromap includes more detailed information about familiar species, granting you a +4 insight bonus to Sense Motive checks against living creatures you’ve successfully identified with your pheromap augmentation. Your olfactory senses are enhanced and connected to the vlaka pheromap, giving you access to the connection between pheromones and emotions for many other species.

When a living creature is within the radius of your blindsight (scent) as a single action you can attempt a Perception skill check to identify it. The DC of the check is determined by the creature’s rarity, as presented on the Creature Rarity table (Core Rulebook 133). If you have blindsense (scent) or blindsight (scent), you gain a +5 enhancement bonus to this...


Protean response, mk 1

Level: 5 | Price: 3000 credits (36 gp) Type: biotech | System: endocrine Source: TR pg. 56

Description

This series of glands supplements the adrenal system, triggering a spontaneous transformation into a supernatural (and often more ferocious) form when your body experiences extreme stress. When you acquire and install this augmentation, you choose one polymorphed form and its abilities, per the spell polymorph. The spell level of the polymorph effect equals that of the augmentation’s model number (e.g. polymorph as a 4th-level spell for a mk 4 augmentation).

As a reaction when you take a critical hit in combat or fail a Fortitude save, you can spend 1 Focus Point to activate this augmentation; alternatively, you can activate the augmentation as a 3-action activity by spending 3 Focus Points. Your body begins transforming into your polymorphed form, as though you were the target of a polym...


Regenerative blood, Mk 1

Level: 5 | Price: 3250 credits (36 gp) Type: biotech | System: heart Source: AR pg. 86

Description

Your heart is genetically engineered to release regenerative chemicals that can heal physical trauma. Whenever you take a 10-minute rest and spend a Focus Points to regain Hit Points, you also regain a number of Hit Points. Similarly, when you spend Focus Points to stay in the fight, you regain additional Hit Points. The amount of Hit Points you regain is based on the augmentation’s model.

MODEL LEVEL PRICE HIT POINTS

Mk 1 5 3,250 5

Mk 2 8 10,100 10

Mk 3 12 38,500 15

Mk 4 15 122,000 20

Mk 5 19 605.000 25


Resist Energy Drain Graft

Level: 5 | Price: 2800 credits (45 gp) Type: speciesGraft | System: heart Source: AA4 pg. 146

Description

As unique forms of corporeal undead who retain slivers of their souls, borais are not easily affected by certain negative energy effects. Arcane shielding around or slivers of necromantically infused undead flesh woven into your heart (or similar cardiac muscle) protect you in much the same way. You take no penalties from energy drain effects, though you are still destroyed if you accrue more negative levels than you have class levels. Any negative levels you have taken are removed after 24 hours without the need for an additional saving throw.


Rune-etched chitin, Mk 1

Level: 5 | Price: 3175 credits (49 gp) Type: magitech | System: skin Source: AP #33 pg. 51

Description

An exoskeleton covered with dimly glowing magical writing covers your skin, and you can activate these runes to cast spells. Each set of rune-etched chitin is inscribed with spells that have a combined level equal to the augmentation’s mark. You can be augmented with rune-etched chitin only if the spells inscribed onto it are spells you could learn and cast at your current level, though you don’t have to know them. You can cast each of the spells inscribed on the runeetched chitin once per day at a caster level equal to the augmentation’s level without using your own spell slots. You must have this augmentation implanted for at least 24 hours for it to function.


Selective ears

Level: 5 | Price: 2830 credits (49 gp) Type: magitech | System: ears Source: AR pg. 93

Description

Your ears are implanted with magical sound-dampening membranes. You can activate selective ears as a single action or as a reaction to protect yourself from dangerous sounds. When you activate your selective ears as a reaction, you can’t take a single action on your next turn. Selective ears have three modes: inactive, muffling, and silence. Your selective ears remain in their current mode until you change them. While your selective ears are in muffling mode, you take a –2 penalty to initiative checks and hearing-based Perception checks, but you can’t be deafened for more than 1 round by sonic effects and you have sonic resistance 1. While your selective ears are in silence mode, you are deafened and thus immune to sound-based sense-dependent effects, and you also have sonic resistance 5. ...


Solar Overload Conduit, Mk 1

Level: 5 | Price: 2640 credits (41 gp) Type: cybernetic | System: skin Source:

Description

This augmentation takes the form of constellations connected with circuitry patterns, either on your palms (if you manifest a solar weapon) or on a large patch of your skin (if you manifest solar armor). Engineered with fanatical devotion to unlocking the potential of stars, solar overload conduits can grant solarians means to amplify their powers.

If you are a solarian with a solar weapon and you have a solarian weapon crystal in your mote, when you hit a target with your solar weapon but do not score a critical hit, as a reaction you can overload your weapon crystal and apply your weapon crystal’s critical hit effect (if any) to the attack (do not roll your damage twice). You can use this ability a number of times per day equal to the solar overload conduit’s mark, but each time you do ...


Strix Mobility Graft

Level: 5 | Price: 3100 credits (45 gp) Type: speciesGraft | System: spinal Source: AA4 pg. 147

Description

Strix are known for their massive feathery wings, and you have a similar pair of appendages (either organic or mechanical) attached to your back. This grants you an extraordinary fly speed of 30 feet with average maneuverability, though it does decrease your land speed by 10 feet due to your wings’ size and bulk.


Upgrade Slot Graft

Level: 5 | Price: 2700 credits (45 gp) Type: speciesGraft | System: none Source: AA4 pg. 147

Description

Androids can gain the benefits of certain armor upgrades by simply installing them into their bodies. This augmentation usually consists of a metallic recess in or attached to a chosen system (an arm, foot, hand, leg, or at the base of the spinal column). Regardless of whether you are wearing physical armor, you can install any one armor upgrade into this slot that could be installed into light armor. Regardless of the system, you can have only one upgrade slot graft installed.


Wide-Spectrum Ocular Implant

Level: 5 | Price: 2825 credits (41 gp) Type: cybernetic | System: eyes Source: CRB pg. 211

Description

These cybernetic spheres replace your eyes entirely. You gain low-light vision, as well as the ability to see infrared and ultraviolet light. These enhancements grant you a +2 bonus to vision-based Perception checks and allow you to notice some things people who can see only the red-violet light spectrum can’t, including the lasers from darkvision capacitors. This doesn’t grant you darkvision, but in darkness you can see significant sources of heat due to your infrared vision.


Adaptive Fingerprints

Level: 6 | Price: 4030 credits (68 gp) Type: cybernetic | System: allHands Source: AP #11 pg. 44

Description

Originally created for military operatives but favored by criminals throughout the galaxy, these pads of nanotechinfused artificial flesh replace the skin of your palms and fingertips. You leave no identifying fingerprints behind when touching an object or surface, and you can’t be identified through your fingerprints. In addition, if you have access to records of another individual’s fingerprints, you can spend 1 Focus Point to create wrinkled patterns in the pads that mimic those fingerprints for 1 hour, allowing you to bypass security features or leave false evidence.


Airjet

Level: 6 | Price: 4000 credits (61 gp) Type: biotech | System: lungs Source: IS, pg. 58

Description

This organ takes in atmospheric gases, concentrates them, and expels them behind you as a kind of jet, granting a 10-foot enhancement bonus to your land and swim speeds. Once per day as a free action, you can double your land or swim speed for one round. This augmentation doesn’t function in a vacuum.


Atmospheric Adaptation Graft

Level: 6 | Price: 4500 credits (74 gp) Type: speciesGraft | System: lungs Source: AA4 pg. 142

Description

Hanakans have evolved a symbiotic relationship with a bacteria in their lungs, allowing them to survive in the toxic environments of their homeworld. An modification to your lungs based on this symbiosis grants you immunity to inhaled Poisons, and you are automatically acclimated to thin and thick atmospheres (SF CRB).


Biosynthetic Nanites, Mk 1

Level: 6 | Price: 4450 credits (68 gp) Type: cybernetic | System: skin Source: AP #11 pg. 45

Description

Model Level Price Treat Wounds Fast Healing

Mk 1 6 4,450 2d8 Hit Points 2

Mk 2 9 13,700 3d8 Hit Points 3

Mk 3 13 50,900 6d8 Hit Points 6

Once injected into the body, these nanites congregate just under the epidermis and can quickly replicate to heal bodily injuries. This augmentation allows you to spend 1 Focus Point as a free action to activate the nanites’ treat wounds capability, instantly regaining a number of Hit Points depending on the model of biosynthetic nanites you have installed. In addition, once per day as a 3-action activity as long as you have Focus Points remaining, you can overcharge the nanites to gain an amount of fast healing depending on the model of biosynthetic nanites you have installed for 1 minute. If you do so, you can’t activate the treat wounds capability o...


Black heart, mk 2

Level: 6 | Price: 4000 credits (47 gp) Type: necrograft | System: heart Source: AR pg. 94

Description

Despite its name, a black heart can augment any major circulatory organ that helps sustain life in a living creature, though it most commonly augments a heart. A black heart is a strip of necromancy-infused undead flesh that turns whatever organ it is attached to a deep shade of ebony.

You gain the benefits of the environmental protections of armor (Core Rulebook 196), which last for a number of days equal to double the necrograft’s item level. A black heart automatically recharges 1 hour of this duration for each hour this ability is not in use (up to its normal maximum). Additionally, you gain an enhancement bonus to saving throws against death effects, disease, mind-affecting effects, paralysis, poison, sleep effects, and stunning effects equal to the necrograft’s mark, unless the effe...


Bone blade, Mk 2

Level: 6 | Price: 4000 credits (47 gp) Type: necrograft | System: arm Source: AR pg. 94

Description

Bone blades are weapons built into undead arms that are then grafted onto their recipients. The blade can be retracted into the limb (making it impossible to notice without a careful inspection, scan, spell, or similar ability) or extended from the wrist for combat. Extending or retracting a bone blade is a free action, and you can’t use the hand of the associated arm to hold anything or perform fine manipulation when the blade is extended. A bone blade cannot be disarmed, but it can be sundered. When you regain Hit Points (whether through first aid, magic, or natural healing), the blade regains the same number of Hit Points. If destroyed, a bone blade regrows in 24 hours.

Standard bone blades are one-handed simple melee weapons with the operative weapon special property. It is possible t...


Cardiac Accelerator

Level: 6 | Price: 3850 credits (68 gp) Type: cybernetic | System: heart Source: CRB pg. 209

Description

This implant plugs directly into your heart and can be triggered to overclock the performance of your heart and circulatory system. When you run, charge, or take a single action to move, you can spend 1 Focus Point to increase your speed (in the relevant mode of movement) by 20 feet for that action. This extra movement is treated as an enhancement bonus.

Alternatively, you can spend 1 Focus Point as a reaction when you attempt a Reflex save to gain a +1 enhancement bonus to your roll.

Enable/Disable speed modifier in the Modifiers tab.


Cerebral countermeasures

Level: 6 | Price: 4200 credits (61 gp) Type: biotech | System: brain Source: AA2 pg. 19

Description

A cerebral countermeasure is a tiny gland that constantly monitors your brainwaves, watching for unexpected spikes in activity that indicate mental assault. As a reaction before you attempt a saving throw against a mind-affecting effect, you can cause the gland to release proteins that deflect and confuse mental attacks by overloading the chemical receptors that would otherwise respond to the mental attack. This grants you a +2 circumstance bonus to your Will saves against mind-affecting effects until the end of your next turn. The disruption this defense causes makes it difficult to concentrate, giving you a –2 penalty to Intelligence-, Wisdom-, and Charisma-based skill checks until the end of your next turn.


Cheek Pouches Graft

Level: 6 | Price: 3900 credits (74 gp) Type: speciesGraft | System: throat Source: AA4 pg. 143

Description

Ysoki’s cheeks are remarkably stretchy, and they use this to their advantage. Durable skin implanted in your own cheeks affords you the same benefit. You can store up to 1 cubic foot of items weighing up to 1 bulk in total in your new cheek pouches, and you can transfer a single object between hand and cheek as a free action. You can disgorge the entire contents of your pouches onto the ground in your square as a single action that doesn’t provoke reactive Strikes.


Corpseskin, Mk 2

Level: 6 | Price: 4000 credits (47 gp) Type: necrograft | System: skin Source: AR pg. 95

Description

Perhaps as much a fashion statement as an augmentation, corpseskin replaces living skin with mummified flesh. Corpseskin insulates against cold, though it lacks the sensitivity of living flesh. You gain an amount of cold resistance equal to the necrograft’s mark. If you have cold resistance from your species traits that is equal to or greater than that from your corpseskin (and doesn’t explicitly stack with other sources of energy resistance), adding corpseskin increases the value of that cold resistance by 1. If you have cold resistance from your species traits of a value less than that of your corpseskin, the value of the cold resistance from your corpseskin increases by 1.

Regardless of your corpseskin’s model, you take a –2 penalty to Perception checks based primarily on touch and gai...


Crypt marrow, Mk 2

Level: 6 | Price: 4000 credits (47 gp) Type: necrograft | System: allLegs Source: AR pg. 95

Description

Crypt marrow replaces the bone marrow of your legs or equivalent tissue with necromantically enhanced tissue. Within hours of the operation, the fetid ichor of the crypt marrow interacts with and enhances your living blood. Subtract the necrograft’s mark from any bleed damage you take. If this reduces your damage from bleeding that round to 0 or less, the bleed condition ends. Additionally, you gain an enhancement bonus equal to the necrograft’s mark to saving throws against disease and effects that cause bleeding, unless the effect specifies it functions against undead.

Mk 3 or mk 4 crypt marrow allows you to spend 1 Focus Point as a free action to ignore the effects of the fatigued condition for a number of rounds equal to the necrograft’s mark. Mk 5 crypt marrow allows you to spend 1 F...


Eagle eyes

Level: 6 | Price: 4000 credits (61 gp) Type: biotech | System: eyes Source: AR pg. 86

Description

You gain a +2 circumstance bonus to Perception checks to notice a creature using Stealth and to pierce disguises. You can use Perception to visually search areas up to 10 feet by 10 feet as a single action or up to 30 feet by 30 feet in 1 minute.


Echolocators, Reactive

Level: 6 | Price: 4450 credits (68 gp) Type: cybernetic | System: ears Source: AR pg. 88

Description

as a free action, you can fan out these replacement ears to triple their surface area, giving you blindsense (sound) with a range of 30 feet. Active and enhanced echolocators occupy both the ears and throat system, also allowing you to spend a single action to produce, receive, and process a series of subsonic chirps to gain the benefits of blindsight (sound) until the beginning of your next turn. The blindsight from active echolocators has a range of 30 feet, while the blindsight from enhanced echolocators has a range of 60 feet.


Enervating hand, Mk 2

Level: 6 | Price: 4000 credits (47 gp) Type: necrograft | System: hand Source: AR pg. 95

Description

An enervating hand replaces a living hand with a withered extremity capable of draining the life essence of living creatures. as a 2-action activity, you can make an unarmed strike with the enervating hand against a target’s EAC to deal the amount of damage listed for your necrograft’s model. You deal only the listed amount of damage (plus additional damage from the Weapon Specialization feat, if applicable), even if you have other abilities that increase your unarmed strike damage (such as natural weapons or the Improved Unarmed Strike feat). On a successful attack, you gain a number of temporary Hit Points equal to the necrograft’s item level; these temporary Hit Points last for 10 minutes, until lost when you take damage, or until you gain a larger number of temporary Hit Points from an...


Ferocious Charge Graft

Level: 6 | Price: 4250 credits (74 gp) Type: speciesGraft | System: allArms Source: AA4 pg. 144

Description

Uplifted bears can charge at their foes to knock them down. This augmentation strengthens the muscles in your extremities and allows you to attempt a trip combat maneuver in place of a normal melee attack at the end of a charge. In addition, you can charge without taking the normal penalties to your attack roll or AC. If you have another ability that allows you to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz fighting style), you also gain the ability to charge through difficult terrain.


Ferrous Fluids

Level: 6 | Price: 4100 credits (61 gp) Type: biotech | System: endocrine Source: EN pg. 148

Description

By introducing carefully calibrated ferrous metals into your circulatory system, this augmentation enables you to control minor magnetic fields near you. You can use psychokinetic hand as a innate spell at will, targeting magnetic objects and with a range of up to 30 feet. In addition, you can activate your ferrous fluids as a single action, providing you a +5 circumstance bonus to Athletics checks to climb metal surfaces as well as +2 circumstance bonus to KAC against bull rush and trip combat maneuvers when you’re standing on a metal surface. In areas of zero gravity, you can move your land speed across metal surfaces without having to attempt skill checks, and as long as you’re adjacent to an Augmentation installers all across the galaxy offer a dazzling array of body enhancements, prov...


Force Bolt Graft

Level: 6 | Price: 4300 credits (74 gp) Type: speciesGraft | System: brain Source: AA4 pg. 144

Description

Witchwyrds can create arcane projectiles out of the force they absorb into their hands. You must have the Absorb Force Graft augmentation to take advantage of this augmentation, which allows you to manipulate the same energy. The force you absorb into your free hands with the absorb force graft now lasts for 6 rounds. as a 2-action activity during that time, you can throw a Magic Missile (as the spell of the same name; 1d4+1 damage with the force descriptor) from each hand that has absorbed a missile, to a maximum of two missiles per round, expending the energy. You can throw additional force bolts from each hand that has absorbed a magic missile (maximum of two additional bolts per round), also expending that energy.


Ghoul glands, Mk 2

Level: 6 | Price: 4000 credits (47 gp) Type: necrograft | System: skin Source: AR pg. 94

Description

Ghoul glands are a series of hundreds of tiny undead sweat glands installed just under the surface of your skin, replacing many of your natural sweat glands. The glands produce their own loathsome chemicals, but they also pull energy from your body and mind and use it to create a staggering or paralyzing effect on foes. as a 2-action activity a number of times per day equal to the necrograft’s mark, you can activate the glands and attempt to touch a foe (doing so requires a successful melee attack roll against the target’s KAC). The target must succeed at a Fortitude save or be staggered (for mk 1 through mk 3 ghoul glands) or stunned (for mk 4 and mk 5 ghoul glands) for 1d4 rounds.


Grasping tentacle

Level: 6 | Price: 4200 credits (61 gp) Type: biotech | System: armAndHand Source: AP #29 pg. 50

Description

Your arm is replaced with a long, boneless tentacle. Your reach with your grasping tentacle (including attacks made with weapons you wield with your tentacle) is 5 feet more than your natural reach. When you use the tentacle to perform a disarm, grapple, or trip combat maneuver, you gain a +2 circumstance bonus to your attack roll.


Grave wind, Mk 2

Level: 6 | Price: 4000 credits (47 gp) Type: necrograft | System: lungs Source: AR pg. 96

Description

A grave wind necrograft replaces your lungs with black, undead lungs that can still pump air and oxygenate blood, but they are also able to exhale a diseased miasma. as a 2-action activity a number of times per day equal to the necrograft’s mark, you can expose an adjacent creature to a necromantic disease. The disease inflicted depends on the model of the grave wind, as indicated in the Grave Wind table above.

These necromantic diseases act as the diseases of the same name on page 418 of the Core Rulebook, except for the following. The save DC is determined by the necrograft and its recipient. No wound or actual transfer of air is necessary for the disease to affect a target; even someone in armor with its environmental seals active can be exposed. A creature infected with such a disease...


Growth glands

Level: 6 | Price: 3900 credits (61 gp) Type: biotech | System: spinal Source: AP #29 pg. 50

Description

Your largest bones are embedded with specialized glands that can cause you to radically increase in size. You can’t activate these glands while you’re wearing armor that isn’t fitted to you. Activating this augmentation requires a 3-action activity. While you are transformed, your size increases by one size category. If you become Large or larger, your reach increases by 5 feet, the amount of Bulk you can carry before being encumbered increases by 2, and you gain a +2 circumstance bonus to checks to destroy an object using Strength (Core Rulebook 409). The effect of the glands lasts 1 minute. You must rest for 10 minutes to regain Hit Points to reactivate the glands or spend 1 Focus Point to recharge them immediately.

Enable/Disable carry bonus in the Modifiers tab.


Hollowed drums Mk 2

Level: 6 | Price: 4000 credits (47 gp) Type: necrograft | System: ears Source: DC pg. 73

Description

Hollowed drums are inserted into your ears and replace the standard eardrums of your species. This necrograft can be activated or deactivated as a free action. When activated, it deadens sounds you hear, reducing their volume and emotional impact to grant you sonic resistance, a –2 penalty to sound-based Perception checks, and a bonus to saving throws against mind-affecting effects with an auditory component (such assuggestion) that vary based on the model.

Mk 2 hollowed drums grant a +1 enhancement save bonus and sonic resistance 5.

Sonic resistance must be toggled on/off in the Modifiers tab.


Impel Truth Graft

Level: 6 | Price: 4000 credits (74 gp) Type: speciesGraft | System: brain Source: AA4 pg. 145

Description

Many sazarons have developed a magical way to deal with their cohabitants—tale-spinning dirindi fabulists—in order to reach the truth of certain matters. A psychic implant in your brain grants you the ability to cast Zone of Truth once per day as a innate spell. The caster level of this effect is equal to your level.


Kanabo Magic Graft

Level: 6 | Price: 3900 credits (74 gp) Type: speciesGraft | System: allHands Source: AA4 pg. 145

Description

As the children of ja noi oni, most kanabos have innate magical powers. This augmentation allows you to cast Disguise Self and Supercharge Weapon once per day each as innate spells. The caster level for these effects is equal to your level.


Keening larynx, Mk 2

Level: 6 | Price: 4000 credits (47 gp) Type: necrograft | System: throat Source: AR pg. 96

Description

A keening larynx necrograft completely replaces your vocal cords. as a 2-action activity a number of times per day equal to the necrograft’s mark, you can emit an ear-piercing wail infused with despair. The target or targets must succeed at a Fortitude save or become deafened and take a –1 penalty to weapon damage rolls for 1d4 minutes. This is a sense-dependent effect.

A mk 1 keening larynx can affect a single target within 30 feet of you. A mk 2 keening larynx can affect all targets in a 15-foot cone. A mk 3 keening larynx can affect all targets in your choice of a 20-foot cone or a 30-foot line. A mk 4 keening larynx can affect all targets in your choice of a 30-foot cone or a 40-foot line. A mk 5 keening larynx can affect all targets in your choice of a 45-foot cone or a 60-foot line.


Ley veins, apprentice

Level: 6 | Price: 3900 credits (81 gp) Type: magitech | System: endocrine Source: TR pg. 59

Description

A series of magitech glands installed throughout your body can flood your bloodstream with arcane enzymes in an instant, creating a network of living ley lines across your body to stabilize your magic. When you are casting a spell and you take damage or are subjected to an effect that could break your concentration and cause the spellcasting to fail, you can activate the augmentation as a reaction to attempt a special check to maintain your concentration. For the check, roll 1d20 + 1/2 your caster level + the ley veins’ item level. The check’s DC equals 15 + 3 × the level of the spell you are casting. If you succeed, you successfully cast the spell unless the damage or effect would kill you instantly.


Moonlight fibers, Mk 2

Level: 6 | Price: 4000 credits (47 gp) Type: necrograft | System: spinal Source: AR pg. 96

Description

Moonlight fibers augment the interface between brain and muscles, letting you briefly act with alacrity. As a free action, you can act as though under the influence of the haste spell until the beginning of your next turn. As a reaction, you can use your necrograft to reroll a failed Reflex save. After either use of your moonlight fibers, you are staggered for 1 round. You can use your moonlight fibers a number of times per day equal to the necrograft’s mark.


Morphic skin, doppelganger

Level: 6 | Price: 4400 credits (81 gp) Type: magitech | System: skin Source: AR pg. 92

Description

Your skin is linked to implanted magical glands that release mutagenic enzymes and transmutation magic. Using morphic skin requires you to concentrate on the desired features during a 10-minute rest to regain Hit Points; this is an exception to the normal rule that you can’t perform any tasks while taking a 10-minute rest to recover your Hit Points. The change completes at the end of the rest.

Basic morphic skin allows you to alter your appearance and voice within the normal bounds for your species, age, weight, and sex. You can adjust your height by up to 3 inches, become broader or thinner, become lighter or darker, alter apparent musculature (although your ability scores do not change), and adjust the shape of your features and the color of your hair, scales, or similar minor features....


Necrocortex, Mk 2

Level: 6 | Price: 4000 credits (47 gp) Type: necrograft | System: brain Source: AR pg. 96

Description

A necrocortex replaces a significant portion of the brain with undead tissue, enhancing your control over undead minions. as a 2-action activity, you can transfer your senses to an undead creature under your control within a range determined by your necrograft’s model (see below). While so affected, you see and hear what your undead minion perceives, but you cannot hear, see, smell, or taste what your own body experiences, though your senses of touch and pain remain. You can return your senses to your own body with a free action. In addition, you can command undead under your control telepathically, including mindless undead. You must have line of sight or be using the undead creature’s senses to exert control in this manner. Using your necrograft to transfer your senses counts as a scryin...


Olfaction Core, Mk 2

Level: 6 | Price: 4300 credits (68 gp) Type: cybernetic | System: brain Source: EN pg. 148

Description

The olfaction core is a super-compact system of odor-detecting microprocessors and subcutaneous sensors that lets you determine the recent presence of a specific substance or even a person in a limited vicinity.

By spending a minute in a 10-foot-square area, you can detect whether something has been within that area in the previous 24 hours; what you can detect is determined by the augmentation’s model. Mk 1 units can detect and identify most drugs and poisons. Mk 2 units can additionally detect and identify common types of explosives. Mk 3 olfaction cores function as mk 1 and mk 2 units and can additionally detect a specific individual you’ve had contact with or can otherwise identify the odor of.

If you have blindsense (scent) or blindsight (scent), you need to spend only one round as ...


Panoptic eyes

Level: 6 | Price: 4000 credits (61 gp) Type: biotech | System: brain Source: AP #29 pg. 51

Description

You have eyes in the back of your head. You can conceal these eyes beneath your hair or with thin cloth without obstructing your vision, but you might choose to emphasize them instead, discouraging others from sneaking around you. You are unflankable, as the Universal Creature Rule (Alien Archive 158). In addition, the penalty you take from the fascinated condition is reduced to –2


Phantom basal ganglia, Mk 2

Level: 6 | Price: 4000 credits (47 gp) Type: necrograft | System: brain Source: AR pg. 96

Description

A phantom basal ganglia merges the shattered essence of a restless spirit with a living brain. The resulting mind is able to resist mental influence and control. You add the necrograft’s mark as a bonus to saving throws against mind-affecting effects.

A phantom basal ganglia of mk 3 or higher gives a chance of shaking off mind-affecting effects. One round after failing a saving throw against a mind-affecting effect, or if the effect has any partial effect even with a successful save, you can attempt a new save against the same DC (this takes no action). If you succeed, the effect is removed entirely. If the mind-affecting effect already allows a second saving throw, you receive only one additional saving throw on the following round.


Psychoactive eyes, charming

Level: 6 | Price: 4250 credits (81 gp) Type: magitech | System: eyes Source: AR pg. 93

Description

Your eyes are injected with nanite-controlled psychoactive dyes. Once per day as a 2-action activity, you can activate a fascinating gaze with a duration of concentration. Creatures of your type within 30 feet that see you must succeed at a Will save (DC = 10 + half your level + your Charisma modifier) or be fascinated for as long as they can see you. A creature that succeeds at this saving throw is immune to your gaze for 24 hours. If you break line of sight, the effect ends for those targets and they become immune to it for 24 hours. This is a mind-affecting gaze attack (Alien Archive 154). Charming psychoactive eyes charm creatures per charm person instead of fascinating them, but they otherwise function the same way as fascinating psychoactive eyes.


Quyu Eyes

Level: 6 | Price: 3850 credits (61 gp) Type: biotech | System: eye Source: AA4 pg. 93

Description

A quyu’s eyes in its facade form are the most unique part of its hunting tactics, exhibiting hypnotic capabilities that emotionally hijack the brain. Before revealing itself, a quyu tries to enchant its prey to reduce the likelihood that they will be able to fight back. When the quyu shifts, these eyes appear to rip open, but the organ can still be found inside the true form’s head. Even when the quyu is Dead, these organs maintain their magical emotional affects and can cause fascination. When implanted into a sighted being’s head, they are able to transfer visual information to the brain, but primarily maintain their function as hypnotic organs.

A quyu’s “eyes” maintain their captivating effects after the creature’s death, and can be implanted to replace any of your current eyes. As a q...


Resonant larynx, standard

Level: 6 | Price: 4400 credits (81 gp) Type: magitech | System: throat Source: AP #8 pg. 45

Description

The resonant larynx augmentation is a small resonating crystal in your throat that can amplify your voice to deafening levels. as a 2-action activity, you can activate the resonant larynx to unleash an ear-piercing shriek in a 30-foot cone-shaped spread that doesn’t harm you. Each creature in the area must attempt a Fortitude save (DC equal to your class DC). On a failure, a creature takes 5d6 sonic damage (or 10d6 for the advanced model) and is deafened for [[/r 2d4]]{2d4 rounds}. If a creature succeeds at the saving throw, it takes half the damage and is deafened for only 1 round. Once you have used your resonant larynx, you can’t use it again until you’ve taken a 10-minute rest that would allow you to regain Hit Points. However, you can spend 1 Focus Point at any time to recharge the au...


Rolling Charge Graft

Level: 6 | Price: 4400 credits (74 gp) Type: speciesGraft | System: allLegs Source: AA4 pg. 146

Description

Once rolled into a ball, bolidas can knock down or push aside their foes. You must have the defensive ball graft augmentation to take advantage of this augmentation. While curled into a defensive ball, you gain the ability to charge without taking the normal penalties to your attack roll or AC, and you gain a +5 circumstance bonus to AC against reactive Strikes during your movement. At the end of your movement, you can’t make a normal melee attack, but you can instead attempt either a bull rush or reposition combat maneuver against your target with a +4 circumstance bonus to the attack roll. Once you make a rolling charge, you can’t use this ability again until you take a 10-minute rest to regain Hit Points.


Shadow nerves, Mk 2

Level: 6 | Price: 4000 credits (47 gp) Type: necrograft | System: spinal Source: AR pg. 96

Description

Shadow nerves are long strands of partially incorporeal undead nerve fibers that have strong connections to the Shadow Plane, allowing you to navigate a path that exists partially in the Material Plane and partially in the Shadow Plane. A number of times per day equal to the necrograft’s mark, you can take a guarded step of 10 feet, rather than the usual 5-foot guarded step (Core Rulebook 247), as long as you are not in an area of bright light.


Shielded Thoughts Graft

Level: 6 | Price: 4225 credits (74 gp) Type: speciesGraft | System: brain Source: AA4 pg. 146

Description

Embri have evolved unusual ways of thinking that protect them from certain magic. With this augmentation, arcane-charged filaments form a cage around your brain (or similar organ), granting you immunity to magical Charm effects and a +2 enhancement bonus to saving throws against enchantment spells and effects.


Shuffling feet Mk 2

Level: 6 | Price: 4000 credits (47 gp) Type: necrograft | System: allFeet Source: DC pg. 73

Description

By replacing your feet with those of a zombie or other slow-moving undead creature, you can move at a deliberate and unpredictable pace that confuses combatants and dampens your footfalls to a lulling susurrus. You can activate shuffling feet when you move while hiding to gain a circumstance bonus to your Stealth checks to remain hidden until the end of your turn. This bonus equals the necrograft’s mark.

Alternatively, you can activate shuffling feet when you take a guarded step to increase the distance you move. You can move 10 feet with a guarded step with mk 1 or mk 2 shuffling feet, 15 feet with mk 3 shuffling feet, 20 feet with mk 4 shuffling feet, or up to your speed with mk 5 shuffling feet.

After you activate either use of your shuffling feet, you cannot activate them again until...


Skin of the chameleon

Level: 6 | Price: 4050 credits (61 gp) Type: biotech | System: skin Source: CRB pg. 211

Description

This biotech modification replaces pigmentation cells in your skin. You can alter your skin to mimic the terrain or lighting conditions around you, giving you a +3 circumstance bonus to Stealth checks. You must be wearing custom clothing and no more than light armor to benefit from this biotech.


Snag Graft

Level: 6 | Price: 4400 credits (74 gp) Type: speciesGraft | System: allArms Source: AA4 pg. 147

Description

A feathery, fibrous material grows from the forelimbs of wrikreechees. This augmentation, made of either artificial or biotech substitutes, provides you with your own “arm baleen.” You gain a +4 enhancement bonus to attack rolls when attempting to grapple a creature smaller than yourself. as a 3-action activity, you can make two attempts to grapple such a creature with a –4 penalty to the attack rolls.


Spinal struts, standard

Level: 6 | Price: 4030 credits (68 gp) Type: cybernetic | System: spinal Source: AR pg. 89

Description

Your spinal cartilage is replaced with synthetic cushions and your vertebrae are reinforced. If you have a minimal spinal strut augmentation, treat your Strength as 1 higher for the purpose of determining your bulk limit. If you have standard or reinforced spinal struts, treat your Strength as 2 or 3 higher, respectively, for the purpose of determining your bulk limit.


Squirming entrails, Mk 2

Level: 6 | Price: 4000 credits (47 gp) Type: necrograft | System: throat Source: AR pg. 96

Description

Squirming entrails reinforce your esophagus and replace your stomach and lower gastrointestinal tract with writhing intestines. You still must eat, but you suffer no ill effects from eating spoiled food and gain a +4 enhancement bonus against ingested drugs and poisons, unless they specifically affect undead. In addition, you can extrude your squirming entrails from your mouth as a single action and use them almost like an additional limb, though you can’t speak, ingest anything, or hold your breath while doing so. You can retract your squirming entrails as a single action.

Each model of squirming entrails functions differently when extruded: mk 1 squirming entrails help you keep your balance, so you don’t take the normal penalties to attacks or gain the flat-footed condition when you are...


Stench glands, Mk 2

Level: 6 | Price: 4000 credits (47 gp) Type: necrograft | System: skin Source: AR pg. 97

Description

Stench glands are a concentration of undead sweat glands located mostly in your armpits that can emit a foul, debilitating odor. as a 2-action activity a number of times per day equal to your stench glands’ mark, you can activate the necrograft to form a 10-foot radius cloud of stench centered on you that persists for 1 minute. Living creatures that enter your cloud must succeed at a Fortitude save or be sickened until they leave the cloud and for [[/r 1d4 + 1]]{1d4+1} rounds thereafter. A creature that succeeds at this save is unaffected by your stench for 24 hours. Creatures that do not breathe or use self-contained breathing are unaffected by your stench. You can halt the stench as a free action.

Mk 4 and mk 5 stench glands produce a particularly loathsome funk that can drive off most ...


Stridulation legs

Level: 6 | Price: 3900 credits (61 gp) Type: biotech | System: allLegs Source: TR pg. 57

Description

A combination of springy, flexible joints and ridged leg plates provide you with cricket-like mobility and musicality. In addition to functioning as a musical instrument, as a single action you can create a chirping drone that lasts until the end of your next turn. You and allies within 30 feet gain sonic resistance 5 while you continue to drone, which you can sustain as a single action each round. The augmentation also provides you exceptional leaping ability, granting you a +8 enhancement bonus to Athletics checks when jumping.


Unity tendril, Mk 1

Level: 6 | Price: 4200 credits (61 gp) Type: biotech | System: spinal Source: AR pg. 51

Description

A green tendril emerges from the back of your neck. You can retract or extend it as a single action. It’s not prehensile, but you can use a 2-action activity to touch it to another willing creature and connect your minds. Your tentacle remains in contact with this creature until they’re no longer in your reach or you use a single action to detach the tentacle. During contact, you and the target can communicate with each other as if you both had telepathy. When you and the target are connected by the tendril, you both automatically succeed at attempts to aid another and provide covering fire, but only when doing so for each other.MODELLEVELPRICEREACHMk 164,2005 ft.Mk 21017,30010 ft.Mk 31463,00015 ft.


Vampire voice, Mk 2

Level: 6 | Price: 4000 credits (47 gp) Type: necrograft | System: throat Source: AR pg. 97

Description

A vampire voice necrograft attaches to your vocal cords, granting a supernaturally threatening tone. While most recipients of vampire voices are convinced their necrografts came from vampire spawn, creators of these undead augmentations never promise any such lofty origins.

A vampire voice grants an enhancement bonus to Intimidate checks equal to the necrograft’s mark. You can also use Intimidate to bully a creature without sharing a language. If you succeed at the check, you can convey a single simple request along with the bullying (such as “go away” or “don’t hurt him”), though specific or complex requests can’t be made without sharing a language. Once a creature has been the target of a bullying attempt by a recipient with a vampire voice, it can’t be targeted by this ability from the...


Whispering gyrus, Mk 2

Level: 6 | Price: 4000 credits (47 gp) Type: necrograft | System: brain Source: AR pg. 97

Description

A whispering gyrus is a wisp of errant thought from an allip grafted directly into your brain or comparable organ. The frenetic whispers of the gyrus permeate your thoughts, giving you a –2 penalty to Wisdom-based skills and ability checks. A number of times per day equal to the necrograft’s mark, you can instead heed the whispers as a reaction when attempting an Intelligence-, Wisdom-, or Charisma-based skill check to negate the penalty from the gyrus and gain a +5 insight bonus to the check. In addition, the gyrus provides an enhancement bonus equal to its mark on saves against fear effects, languagedependent effects, and effects that cause confusion or sleep.


Withered lungs Mk 2

Level: 6 | Price: 4000 credits (47 gp) Type: necrograft | System: lungs Source: DC pg. 73

Description

These scarred, shriveled lungs allow you to breathe normally, yet they especially thrive when exposed to harmful airborne effect, such as smoke or an inhaled affliction. as a single action while in the area of an airborne hazard, you can inhale deeply, eliminating the airborne hazard from your space as well as from a number of contiguous 5-foot cubes equal to twice the augmentation’s model. Doing so exposes you to the hazard, though you gain a +4 enhancement bonus to any saving throw to resist initial exposure to the hazard. Upon absorbing a hazard in this way, the lungs process the material into vital energy, and you regain a number of Hit Points equal to twice the hazard’s CR, twice the level of the item that created the hazard, or twice the CR of the creature that created the effect. On...


Wraith motes, Mk 2

Level: 6 | Price: 12000 credits (47 gp) Type: necrograft | System: eyes Source: AR pg. 97

Description

Wraith motes replace your eyes with glowing red motes of fiery-red light which smolder and produce thin trails of white smoke. Wraith motes allow you to retain all your natural vision abilities, but they can also augment your vision for a number of minutes per day equal to the necrograft’s mark. They can be activated as a free action, or they can be activated as a reaction whenever you attempt a Perception check. They can be deactivated as a free action. The wraith motes’ duration need not be used all at once, but it must be used in 1-minute increments.

The vision granted by the wraith motes varies based on the model as follows. Higher-level models can be used to grant the vision options of a lower-level version, but only a single benefit can be gained at a time. Mk 1 wraith motes grant l...


X-Legs, Basic

Level: 6 | Price: 4295 credits (68 gp) Type: cybernetic | System: allLegsAndFeet Source: AR pg. 89

Description

You enhance your stability by replacing your legs with a quartet of spiderlike limbs. Basic X-legs grant you a +4 circumstance bonus to your AC against bull rush, reposition, and trip combat maneuvers. You also gain a +2 circumstance bonus to Reflex saves against effects that would knock you Prone. Climbing X-legs include a gravitic-attraction device at the tip of each leg, allowing you to walk across walls and ceilings without using your hands; this grants you a climb speed of 25 feet.

An X-legs system uses similar connection points as standard prosthetic legs (Core Rulebook 210), allowing you to detach your X-legs and attach a pair of prosthetic legs (which you must buy separately) in only 10 minutes, for situations where X-legs would attract unwanted attention.

Enable/Disable KAC bonu...


Ability Crystal (Magic), Mk 2

Level: 7 | Price: 6500 credits (146 gp) Type: personal | System: none Source: CRB pg. 212

Description

This crystal formed a mystical connection to the memories of heroes long ago. Any character can spend 1 hour communing with the crystal to gain additional ability points. This counts as a personal upgrade of the appropriate model number. Once a character has used the crystal, its magic is forever spent.

Change your selected Ability upgrade in the Modifiers tab. Personal Upgrades

Personal upgrades are a special class of augmentation that do not follow the normal system-limitation rules. Instead, these are broad upgrades that make changes across your entire body, while still allowing for other augmentations. Put more simply, buying a personal upgrade is the easiest way to increase your ability scores.

Personal upgrades may be cybernetics, biotech upgrades, mystical crystals, nanite enhanc...


Dermal Plating, Mk 2

Level: 7 | Price: 6950 credits (98 gp) Type: cybernetic | System: skin Source: CRB pg. 209

Description

You line your skin with hardened composite plates that deflect physical attacks. You gain an amount of resistance to physical damage that depends on the model of your dermal plating. If you have natural resistance to physical damage equal to or greater than your dermal plating, adding dermal plating increases the value of your natural DR by 1. If you have natural DR of a value less than your dermal plating, the value of DR from your dermal plating increases by 1.

Adjust resistance to physical damage modifier in the Modifiers tab, if racial traits provide resistance to physical damage.


Dessamar Magic Graft

Level: 7 | Price: 6200 credits (107 gp) Type: speciesGraft | System: allHands Source: AA4 pg. 143

Description

Whether imago or instar, dessamars have intrinsic magical abilities. Technology-infused runes carved into your hands (or similar appendages) allow you to cast Charm Person once per day, as well as Detect Magic and Telepathic Message at will as innate spells. The caster level for these effects is equal to your level.


Ecstasy mask

Level: 7 | Price: 7000 credits (117 gp) Type: magitech | System: brain Source: AP #11 pg. 52

Description

Piercings of the ecstasy mask crisscross your face, and its fibers penetrate your central nervous system. When you experience pain, the augmentation also activates the pleasure center of your brain. Because this augmentation conditions your body to associate pain with pleasure, when you attempt a saving throw against an effect that has the pain descriptor, you can roll twice and take the better result.

When you take Hit Point damage or suffer an effect that has the pain descriptor, you are flooded with pleasure for 1 round. You can spend 1 Focus Point to extend this benefit by 1d4 rounds. During this time, you ignore the shaken condition and pain effects. In addition, provided you are conscious, when you attempt a saving throw against a mind-affecting effect, you can roll twice and take t...


Fusion Eyes

Level: 7 | Price: 6400 credits (98 gp) Type: cybernetic | System: eyes Source: EN pg. 149

Description

Fusion eyes come in both a dull amber and pale blue, which plays down their inherent power. They grant you darkvision with a range of 60 feet. Once per day, as a 2-action activity, you can engage the miniature fusion generators contained within the fusion eyes, causing them to glow bright orange and flood a 15-foot cone with radiation; this otherwise functions as the irradiate spell, using your level as the caster level.


Godheart, Abadar

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN pg. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.ABADAR (Galactic Magic 100)

When you strike an econo...


Godheart, Besmara

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN p. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.BESMARA (Galactic Magic 101)

When you succeed at a c...


Godheart, Damoritosh

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN pg. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.DAMORITOSH (Galactic Magic 102)

After you defeat a s...


Godheart, Desna

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN pg. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.DESNA (Galactic Magic 103)

For 1 minute after you ro...


Godheart, Eloritu

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN p. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.ELORITU (Galactic Magic 105)

After you succeed at a ...


Godheart, Hylax

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN p. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.HYLAX (Galactic Magic 106)

After negotiating a peace...


Godheart, Ibra

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN p. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.IBRA (Galactic Magic 107)

When you solve a significa...


Godheart, Iomedae

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN p. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.IOMEDAE (Galactic Magic 108)

After combat in which y...


Godheart, Lao Shu Po

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN p. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.LAO SHU PO (Galactic Magic 109)

When you succeed at ...


Godheart, Nyarlathotep

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN p. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.NYARLATHOTEP (Galactic Magic 110)

After you succeed ...


Godheart, Oras

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN p. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.ORAS (Galactic Magic 111)

On installation, choose a ...


Godheart, Pharasma

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN p. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.PHARASMA (Galactic Magic 112)

After recovering from ...


Godheart, Sarenrae

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN p. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.SARENRAE (Galactic Magic 113)

After an ally regains ...


Godheart, Talavet

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN p. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.TALAVET (Galactic Magic 114)

For 24 hours after you ...


Godheart, The Devourer

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN p. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.THE DEVOURER (Galactic Magic 104)

When you defeat a ...


Godheart, Triune

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN p. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.TRIUNE (Galactic Magic 115)

After successfully trans...


Godheart, Urgathoa

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN p. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.URGATHOA (Galactic Magic 116)

You become immune to a...


Godheart, Weydan

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN p. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.WEYDAN (Galactic Magic 117)

When you arrive at a sys...


Godheart, Yaraesa

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN p. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.YARAESA (Galactic Magic 118)

For 1 hour after you su...


Godheart, Zon-Kuthon

Level: 7 | Price: 6600 credits (117 gp) Type: magitech | System: heart Source: EN p. 149

Description

Your commitment to your deity knows no bounds and has led you to open your heart to them, literally. You replace your heart with an augmentation designed to bring you that much closer to them.

When you perform particularly devout acts in support of your deity, your deity might reward you with a divine benefit (at the GM’s discretion; see the referenced page of Starfinder Galactic Magic for more information on your chosen deity). Divine benefits can be granted at most once per day; some are rarer still. You choose the associated deity when the godheart is installed; this choice can’t be changed later. This doesn’t prevent you from replacing a current godheart with a new godheart; you can choose a new deity when installing a new godheart.ZON-KUTHON (Galactic Magic 119)

After you deal damag...


Healing tendril, rejuvenating

Level: 7 | Price: 6600 credits (88 gp) Type: biotech | System: spinal Source: AP #29 pg. 50

Description

A translucent tendril emerges from your back. You can retract or extend this tendril as a single action. It isn’t prehensile, but you can touch it to a willing or unconscious creature within your reach as a 2-action activity in order to fortify the target’s health. If the creature is dying, you automatically stabilize it. If the target is stable but unconscious, you can spend 1 Focus Point to restore 1 Hit Point to the target. If the creature is diseased, infested, or poisoned, you grant it increased resistance but expose yourself to the affliction and must attempt a saving throw against it. If you succeed, the target of your healing tendril gains a +4 circumstance bonus to its next saving throw against the affliction and you don’t contract the affliction yourself. If you fail, the target ...


Illusion refractor

Level: 7 | Price: 7000 credits (98 gp) Type: cybernetic | System: eyes Source: AP #37 pg. 29

Description

An illusion refractor consists of two sets of ultrathin, prism-cut lenses implanted behind the retinas to spot irregularities in the motion of light around an illusion or disguise. You can see through technological holographic images, such as those produced by a holoskin, and gain a +2 circumstance bonus to Perception checks to see through magical illusions.


Limning Palm

Level: 7 | Price: 6300 credits (98 gp) Type: cybernetic | System: hand Source: AP #14 pg. 45

Description

By injecting a colony of glowing nanites into the skin of one of your palms, you gain the ability to thwart stealthy foes. as a 2-action activity, you can touch a creature (usually requiring a melee attack against AC) to transfer some of your glowing nanites to it. For the next 5 minutes, the affected creature glows softly; it takes a –20 penalty to Stealth checks and is unable to benefit from the concealment usually provided by darkness. If the affected creature turns invisible while it is glowing, any others within line of sight of it are aware of its location. Once you use your limning palm, you can’t use it again until you’ve rested for 10 minutes to regain Hit Points.


Optical Laser, Corona

Level: 7 | Price: 7140 credits (98 gp) Type: cybernetic | System: eye Source: AR pg. 89

Description

This system replaces one of your eyes with a compact laser weapon that functions as a small arm with the integrated weapon special property and deals damage based on its model. An optical laser has a 50-foot range increment, and it can’t be disarmed. Once you’ve used the optical laser for a single attack, its tiny battery is depleted; you can’t use it again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point at any point to recharge it immediately.


Partitioned personality module

Level: 7 | Price: 6800 credits (98 gp) Type: cybernetic | System: eyes Source: DC pg. 87

Description

Initially developed as a device to closely monitor organic cerebral activity, these neural implants study the brain activity of the host and then design an artificial copy of their thought patterns, decision trees, and emotional profile. This artificial personality serves as a backup for the host that bolsters their mental faculties and can be activated when psychic attacks disrupt their free will. You gain a +2 enhancement bonus to saves against charm, compulsion, or mind-affecting effects. Once per day when you fail a save against a charm, compulsion, or mind-affecting effect, you can activate your backup personality by spending a Focus Points to immediately reroll the save and take the new result.


Polarizing Palm

Level: 7 | Price: 5850 credits (98 gp) Type: cybernetic | System: hand Source: AP #11 pg. 45

Description

One of your hands contains a microscopic matrix of electromagnetically charged wires and nodes that is kept powered by your own nervous system. As long as you aren’t holding or wielding an item in that hand, you can use it as a 2-action activity to make a melee attack roll against a target’s EAC. If you hit, a technological item that target is holding or wearing in a visible, accessible manner (such as on a belt) or a weapon that is powered by a battery that target is wielding loses 1d6+1 charges. This amount is doubled if you score a critical hit.


Probability tendril Mk 1

Level: 7 | Price: 6250 credits (88 gp) Type: biotech | System: hand Source: DC pg. 112

Description

One of your hands is replaced by a lab-grown protean tendril that allows you to replicate a protean’s chaotic powers. as a 2-action activity, you can spend 1 Focus Point to target a creature within 30 feet and force it to succeed at a Fortitude save (DC equal to your class DC) or be affected by a random effect from the table below.

You can choose not to spend a Focus Points before you use this ability, but doing so requires you to succeed at the same save or be subject to the same effect. The augmentation’smodel determines which die you roll on the following table to determine the random effect.

Mk 1: Roll [[/r 1d4]]{1d4} on the table.D10EFFECT1Target is nauseated for 1 round2Target gains resistance 10 to a random energy type ([[/r 1d5]]{acid, cold, electricity, fire, or sonic}) for the ...


Resistant hide, Mk 3

Level: 7 | Price: 5890 credits (88 gp) Type: biotech | System: skin Source: AR pg. 87

Description

Your skin is reinforced with fur, scales, or other genetically engineered tissue. Select one type of energy (acid, cold, electricity, fire, or sonic); you gain an amount of resistance to that energy type based on the model of your resistant hide. If you have a species trait that provides resistance to the selected energy type that’s equal to or greater than that of your resistant hide (and doesn’t explicitly stack with other sources of energy resistance), adding resistant hide increases the value of the energy resistance from the trait by 2. If you have a species trait that provides resistance to the selected energy type of a value less than that of your resistant hide, the value of the resistance from your resistant hide increases by 2.

Select energy resistance type in the Modifiers tab....


Restless pineal gland

Level: 7 | Price: 5500 credits (117 gp) Type: magitech | System: endocrine Source: AR pg. 93

Description

The melatonin produced by a restless pineal gland is supercharged with mystic energy. You need only 2 hours of sleep each day and this allows you to regain daily-use abilities and slots, but you can’t regain your daily abilities spell slots more than once per day. In addition, you gain a +4 enhancement bonus to saving throws against spells and other effects that would put you to sleep. Once per day, you can wake yourself from sleeping as a 3-action activity.


Shortwave Receiver-Transmitter

Level: 7 | Price: 6500 credits (98 gp) Type: cybernetic | System: brain Source: AA1 pg. 11

Description

A shortwave receiver-transmitter grants you the anacite’s shortwave ability. This acts as telepathy, but only with other creatures with this ability or constructs with the technological subtype.


Sonic vocalizer, resonant

Level: 7 | Price: 6250 credits (88 gp) Type: biotech | System: throat Source: IS, pg. 59

Description

Your throat has been modified, allowing you to create powerful sonic waves by screaming. This augmentation is especially popular among aquatic adventurers because sound waves travel well in water. Your sonic vocalizer functions like a dirge pistol (Armory 16, 50) of the same type, but you don’t need a hand to wield it, it can’t be disarmed, and it has the underwater weapon special property. Your sonic vocalizer is powered by your body and doesn’t need ammunition.


Synaptic accelerators (Technology), Mk 2

Level: 7 | Price: 6500 credits (146 gp) Type: personal | System: none Source: CRB pg. 212

Description

These implants supercharge the synaptic connections in your brain, allowing you to process information faster and send impulses throughout your body more effectively. Synaptic accelerators grant you additional ability points. This counts as a personal upgrade of the appropriate model number. It takes an hour to install a synaptic accelerator, and once a character has benefited from its technology, it is forever spent.

Change your selected Ability upgrade in the Modifiers tab. Personal Upgrades

Personal upgrades are a special class of augmentation that do not follow the normal system-limitation rules. Instead, these are broad upgrades that make changes across your entire body, while still allowing for other augmentations. Put more simply, buying a personal upgrade is the easiest way to in...


Synchronous heart

Level: 7 | Price: 6300 credits (117 gp) Type: magitech | System: heart Source: AR pg. 93

Description

Your heart is fitted with occult fixtures that connect its rhythm to the energy of nearby living creatures. You have blindsight (life) with a range of 30 feet, but only for dying and stable living creatures. As a reaction, you can allow an ally within 30 feet to spend your Focus Points to stabilize or stay in the fight.


Synergizing symbiote (Hybrid), Mk 2

Level: 7 | Price: 6500 credits (146 gp) Type: personal | System: none Source: CRB, p. 212

Description

These tiny, biovat-grown, tadpole-like creatures form symbiotic relationships with other animals by attaching to their bodies and instinctively maximizing efficiency in the hosts’ biological systems, losing their own independence and functionally becoming a new organ. Synergizing symbiotes grant additional ability points. This counts as a personal upgrade of the appropriate model number. It takes an hour to implant a synergizing symbiote, and once a character has benefited from it, it is forever spent.

Change your selected Ability upgrade in the Modifiers tab. Personal Upgrades

Personal upgrades are a special class of augmentation that do not follow the normal system-limitation rules. Instead, these are broad upgrades that make changes across your entire body, while still allowing for ot...


Thermal-sensitive eyes

Level: 7 | Price: 6500 credits (88 gp) Type: biotech | System: eyes Source: IS pg. 59

Description

Your eyes become especially sensitive to relatively slight fluctuations in temperature. You can see through non-magical fog, mist, and clouds without penalty, ignoring any cover or concealment bonuses those effects would provide to other creatures. In addition, if you have darkvision, the range of your darkvision is doubled.


Ultralight wings, strix

Level: 7 | Price: 6400 credits (88 gp) Type: biotech | System: allArms Source: AR pg. 87

Description

A set of wings that can fold up tightly is attached to your shoulder blades. You can deploy or fold up the wings as a single action. When deployed, the wings provide you with an extraordinary fly speed with clumsy maneuverability according to the model of ultralight wings you have. You can’t deploy your ultralight wings unless your shoulders are bare or you are wearing custom clothing, and you can’t use your wings to fly if you are encumbered, overburdened, or wearing more than light armor. Ultralight wings integrate into your natural shoulders and can be installed into prosthetic arms.ModelLevelPriceFly SpeedStrix76,40040 ft.Angel1128,60060 ft.Dragon1480,30090 ft.


Vengeful ventricles

Level: 7 | Price: 6300 credits (88 gp) Type: biotech | System: heart Source: TR pg. 57

Description

Reinforcing tissue around your heart supports healthy cardiovascular function under normal circumstances, but the grafted muscle twinges angrily when it senses a drop in blood pressure, such as from heavy bleeding. As a reaction once per [[/r 1d4]]{1d4 rounds} when you take bleed damage, you can expel a portion of the blood at an adjacent creature to make it flat-footed until the end of your next turn. If the bleed damage causes you to lose Hit Points, you can instead make the adjacent creature blinded until the end of your next turn. If the creature succeeds at a Reflex save, it negates the effect, and it can remove the condition by taking a single action to wipe away the blood. The save DC for this effect equals 10 + 1/2 your level + your Constitution modifier, or 10 + the damage dealt b...


Adrenal Booster

Level: 8 | Price: 8900 credits (135 gp) Type: cybernetic | System: endocrine Source: AP #11 pg. 44

Description

This pair of nanocarbon devices replaces part of your adrenal glands, and microscopic threads delicately link them to your endocrine system. When you are Dying, the number of Focus Points you need to stabilize is reduced by 1 (to a minimum of 1 Focus Points needed to stabilize). This ability doesn’t stack with any other ability that allows you to spend fewer Focus Points to stabilize. In addition, once per day, you can spend the required Focus Points to stabilize and 1 additional Focus Points to stay in the fight (regaining 1 Hit Point) in the same round.


Ascendance sac, wind rider

Level: 8 | Price: 8800 credits (122 gp) Type: biotech | System: spinal Source: AP #29 pg. 50

Description

You have an organ, attached to your spine with muscle groups and tendons, that can quickly expand into a sphere as large as your space; this sac fills the space directly above you as it inflates with a gas that provides lift. You can inflate or deflate the sac as a single action, but you can’t deploy the sac while wearing armor not fitted to you.

While the sac is inflated and you are in an atmosphere and in at least light gravity, you use the rules for moving in zero gravity (Starfinder Core Rulebook 402), but you experience gravity normally in all other ways; for example, the range increment and maximum range of your weapons do not change. In addition, on subsequent turns while the sac is inflated, you can rise up to 30 feet or descend up to 60 feet by taking a single action. If you are ...


Buoy Graft

Level: 8 | Price: 9500 credits (149 gp) Type: speciesGraft | System: lungs Source: AA4 pg. 142

Description

Most vlakas are acutely attuned to the emotional states of others, and with a well-timed word or a knowing glance they can bolster their allies. Augmentations to the empathic regions of your neural system emulate this trait, allowing you to identify the perfect time to encourage your allies. as a 2-action activity, you can spend 1 Focus Point to restore 1 Focus Points to an ally within 30 feet. You can’t use this ability again until you have taken a 10-minute rest to regain Hit Points. This is a Sense-dependent, Mind-affecting effect.


Darkvision Capacitors, Advanced

Level: 8 | Price: 9000 credits (135 gp) Type: cybernetic | System: eyes Source: CRB pg. 209

Description

These replacement eyes allow you to see in total darkness, giving you darkvision with a range of 60 feet. They operate by sending out low-powered ultraviolet lasers that are then detected by receptors within the capacitors. When your capacitors are in operation, their lasers can be detected by creatures that have darkvision capacitors or can otherwise see ultraviolet light.

Advanced darkvision capacitors have the benefits of a wide-spectrum ocular implant. Long-range darkvision capacitors function like advanced capacitors but provide a darkvision range of 120 feet.Wide-Spectrum Ocular Implant These cybernetic spheres replace your eyes entirely. You gain low-light vision, as well as the ability to see infrared and ultraviolet light. These enhancements grant you a +2 bonus to vision-based P...


Datajack, Accelerated

Level: 8 | Price: 8525 credits (135 gp) Type: cybernetic | System: brain Source: CRB pg. 209

Description

This cybernetic includes a programmable data port that allows you to access different types of computers and digital storage media. Any handheld computer can be inserted directly into the port, while larger systems need to be connected by an adapter cable. Having the system connected directly to your nervous system obviates the need for an interface to access data on a system. Actually operating the system requires you to use the Computers skill as usual. Some closed systems don’t allow data access or require you to do some rewiring to connect with a datajack (usually an Engineering check).

Advanced datajacks make it easier to process and send information through the datajack. With a high-density datajack, you gain a +1 circumstance bonus to Computer checks when accessing a system via you...


Deception node

Level: 8 | Price: 9500 credits (162 gp) Type: magitech | System: brain Source: IS, pg. 75

Description

When activated as a free action, this artificial organ translates your subconscious thoughts into inane chatter that you hardly notice but that psychic intruders find jarring. While the system is active, you gain a +2 resistance bonus to saving throws against effects that read your thoughts (such as detect thoughts). Also, any creature contacting you with telepathy or reading your thoughts must succeed at a Will save (DC = 10 + 1/2 your level + your Charisma modifier) or become dazzled and unable to communicate with their telepathy for 1d4 rounds; if they’re concentrating on a spell that reads your thoughts, they lose concentration, potentially ending the spell. You can deactivate the node as a free action. Once a creature successfully saves against your deception node, they’re immune to i...


Disquieting Nanites

Level: 8 | Price: 10000 credits (135 gp) Type: cybernetic | System: skinAndThroat Source: AP #5 pg. 9

Description

This augmentation infuses your skin with a host of iridescent nanites that swirl in hypnotic patterns. Internally, some of the nanites cluster around your voice box, slightly modifying your voice to create a kind of rhythmic reverberation. as a 2-action activity, you can activate the nanites. After the first round, you must use a free action each round to maintain the effect. A creature that can see or hear you when the nanites are activated must succeed at a Will save (DC = 14 + your key ability score modifier) or be Shaken for as long it can see or hear you and you continue the effect. If the creature succeeds at the saving throw, it is immune to the effect of the nanites for 24 hours. You can choose for the nanites to not affect allies. If the creature can both see and hear you, it take...


Electrical Affinity Graft

Level: 8 | Price: 9500 credits (149 gp) Type: speciesGraft | System: allHands Source: AA4 pg. 143

Description

Having evolved on electrically active Arkanen, not only are dirindis unharmed by minor electrical effects, but they can also channel that energy into magic. Microresistors implanted under your dermal layer channel electrical energy to emitters in your hands (or similar appendages). You gain resistance 5 to electricity. In addition, you can cast Jolting Surge once per day and Energy Ray (electricity only) at will as innate spells. The caster level of these effects is equal to your level.


Fluttering heart

Level: 8 | Price: 8220 credits (162 gp) Type: magitech | System: heart Source: AR pg. 91

Description

Your heart has necromantic onyx implants that put your autonomous functions under limited conscious control, allowing you to make yourself look weaker than you actually are. as a 3-action activity, you can convincingly feign a display of meekness that lasts until you attack or perform some other hostile action (such as casting a harmful spell) or 10 minutes have passed, whichever comes first. During this time, hostile creatures attack other viable targets instead of you if any exist, though it is possible you might be included in area effects (foes don’t avoid targeting you, they simply prioritize other viable targets). Once you use your fluttering heart, you can’t use it again until you have rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point at any point to rec...


Force soles, Mk 2

Level: 8 | Price: 10700 credits (162 gp) Type: magitech | System: allFeet Source: AR pg. 92

Description

Nodes in the soles of your feet project tiny fields of force energy when you intentionally step into thin air, allowing you to walk as if you were on solid ground as long as you are not encumbered, even in zero gravity. Ascending into the air is similar to walking up an incline. The maximum upward angle possible is 45 degrees, and you move at a rate equal to half your normal land speed. You can move your full land speed horizontally or up to 45 degrees downward. Unless you have mk 2 force soles, you must end your movement on the ground or you fall.


Fungal breath

Level: 8 | Price: 9000 credits (122 gp) Type: biotech | System: lungsAndThroat Source: AP #28 pg. 52

Description

Autopsies on dycepskian hosts have revealed victims whose lungs have been genetically altered. These biotech lungs are large, delicate white sacs with trailing wisps of mycelia. Once implanted, they produce modified dycepskian spores and stimulate growth of a mycelial network that snakes up the throat to expel the spores with great force. Once per day as a 2-action activity, you can use your fungal breath on a creature within 15 feet. Unless it is immune to disease, the target is sickened for 1 day and, if it fails a Fortitude save, is stunned for 1 round. Creatures sickened by this effect who spend Resolve to regain Hit Points can attempt the saving throw again, ending the condition on a success.


Hardened Mantle Graft

Level: 8 | Price: 9000 credits (149 gp) Type: speciesGraft | System: skin Source: AA4 pg. 144

Description

Ijtikris are protected by stone-like shells on their heads and lower mantles. Your own skin has been strengthened with nanofibers or mystical alloys, granting you a +4 enhancement bonus to saving throws against critical hit effects. In addition, you reduce the damage you take from a critical hit by an amount equal to your level + your Constitution bonus to a minimum of 1, or to 0 if you also have another means of reduction.


Intensification antennae

Level: 8 | Price: 9500 credits (122 gp) Type: biotech | System: ears Source: TR pg. 56

Description

These supplemental antennae take a variety of forms, tailored to your species and style, such as foot-long antennae that emerge from your temples or manes of sensory whiskers surrounding the ears. Intensification antennae augment your sensory abilities. If you have blindsense or blindsight, this augmentation extends the range of that sense by 30 feet (maximum twice the sense’s base range). If you have both blindsense and blindsight based on the same sense, such as blindsense (vibration) and blindsight (vibration), this augmentation affects both. However, if you have multiple forms of blindsense or blindsight based on different senses, such as one based on vibration and another on scent, you must choose one of the senses for the antennae to enhance when you acquire the augmentation.


Lithtic Graft

Level: 8 | Price: 8500 credits (149 gp) Type: speciesGraft | System: heart Source: AA4 pg. 145

Description

As silicon-based creatures, quorlus’ internal anatomy differs greatly from that of most carbon-based life-forms. This augmentation reinforces parts of your heart and lungs (or similar vital organs) with silicon plates and nets, making you immune to disease and poison. However, you can never benefit from Drugs, medicinals, or similar nonmagical substances. You also gain a +2 enhancement bonus to saving throws against Bleed effects. You don’t need to breathe and you don’t suffer the normal effects of being in a vacuum.


Mobility tentacles

Level: 8 | Price: 9900 credits (135 gp) Type: cybernetic | System: none Source: AP #29 pg. 51

Description

Your lower limbs are replaced with four strong tentacles that can carry you up vertical surfaces or propel you through water without using other limbs. You gain a climb speed of 20 feet and a swim speed of 20 feet.


Moonflower Lightgraft

Level: 8 | Price: 8500 credits (122 gp) Type: biotech | System: hand Source: AA2 pg. 85

Description

Xenobotanists have long been intrigued by the moonflower’s ability to produce powerful bursts of light. After many unsuccessful attempts to harness this capability from moonflower tissue alone, they discovered that grafting a bioengineered light-producing nodule to another living creature could give that host the ability to activate a similar light-burst effect. Given the strange thoughts of moonflowers, however, few customers elect to have such an augmentation installed.

This implant can be used to produce light like a flashlight with a 30-foot cone, drawing power from you. In addition, as a 2-action activity, you can raise your augmented hand and create a blinding burst of light in a 30-foot cone-shaped burst extending from your hand. A creature that can see in the burst must succeed at...


Neutralizer lobe

Level: 8 | Price: 9900 credits (122 gp) Type: biotech | System: throat Source: TR pg. 56, AP #29 pg. 51

Description

A lobe grafted onto your throat processes toxins your body would normally struggle to remove. Whenever you attempt a saving throw against a drug or poison, your neutralizer lobe automatically attempts a Medicine check to treat drugs or poison, using a modifier equal to your level + 2. If this Medicine check is successful, the neutralizer lobe grants you a +4 bonus to your subsequent saving throw.


Protean response, mk 2

Level: 8 | Price: 9500 credits (122 gp) Type: biotech | System: endocrine Source: TR pg. 56

Description

This series of glands supplements the adrenal system, triggering a spontaneous transformation into a supernatural (and often more ferocious) form when your body experiences extreme stress. When you acquire and install this augmentation, you choose one polymorphed form and its abilities, per the spell polymorph. The spell level of the polymorph effect equals that of the augmentation’s model number (e.g. polymorph as a 4th-level spell for a mk 4 augmentation).

As a reaction when you take a critical hit in combat or fail a Fortitude save, you can spend 1 Focus Point to activate this augmentation; alternatively, you can activate the augmentation as a 3-action activity by spending 3 Focus Points. Your body begins transforming into your polymorphed form, as though you were the target of a polym...


Psychic Shunt Graft

Level: 8 | Price: 9000 credits (149 gp) Type: speciesGraft | System: brain Source: AA4 pg. 146

Description

As two coherent souls bonded as one, shakaltas can suppress certain effects by diverting them to the non-dominant soul. With an arcane contrivance in your brain (or similar organ), you can accomplish a similar feat. Once per day as a reaction when you fail a saving throw against a mind-affecting effect, you can divert the effect into the recesses of your mind. You are unaffected by the effect, but for the duration of that effect, you have the off-target condition and take a –2 penalty to skill checks. However, spells can still be cast on you to remove the mind-affecting effect.


Recoil Stabilizer

Level: 8 | Price: 8850 credits (135 gp) Type: cybernetic | System: armAndHand Source: AR pg. 89

Description

This prosthesis functions as a standard prosthetic arm (Core Rulebook 210) but also boasts gas-venting systems and internal gyroscopes that provide you additional stability when firing large weapons. When you use the automatic weapon special property of a ranged weapon wielded in the augmented hand, you can activate the arm’s stabilizers (this requires no action), allowing you to score critical hits while making attacks in automatic mode. Roll damage separately against targets you score critical hits against. Once you have used the recoil stabilizer, you can’t use it again until you’ve rested for 10 minutes to regain Hit Points.


Regenerative blood, Mk 2

Level: 8 | Price: 10100 credits (122 gp) Type: biotech | System: heart Source: AR pg. 86

Description

Your heart is genetically engineered to release regenerative chemicals that can heal physical trauma. Whenever you take a 10-minute rest and spend a Focus Points to regain Hit Points, you also regain a number of Hit Points. Similarly, when you spend Focus Points to stay in the fight, you regain additional Hit Points. The amount of Hit Points you regain is based on the augmentation’s model.

MODEL LEVEL PRICE HIT POINTS

Mk 1 5 3,250 5

Mk 2 8 10,100 10

Mk 3 12 38,500 15

Mk 4 15 122,000 20

Mk 5 19 605.000 25


Rending talons, sintered

Level: 8 | Price: 9500 credits (122 gp) Type: biotech | System: allFeet Source: TR pg. 57

Description

These augmentations can take the form of retractable claws installed directly into your feet, or prosthetic feet that replace your own and sport powerfully clawed toes. In either case, the rending talons provide you excellent grip and provide a deadly advantage against anyone you grab. You ignore any increase to the DCs of Acrobatics checks to balance and Athletics checks to climb due to slipperiness or iciness.

When you renew a grapple, as a free action before the end of your turn you can use your talons to rake your target. Your talons function as a basic melee weapon with the analog weapon special property for this purpose, and they deal damage based on their model. The talons can only be deployed properly as weapons when grappling a target or damaging a helpless target, and thus can’t...


Rune-etched chitin, Mk 2

Level: 8 | Price: 9700 credits (162 gp) Type: magitech | System: skin Source: AP #33 pg. 51

Description

An exoskeleton covered with dimly glowing magical writing covers your skin, and you can activate these runes to cast spells. Each set of rune-etched chitin is inscribed with spells that have a combined level equal to the augmentation’s mark. You can be augmented with rune-etched chitin only if the spells inscribed onto it are spells you could learn and cast at your current level, though you don’t have to know them. You can cast each of the spells inscribed on the runeetched chitin once per day at a caster level equal to the augmentation’s level without using your own spell slots. You must have this augmentation implanted for at least 24 hours for it to function.


Speed suspension, standard

Level: 8 | Price: 8800 credits (135 gp) Type: cybernetic | System: allLegs Source: CRB pg. 211

Description

You increase your land speed by replacing joints and tendons in your legs with high-performance cybernetics. A minimal speed suspension replaces only a few parts, increasing your land speed by 10 feet. A standard suspension is more invasive and increases your land speed by 20 feet. Replacing all your leg joints and tendons with a complete speed suspension increases your land speed by 30 feet. You can install a speed suspension into prosthetic legs. Extra speed from these augmentations is treated as an enhancement bonus.


Velstrac shackle, acolyte

Level: 8 | Price: 9100 credits (162 gp) Type: magitech | System: arm Source: AP #11 pg. 53

Description

A spiked gauntlet made of dark composite and inward pointing spikes, a velstrac shackle fits over one forearm and has filaments like muscle fibers that snake up to the shoulder, connecting to dark barbs that protrude from your skin. The shackle feeds on your tissue, requiring you to eat and drink half again more than usual to sustain it, and it must be attached to flesh. Further, no matter how many arms you have, you can have only one velstrac shackle.

As if drawing a weapon, you can cause the shackle to extend a shadow chain (Starfinder Armory 11–12) of the same model name as the shackle. The shadow chain within the velstrac shackle is magical. It can also be upgraded with weapon fusions like a normal weapon of the velstrac shackle’s level.

Within the shackle, the chain is hidden from c...


Weaponized Prosthesis, Mk 2

Level: 8 | Price: 9250 credits (135 gp) Type: cybernetic | System: armAndHand Source: AR pg. 89

Description

MODELSLOTSMk 11Mk 22 This prosthesis functions as a standard prosthetic arm (Core Rulebook 210) but is lighter and hollowed in places to accommodate one weapon with the integrated weapon special property. A mk 1 weaponized prosthesis can accommodate one integrated weapon that takes up no more than one armor slot, whereas a mk 2 model can accommodate one integrated weapon that takes up no more than two armor slots.


Biosynthetic Nanites, Mk 2

Level: 9 | Price: 13700 credits (203 gp) Type: cybernetic | System: skin Source: AP #11 pg. 45

Description

Model Level Price Treat Wounds Fast Healing

Mk 1 6 4,450 2d8 Hit Points 2

Mk 2 9 13,700 3d8 Hit Points 3

Mk 3 13 50,900 6d8 Hit Points 6

Once injected into the body, these nanites congregate just under the epidermis and can quickly replicate to heal bodily injuries. This augmentation allows you to spend 1 Focus Point as a free action to activate the nanites’ treat wounds capability, instantly regaining a number of Hit Points depending on the model of biosynthetic nanites you have installed. In addition, once per day as a 3-action activity as long as you have Focus Points remaining, you can overcharge the nanites to gain an amount of fast healing depending on the model of biosynthetic nanites you have installed for 1 minute. If you do so, you can’t activate the treat wounds capability o...


Bone spines, warding

Level: 9 | Price: 12900 credits (182 gp) Type: biotech | System: spinal Source: TR pg. 56, AP #29 pg. 50

Description

Damage 2d4

Your bones are laced with dangerous spines that can be extended to harm foes who get too close. You can retract or harmlessly extend your spines as a 2-action activity. You can't extend bone spines while wearing armor not fitted to you. If your bone spines are extended and an opponent within 5 feet hits you with a melee attack, you can use your reaction to deal the listed piercing damage to that attacker. If your opponent's attack roll is a natural 20, the attacker also gains the bleeding condition equal to the item level of your spines. If you have natural weapons and those weapons are magical, the damage dealt by your bone spines is also magical.


Dermal Plating, Mk 3

Level: 9 | Price: 17975 credits (203 gp) Type: cybernetic | System: skin Source: CRB pg. 209

Description

You line your skin with hardened composite plates that deflect physical attacks. You gain an amount of resistance to physical damage that depends on the model of your dermal plating. If you have natural resistance to physical damage equal to or greater than your dermal plating, adding dermal plating increases the value of your natural DR by 1. If you have natural DR of a value less than your dermal plating, the value of DR from your dermal plating increases by 1.

Adjust resistance to physical damage modifier in the Modifiers tab, if racial traits provide resistance to physical damage.


Dispelling hand

Level: 9 | Price: 14300 credits (243 gp) Type: magitech | System: hand Source: AR pg. 90

Description

Holographic mystic sigils project from your hand when you activate this implant. Your hand must be free to do so. As a reaction, you can gain a +1 insight bonus to your AC against a spell that requires a successful attack roll. Alternatively, as a 2-action activity, you can use dispel magic as a innate spell with a caster level equal to your level, but it can’t counter spells and it can’t target anything other than you unless you touch the target. To affect an unwilling target, you must hit it with a melee attack against its EAC; you activate the augmentation as part of the attack roll, and you can add your key ability score modifier to this attack roll instead of your Strength modifier if it is higher. Once you use dispel magic this way, you can’t use your dispelling hand for either of it...


Early Stage Adaptation Graft

Level: 9 | Price: 13000 credits (223 gp) Type: speciesGraft | System: allArms Source: AA4 pg. 143

Description

Even the youngest barathus have control over their mutable bodies. A series of extendable plates, elastic filaments, and reflective layers are installed throughout your skin and arms to provide you similar benefits. Once every 1d4 rounds as a free action, you can reshape part of your body and adjust your chemistry to gain one of the following qualities. The adaptation lasts until the beginning of your next turn. You can add an additional amount of damage to melee attacks equal to your Strength modifier. You gain a +1 enhancement bonus to AC. You gain resistance 2 against a single energy type (acid, cold, electricity, fire, or sonic). Your reach is extended by 5 feet. Toggle on/off the selected effect in the Modifiers tab.


Echolocators, Active

Level: 9 | Price: 13700 credits (203 gp) Type: cybernetic | System: ears Source: AR pg. 88

Description

as a free action, you can fan out these replacement ears to triple their surface area, giving you blindsense (sound) with a range of 30 feet. Active and enhanced echolocators occupy both the ears and throat system, also allowing you to spend a single action to produce, receive, and process a series of subsonic chirps to gain the benefits of blindsight (sound) until the beginning of your next turn. The blindsight from active echolocators has a range of 30 feet, while the blindsight from enhanced echolocators has a range of 60 feet.


Flametongue, hellhound

Level: 9 | Price: 13850 credits (182 gp) Type: biotech | System: throat Source: TR pg. 56

Description

Damage 2d8 F Critical Arc 1d8 F

Structurally similar to the dragon gland, which blankets a small area in destructive energy, a flametongue gland generates a continuous, controlled gout of fire from your mouth that you can wield like a whip using quick motions of your head or tongue. The flametongue functions as an advanced melee weapon with the integrated and reach weapon special properties. It deals damage based on its model. You can activate the flametongue on your turn as part of the action used to make an attack with it, or you can activate the augmentation as a free action. The flametongue remains active for a number of rounds equal to 1 + 1/2 your Constitution modifier, or until you deactivate it; doing so takes no action on your turn or a reaction if it is not your turn. While the ...


Focusing Membrane Mk 2

Level: 9 | Price: 13260 credits (182 gp) Type: biotech | System: eyes Source: AA2 pg. 125

Description

The biological tissue a tashtari uses to produce its muzzle beam, a focusing membrane must be installed as part of an optical laser cybernetic augmentation (SF AR) of its item level or higher, adding to that augmentation’s cost but allowing two augmentations in one system. An optical laser modified with a focusing membrane treats a target’s fire resistance as if it were 5 lower (10 lower for mk 2). This benefit does not apply to the laser’s burn critical hit effect.Tashtari Biotech Hunters can do brisk business harvesting the filaments, photoenergetic nodes, and focusing membranes of tashtaris and selling them to bioengineers. If not for conservation efforts on Castrovel, tashtaris could have been hunted to extinction, since their photosensitive adaptations are difficult and expensive to d...


Galeforce lungs, gust

Level: 9 | Price: 12900 credits (243 gp) Type: magitech | System: lungs Source: TR pg. 59

Description

In addition to expanding your lungs’ natural capacity, all models of this augmentation install a tiny portal into the Plane of Air that constantly cycles gases within your lungs, negating your need to breathe. Gust, storm, and hurricane models allow you to exhale a gust of wind at a target within 30 feet as a 2-action activity. The wind can push an object of a bulk no greater than your Constitution modifier (minimum 1 bulk) a number of feet no greater than 5 × your Constitution modifier (minimum 5 feet), but the movement must push the object away from you. A hurricane model can push objects with a bulk no greater than 4 × your Constitution modifier. Alternatively, you can use the wind to attempt a bull rush combat maneuver against a creature, for which you can add your Constitution modifie...


Gravitational harness, Mk 2

Level: 9 | Price: 12700 credits (243 gp) Type: magitech | System: spinal Source: AR pg. 92

Description

Slim neutronium-core gravitational crystals attached to your spine using intense alchemical processes allow you to manipulate gravity once per day.

With a mk 1 gravitational harness, you can increase or lower gravity for yourself and everything you carry by one step for 2 rounds. This applies the usual effects of lower gravity, including falling more slowly and increased carrying capacity. You can activate, change, or end the effect as a 2-action activity or reaction. If you use a reaction, you can’t take a 2-action activity on your next turn. You can’t make gravity stronger than high gravity or weaker than light gravity. In zero gravity, activating the augmentation instead grants you a supernatural fly speed of 15 feet with perfect maneuverability. You can’t use the fly speed to run or w...


Healing tendril, Mk 1 melding

Level: 9 | Price: 13800 credits (182 gp) Type: biotech | System: spinal Source: AP #29 pg. 50

Description

A translucent tendril emerges from your back. You can retract or extend this tendril as a single action. It isn’t prehensile, but you can touch it to a willing or unconscious creature within your reach as a 2-action activity in order to fortify the target’s health. If the creature is dying, you automatically stabilize it. If the target is stable but unconscious, you can spend 1 Focus Point to restore 1 Hit Point to the target. If the creature is diseased, infested, or poisoned, you grant it increased resistance but expose yourself to the affliction and must attempt a saving throw against it. If you succeed, the target of your healing tendril gains a +4 circumstance bonus to its next saving throw against the affliction and you don’t contract the affliction yourself. If you fail, the target ...


Hypernerves, Mk 2

Level: 9 | Price: 13400 credits (243 gp) Type: magitech | System: spinal Source: EN pg. 151

Description

Your nervous system has been magically enhanced, granting you an extra reaction one or more times per day, with no more than one additional reaction usable in a given round. Mk 1 hypernerves grant you one additional reaction per day, mk 2 hypernerves grant you two additional reactions per day, and mk 3 hypernerves grant you three additional reactions per day. After you’ve engaged your hypernerves and used an additional reaction, you become staggered until the end of your next turn.


Intercepting ears, Mk 2

Level: 9 | Price: 13600 credits (243 gp) Type: magitech | System: ears Source: AR pg. 92

Description

Your eardrums are partially perforated with psychic crystals that resonate at the frequencies commonly used by telepathy. Whenever a creature within 30 feet of you sends or receives a telepathic message using limited telepathy or telepathic message, you can overhear the message with a successful DC 25 Perception check (this requires no action). For mk 2 intercepting ears the Perception check DC is 20.


Olfaction Core, Mk 3

Level: 9 | Price: 13400 credits (203 gp) Type: cybernetic | System: brain Source: EN pg. 148

Description

The olfaction core is a super-compact system of odor-detecting microprocessors and subcutaneous sensors that lets you determine the recent presence of a specific substance or even a person in a limited vicinity.

By spending a minute in a 10-foot-square area, you can detect whether something has been within that area in the previous 24 hours; what you can detect is determined by the augmentation’s model. Mk 1 units can detect and identify most drugs and poisons. Mk 2 units can additionally detect and identify common types of explosives. Mk 3 olfaction cores function as mk 1 and mk 2 units and can additionally detect a specific individual you’ve had contact with or can otherwise identify the odor of.

If you have blindsense (scent) or blindsight (scent), you need to spend only one round as ...


Personal stasis unit

Level: 9 | Price: 113000 credits (203 gp) Type: cybernetic | System: none Source: AP #31 pg. 53

Description

You have a tiny stasis generator implanted in your body with minute emitters dotting your skin. The generator has two modes: light sleep and deep sleep. You can activate or deactivate light sleep as a single action. When you do, you become absolutely still, have a minimal heat signature, and exhibit no vital signs or need to eat, sleep, or breathe. This grants you a +4 circumstance bonus to Stealth checks. You can’t take any action other than to deactivate light sleep. You’re dimly aware of your surroundings, but you take a –10 penalty to Perception checks. You can remain in light sleep for up to 7 consecutive days; once you emerge from light sleep, this augmentation requires 24 hours to recharge before it can be used again.

Alternatively, you can spend 1 minute to enter deep sleep. You g...


Polyphonic Buffer

Level: 9 | Price: 13200 credits (182 gp) Type: biotech | System: skin Source: AA4 pg. 85

Description

Bioengineers studying polyphonic gels have synthesized an inorganic compound that can stymie echolocation and disperse destructive sound waves.

Designed from a synthetic protoplasm that deadens and bends sonic vibrations, this skin graft gives you sonic resistance 5. In addition, you can activate the graft to emit constant, erratic vibrations that interfere with blindsense (sound) and blindsight (sound). While activated, creatures can detect you with blindsense (sound) at only one-third the normal range, whereas creatures with blindsight (sound) gain only the benefits of blindsense when detecting you. The graft remains activated for 5 minutes or until deactivated, after which it can’t be activated again until you rest for 10 minutes to regain Hit Points, though you can spend 1 Focus Point...


Psychic strike node, Standard

Level: 9 | Price: 13500 credits (243 gp) Type: magitech | System: brain Source: IS pg. 75

Description

A psychic strike node gradually accumulates your stray thoughts and releases them in an offensive burst of mental energy when activated as a 2-action activity. The burst is a mind-affecting effect that affects all other creatures within 10 feet of you, dealing an amount of untyped damage based on the model. Affected creatures who succeed at a Will save (DC your class DC + your choice of your Constitution modifier, Intelligence modifier, Wisdom modifier, or Charisma modifier, chosen when you install this augmentation) take half damage and negate any additional effects from the burst (below). Once you’ve activated the node, you can’t do so again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point to recharge it immediately.

If you have two psychic str...


Shock fist, static

Level: 9 | Price: 15600 credits (182 gp) Type: biotech | System: hand Source: AR pg. 87

Description

When you attack with this bioelectric organ implanted in the palm of your hand, your unarmed strike loses the archaic and nonlethal properties. You deal only the amount of damage listed for the augmentation’s model (plus additional damage from Weapon Specialization, if applicable), even if you have other abilities that increase your unarmed strike damage (such as natural weapons or the Improved Unarmed Strike feat). You don’t threaten squares within your natural reach unless you have some other way to do so (such as natural weapons or the Improved Unarmed Strike feat). The hand in which this augmentation is installed must be free to make an attack with it. Once you’ve used the shock fist for a single attack, you can’t use it again until you’ve rested for 10 minutes to regain Hit Points.MOD...


Sovereign Helm

Level: 9 | Price: 14975 credits (203 gp) Type: cybernetic | System: brain Source:

Description

This strange silvery helm features a glowing band of greenish energy. Four metal clasps attached to long, sharp appendages poke out from the crown of the helm. When the apparatus is held over the head of a Small or Medium living creature for 1 minute, the band of energy pulsates wildly, and at the end of that time, the clasps slap down and start to painlessly burrow into the creature’s cranium. After another full minute, the appendages become fully embedded, and the sovereign helm begins the 24-hour process of rewriting the neural pathways of the subject’s brain. If the helm is removed at any time during this period and then placed back onto the same subject, the 24 hours begin anew. Once this process is complete, the sovereign helm grants the wearer some control over constructs with the t...


Stasis gland

Level: 9 | Price: 12500 credits (182 gp) Type: biotech | System: spinal Source: DC pg. 112

Description

Fearing the Drift might strand them deep in the void, some space travelers have popularized augmentations focused on survival. Drawing from the DNA of tardigrades and other creatures capable of surviving periods of time in inhospitable conditions, this augmentation lets you take a 3-action activity to enter a state of suspended animation in which you don’t have to eat or breathe. While you’re in this state, you’re effectively unconscious. When you enter stasis, you can choose how long you want to remain in stasis or that you want to remain in stasis until specific conditions are met, such as the presence of food or breathable air. Stasis ends if you take damage.


Threshold Buffer, Mk 2

Level: 9 | Price: 13500 credits (203 gp) Type: cybernetic | System: heart Source: AR pg. 89

Description

This system monitors your vitals, injecting a burst of synthetic adrenaline into your bloodstream when your body is on the brink of death. You gain a number of additional Focus Points (depending on the model of your threshold buffer) that you can use or lose only when you are Dying or Stable, such as to avoid death, to stabilize, or to stay in the fight (Core Rulebook 250). These additional Focus Points don’t count for the purpose of calculating how many Focus Points you must spend to stabilize, and any unspent additional Focus Points are lost the next time you take an 8-hour rest to regain your normal Focus Points.

MODEL Focus Points

Mk 1 1

Mk 2 2

Mk 3 3


Artificial Third Eye

Level: 10 | Price: 18000 credits (263 gp) Type: cybernetic | System: brainAndEyes Source: AP #11 pg. 45

Description

This crystalline nanocarbon node is implanted into your occipital lobe and connected to your optic nerves with a series of microscopic fibers. You can activate and deactivate your artificial third eye with a single action. When activated, an artificial third eye collects X-ray data and relays the information gathered directly to your eyes. You gain sense through (vision) with a range of 30 feet, though your vision is limited to black-and-white. The amount of visual information you receive when your artificial third eye is active can be distracting, imposing a –4 penalty on initiative checks.


Cloaking skin, standard

Level: 10 | Price: 18000 credits (315 gp) Type: magitech | System: skin Source: AR pg. 90

Description

Many of your pores are replaced with magically regulated and directed holographic projectors that work together to automatically match your surrounding environment, rendering you invisible per invisibility. Once per day, you can enable your cloaking skin as a 2-action activity, turning you invisible for 10 minutes. A greater cloaking skin functions as greater invisibility, but the effect lasts for only 10 rounds. You can disable either model of cloaking skin as a single action.


Dragon gland, standard

Level: 10 | Price: 19125 credits (236 gp) Type: biotech | System: throat Source: CRB pg. 211

Description

You implant an arcanicus gland modified to function for a creature of your race at the back of your throat. You can trigger this gland as a 2-action activity to expel a breath weapon in a 15- foot cone . Choose the damage type when the organ is biocrafted, picking from the following list: acid, cold, electricity, or fire. You are not harmed by using your own breath weapon. Once you’ve used your breath weapon, you can’t use it again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point at any point to recharge it immediately.

A wyrmling dragon gland deals 3d6 damage, a standard gland deals 9d6 damage, and a wyrm gland deals 18d6 damage. Targets in the area can attempt a Reflex save (DC equal to your class DC) to take only half damage.


Electrostatic spines

Level: 10 | Price: 18000 credits (236 gp) Type: biotech | System: skin Source: IS pg. 59

Description

These long, thin spines store and channel electrical energy generated by your own body, directing that electricity into objects in your hands. Any melee weapon you wield deals half its damage as electricity damage. This doesn’t change the Armor Class the weapon targets. In addition, any melee weapon you wield gains the staggered critical hit effect.


Filament Mesh Mk 2

Level: 10 | Price: 17500 credits (236 gp) Type: biotech | System: skin Source: AA2 pg. 125

Description

A network of tashtari filaments implanted under the topmost layers of your skin allows you to harness and release energy from solar radiation. as a 2-action activity, provided you have spent 4 hours of the past 24-hour period in bright light or direct sunlight, you can spend 1 Focus Point to cause your filaments to glow with intense light.

Any creature (other than you) that can see this light and is within 60 feet of you must succeed at a Fortitude save (DC equal to your class DC) or be Dazzled for 1d4 rounds.

Mk 2 filament mesh causes all creatures that fail the Fortitude save to instead be Blinded for 1d4 rounds. When exposed to bright light, filament mesh is faintly visible as a reflective tracery under your skin. This augmentation can’t absorb or release light if your skin is complet...


Grave Touch Graft

Level: 10 | Price: 17000 credits (289 gp) Type: speciesGraft | System: allHands Source: AA4 pg. 144

Description

Varculaks are undead beings, amnesiac souls locked away in barely living bodies. With undead flesh grafted onto your hands (or similar appendages) or arcane mechanisms generating negative energy installed in your palms, your melee weapons become wreathed in darkness. You impart the leech critical hit effect (SF AR) to any melee weapon you wield, but the saving throw DC is 10 + your level + your Strength modifier, and the duration of the effect is 1d4 rounds. In addition, when a creature fails its save against this leech critical hit effect, you regain a number of Hit Points equal to half its CR or level. If the weapon already has a critical hit effect, you must choose which to apply on a critical hit.


Herbicidal glands

Level: 10 | Price: 19000 credits (236 gp) Type: biotech | System: throat Source: AP #28 pg. 53

Description

These small tubes implanted into the sublingual salivary glands recreate a zernivian’s natural herbicide, mixing it with saliva to coat the inside of the mouth and esophagus with antifungal properties. You have a +2 circumstance bonus to saving throws against plant-related effects that are inhaled or ingested, such as corpseflower pollen (Armory 132), hyperleaf, id moss, or a ksarik’s carrion spores (Alien Archive 70). In addition, once per day as a 2-action activity, you can make a ranged spit attack that deals 5d6 acid damage against a creature within 15 feet.


Holographic eyes, Mk 1

Level: 10 | Price: 18300 credits (315 gp) Type: magitech | System: brainAndEyes Source: AR pg. 92

Description

A tiny rune is carved into your occipital lobe that is magically connected to microscopic holographic projectors implanted in your eyes. as a 2-action activity, you can create an illusion that functions as holographic image with a spell level equal to the model number of your holographic eyes at any location you can see within range. You must concentrate on the illusion as a single action to maintain it, and you must keep your eyes on the illusion to concentrate, treating all other creatures as if they had concealment. Casting a spell (including creating a new illusion with your holographic eyes) immediately ends your concentration. The effect’s caster level is equal to your level, and the Will save DC to disbelieve it is equal to your class DC + your Intelligence modifier.


Neuro-sensory Sac

Level: 10 | Price: 18000 credits (236 gp) Type: biotech | System: brain Source: AA4 pg. 17

Description

Brain Collector Augmentations On occasion, brain collectors that have an overabundance of brains conduct sadistic research on other creatures rather than consuming them. A few of these augmented victims survived and escaped from their captors, and biotech laboratories have deduced far more humane ways to replicate the brain collectors’ augmentations.Neuro-sensory Sac You’ve had a small, gelatinous organ full of telepathic neurons grafted to the back of your skull or neck. You gain limited telepathy and blindsense (thought), each with a range of 30 feet.


Phase Graft

Level: 10 | Price: 17500 credits (289 gp) Type: speciesGraft | System: skin Source: AA4 pg. 145

Description

Grays can walk through slid objects. Thousands of charged filaments threaded throughout your skin give you the ability to shift yourself out of phase with this reality. As a reaction to being attacked, you can gain a 20% miss chance against that attack. You can use this ability a number of times per day equal to your Constitution modifier (minimum 1).


Prehensile tail

Level: 10 | Price: 17900 credits (236 gp) Type: biotech | System: spinal Source: AR pg. 96

Description

A long tail attached to the base of your spine helps you balance and climb. You gain a +1 insight bonus to Acrobatics checks and to Athletics checks to climb.


Resistant hide, Mk 4

Level: 10 | Price: 17000 credits (236 gp) Type: biotech | System: skin Source: AR pg. 87

Description

Your skin is reinforced with fur, scales, or other genetically engineered tissue. Select one type of energy (acid, cold, electricity, fire, or sonic); you gain an amount of resistance to that energy type based on the model of your resistant hide. If you have a species trait that provides resistance to the selected energy type that’s equal to or greater than that of your resistant hide (and doesn’t explicitly stack with other sources of energy resistance), adding resistant hide increases the value of the energy resistance from the trait by 2. If you have a species trait that provides resistance to the selected energy type of a value less than that of your resistant hide, the value of the resistance from your resistant hide increases by 2.

Select energy resistance type in the Modifiers tab....


Solar Overload Conduit, Mk 2

Level: 10 | Price: 16800 credits (263 gp) Type: cybernetic | System: skin Source:

Description

This augmentation takes the form of constellations connected with circuitry patterns, either on your palms (if you manifest a solar weapon) or on a large patch of your skin (if you manifest solar armor). Engineered with fanatical devotion to unlocking the potential of stars, solar overload conduits can grant solarians means to amplify their powers.

If you are a solarian with a solar weapon and you have a solarian weapon crystal in your mote, when you hit a target with your solar weapon but do not score a critical hit, as a reaction you can overload your weapon crystal and apply your weapon crystal’s critical hit effect (if any) to the attack (do not roll your damage twice). You can use this ability a number of times per day equal to the solar overload conduit’s mark, but each time you do ...


Spinal struts, reinforced

Level: 10 | Price: 17640 credits (263 gp) Type: cybernetic | System: spinal Source: AR pg. 89

Description

Your spinal cartilage is replaced with synthetic cushions and your vertebrae are reinforced. If you have a minimal spinal strut augmentation, treat your Strength as 1 higher for the purpose of determining your bulk limit. If you have standard or reinforced spinal struts, treat your Strength as 2 or 3 higher, respectively, for the purpose of determining your bulk limit.


Unity tendril, Mk 2

Level: 10 | Price: 17300 credits (236 gp) Type: biotech | System: spinal Source: AR pg. 51

Description

A green tendril emerges from the back of your neck. You can retract or extend it as a single action. It’s not prehensile, but you can use a 2-action activity to touch it to another willing creature and connect your minds. Your tentacle remains in contact with this creature until they’re no longer in your reach or you use a single action to detach the tentacle. During contact, you and the target can communicate with each other as if you both had telepathy. When you and the target are connected by the tendril, you both automatically succeed at attempts to aid another and provide covering fire, but only when doing so for each other.MODELLEVELPRICEREACHMk 164,2005 ft.Mk 21017,30010 ft.Mk 31463,00015 ft.


Wing extensions, Mk 1

Level: 10 | Price: 18500 credits (315 gp) Type: magitech | System: spinal Source: AP #33 pg. 52

Description

Sivv engineers inspired by a species enslaved by the sivv designed this augmentation, which consists of enchanted brass wings integrated into the subject’s spine. While the wings have an impressive wingspan when in use, they fold up neatly and can be hidden under loose clothing. When in use, wing extensions grant you a fly speed of 60 feet with average maneuverability. They do not function in a thin atmosphere or vacuum, and can be used for up to 1 hour per day, in 10-minute increments. Mk 2 wing extensions function in thin atmospheres and vacuum, and include enchantments that allow you to ignore the hazardous environmental effects of outer space and vacuum.


Arcane lenses

Level: 11 | Price: 25900 credits (450 gp) Type: magitech | System: eye Source: AR pg. 90

Description

Psychically active crystals replace the lenses of your eyes. You gain arcane sight, per the spell, as a continuous ability.


Backup lobe

Level: 11 | Price: 23400 credits (338 gp) Type: biotech | System: brain Source: AR pg. 86

Description

You install a secondary lobe in your brain that can shore up your mental faculties when your mind is compromised. At the beginning of your turn, you can spend 1 Focus Point (this doesn’t require an action) to ignore one of the following conditions until the beginning of your next turn: confused, frightened, or shaken. Alternatively, at the beginning of your turn, you can spend 2 Focus Points (this doesn’t require an action) to ignore one of the following conditions until the beginning of your next turn: cowering, dazed, panicked, or stunned. If you spend any Focus Points in this fashion, you are staggered until the beginning of your next turn. The condition still functions normally for the purposes of duration and removing it.


Cybernetic Arm, Single

Level: 11 | Price: 24750 credits (375 gp) Type: cybernetic | System: spinal Source: CRB pg. 209

Description

Made of ultralight materials, this fully cybernetic arm fuses to your spinal column, exoskeleton, or equivalent body structure and functions as a full arm. You can hold an additional hand’s worth of equipment. This lets you have more items at the ready, but it doesn’t increase the number of attacks you can make in combat. You must have a Strength score of 12 to use a cybernetic arm effectively.

Dual cybernetic arms consist of a pair of arms, one on each side of your body, and let you hold two additional hands’ worth of equipment. You need a Strength score of 14 to use dual cybernetic arms effectively.


Enchanting vocal modulator, monofrquency

Level: 11 | Price: 25400 credits (450 gp) Type: magitech | System: throat Source: AR pg. 91

Description

Your voice box has an enchanted digital modulator that can alter its frequency to be supernaturally compelling. as a single action you can calibrate it to a single creature that you have heard and understood speaking or using other sound-based communication. It remains calibrated to that target until you pick a new target. You gain a +2 insight bonus to Bluff, Diplomacy, and Intimidate checks to influence that creature using your voice (not other forms of communication). In addition, you can cast suggestion once per day (DC = 10 + half your level + your Charisma modifier) as a 2-action activity, targeting a creature your system is calibrated to.

A duofrequency enchanting vocal modulator can target two creatures at once. It can be calibrated to two targets with a single single action, and ...


Eyes of the seer

Level: 11 | Price: 25000 credits (338 gp) Type: biotech | System: eyes Source: AP #26 pg. 48

Description

A set of translucent nictitating membranes is implanted within your visual sensors. When the membranes are open, they can be spotted as small, lavender, triangular muscles just inside the corner of your visual sensors with a successful DC 21 Perception check. When the membranes are closed, you see the world through a dark-purple haze that softens the edges of the figures you see but outlines them with a series of complex equations and algorithmic formulae that define their relationships with the world. In essence, you see the world almost as if you were viewing it as lines upon lines of computer code, allowing you some small insight into the way the future may resolve.

You can open or close these membranes as a free action, and all must open or close simultaneously. When the membranes are...


Force Matrix, Mk 2

Level: 11 | Price: 26750 credits (375 gp) Type: cybernetic | System: hand Source: AR pg. 88

Description

MODELDRMk 13Mk 26Mk 310 Your hand contains a matrix of energy-sensitive fibers that can shape a force field armor upgrade (Core Rulebook 206) installed into armor you are wearing, focusing its strength in a particular direction. as a single action while your force field is active, you can designate an opponent you can see. Until the beginning of your next turn, your force field’s fast healing is halved, but against the designated opponent’s attacks, you increase your force field’s fortification percentage chance by 10% (maximum 100%) and gain DR/— based on the model of your force matrix. This benefit ends if you lose all the temporary Hit Points provided by your force field. The hand bearing the force matrix augmentation must be free to activate its abilities.

Enable/Disable DR in the Mod...


Optical Laser, Aphelion

Level: 11 | Price: 26520 credits (375 gp) Type: cybernetic | System: eye Source: AR pg. 89

Description

This system replaces one of your eyes with a compact laser weapon that functions as a small arm with the integrated weapon special property and deals damage based on its model. An optical laser has a 50-foot range increment, and it can’t be disarmed. Once you’ve used the optical laser for a single attack, its tiny battery is depleted; you can’t use it again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point at any point to recharge it immediately.


Prehensile Tail Graft

Level: 11 | Price: 24750 credits (413 gp) Type: speciesGraft | System: spinal Source: AA4 pg. 146

Description

Maraquoi, huitz’plinas (SF AA), and others have evolved to be able to use their tails as additional limbs. This augmentation grants you a tail that is as effective as a hand at manipulating objects and lets you wield and hold an additional hand’s worth of weapons and equipment. This doesn’t increase the number of attacks you can make during combat.


Probability tendril Mk 2

Level: 11 | Price: 22500 credits (338 gp) Type: biotech | System: hand Source: DC pg. 112

Description

One of your hands is replaced by a lab-grown protean tendril that allows you to replicate a protean’s chaotic powers. as a 2-action activity, you can spend 1 Focus Point to target a creature within 30 feet and force it to succeed at a Fortitude save (DC equal to your class DC) or be affected by a random effect from the table below.

You can choose not to spend a Focus Points before you use this ability, but doing so requires you to succeed at the same save or be subject to the same effect. The augmentation’smodel determines which die you roll on the following table to determine the random effect.

Mk 2: Roll [[/r 1d8]]{1d8} on the table.D10EFFECT1Target is nauseated for 1 round2Target gains resistance 10 to a random energy type ([[/r 1d5]]{acid, cold, electricity, fire, or sonic}) for the ...


Protean response, mk 3

Level: 11 | Price: 25500 credits (338 gp) Type: biotech | System: endocrine Source: TR pg. 56

Description

This series of glands supplements the adrenal system, triggering a spontaneous transformation into a supernatural (and often more ferocious) form when your body experiences extreme stress. When you acquire and install this augmentation, you choose one polymorphed form and its abilities, per the spell polymorph. The spell level of the polymorph effect equals that of the augmentation’s model number (e.g. polymorph as a 4th-level spell for a mk 4 augmentation).

As a reaction when you take a critical hit in combat or fail a Fortitude save, you can spend 1 Focus Point to activate this augmentation; alternatively, you can activate the augmentation as a 3-action activity by spending 3 Focus Points. Your body begins transforming into your polymorphed form, as though you were the target of a polym...


Refraction shell

Level: 11 | Price: 25000 credits (375 gp) Type: cybernetic | System: skin Source: TR pg. 58

Description

Silvery, flexible plates cover much of your body, thickening and hardening along your back. When you succeed at your saving throw against a line effect or such an effect misses you, as a reaction you can spend 1 Focus Point to redirect the line, altering its direction up to 90 degrees beginning with your space. After you activate the refraction shell, you can’t use it again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point at any point to recharge it immediately.


Resonant larynx, advanced

Level: 11 | Price: 25500 credits (450 gp) Type: magitech | System: throat Source: AP #8 pg. 45

Description

The resonant larynx augmentation is a small resonating crystal in your throat that can amplify your voice to deafening levels. as a 2-action activity, you can activate the resonant larynx to unleash an ear-piercing shriek in a 30-foot cone-shaped spread that doesn’t harm you. Each creature in the area must attempt a Fortitude save (DC equal to your class DC). On a failure, a creature takes 5d6 sonic damage (or 10d6 for the advanced model) and is deafened for [[/r 2d4]]{2d4 rounds}. If a creature succeeds at the saving throw, it takes half the damage and is deafened for only 1 round. Once you have used your resonant larynx, you can’t use it again until you’ve taken a 10-minute rest that would allow you to regain Hit Points. However, you can spend 1 Focus Point at any time to recharge the au...


Rune-etched chitin, Mk 3

Level: 11 | Price: 25200 credits (450 gp) Type: magitech | System: skin Source: AP #33 pg. 51

Description

An exoskeleton covered with dimly glowing magical writing covers your skin, and you can activate these runes to cast spells. Each set of rune-etched chitin is inscribed with spells that have a combined level equal to the augmentation’s mark. You can be augmented with rune-etched chitin only if the spells inscribed onto it are spells you could learn and cast at your current level, though you don’t have to know them. You can cast each of the spells inscribed on the runeetched chitin once per day at a caster level equal to the augmentation’s level without using your own spell slots. You must have this augmentation implanted for at least 24 hours for it to function.


Sonic vocalizer, anharmonic

Level: 11 | Price: 24500 credits (338 gp) Type: biotech | System: throat Source: IS, pg. 59

Description

Your throat has been modified, allowing you to create powerful sonic waves by screaming. This augmentation is especially popular among aquatic adventurers because sound waves travel well in water. Your sonic vocalizer functions like a dirge pistol (Armory 16, 50) of the same type, but you don’t need a hand to wield it, it can’t be disarmed, and it has the underwater weapon special property. Your sonic vocalizer is powered by your body and doesn’t need ammunition.


Thorgothrel Armature

Level: 11 | Price: 25000 credits (375 gp) Type: cybernetic | System: spinal Source: AA3 pg. 115

Description

These sophisticated silvery rods replace key bones in your spine or other internal biological supports. The armature resonates with any force field armor upgrade you have installed in your armor, allowing you to spend 1 Focus Point as a single action to double the force field’s fast healing for 1 round.


Ultralight wings, angel

Level: 11 | Price: 28600 credits (338 gp) Type: biotech | System: allArms Source: AR pg. 87

Description

A set of wings that can fold up tightly is attached to your shoulder blades. You can deploy or fold up the wings as a single action. When deployed, the wings provide you with an extraordinary fly speed with clumsy maneuverability according to the model of ultralight wings you have. You can’t deploy your ultralight wings unless your shoulders are bare or you are wearing custom clothing, and you can’t use your wings to fly if you are encumbered, overburdened, or wearing more than light armor. Ultralight wings integrate into your natural shoulders and can be installed into prosthetic arms.ModelLevelPriceFly SpeedStrix76,40040 ft.Angel1128,60060 ft.Dragon1480,30090 ft.


Velstrac shackle, penitent

Level: 11 | Price: 25000 credits (450 gp) Type: magitech | System: arm Source: AP #11 pg. 53

Description

A spiked gauntlet made of dark composite and inward pointing spikes, a velstrac shackle fits over one forearm and has filaments like muscle fibers that snake up to the shoulder, connecting to dark barbs that protrude from your skin. The shackle feeds on your tissue, requiring you to eat and drink half again more than usual to sustain it, and it must be attached to flesh. Further, no matter how many arms you have, you can have only one velstrac shackle.

As if drawing a weapon, you can cause the shackle to extend a shadow chain (Starfinder Armory 11–12) of the same model name as the shackle. The shadow chain within the velstrac shackle is magical. It can also be upgraded with weapon fusions like a normal weapon of the velstrac shackle’s level.

Within the shackle, the chain is hidden from c...


Voice Encoder, Sophisticate

Level: 11 | Price: 27500 credits (375 gp) Type: cybernetic | System: throat Source: AP #26 pg. 52

Description

A voice encoder, often simply called a voxbox, is a cybernetic augmentation of your throat. When activated, the device takes control of your voice, speaking instructions in the artificial language known as Vox. This instruction is concealed inside a conventional Common phrase. A primal voice encoder allows you to use command as a innate spell. A sophisticate voice encoder allows you to use suggestion as a innate spell. Using a voice encoder is a 2-action activity. You can use a voice encoder once per day, though you can spend 1 Focus Point to use it again immediately.

Before you can use a voice encoder, it must be programmed at a computer that can communicate with the voxbox wirelessly, through a datajack, or some other direct means. Programming a voxbox takes 1 minute. You program the de...


Black heart, mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: heart Source: AR pg. 94

Description

Despite its name, a black heart can augment any major circulatory organ that helps sustain life in a living creature, though it most commonly augments a heart. A black heart is a strip of necromancy-infused undead flesh that turns whatever organ it is attached to a deep shade of ebony.

You gain the benefits of the environmental protections of armor (Core Rulebook 196), which last for a number of days equal to double the necrograft’s item level. A black heart automatically recharges 1 hour of this duration for each hour this ability is not in use (up to its normal maximum). Additionally, you gain an enhancement bonus to saving throws against death effects, disease, mind-affecting effects, paralysis, poison, sleep effects, and stunning effects equal to the necrograft’s mark, unless the effe...


Bone blade, Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: arm Source: AR pg. 94

Description

Bone blades are weapons built into undead arms that are then grafted onto their recipients. The blade can be retracted into the limb (making it impossible to notice without a careful inspection, scan, spell, or similar ability) or extended from the wrist for combat. Extending or retracting a bone blade is a free action, and you can’t use the hand of the associated arm to hold anything or perform fine manipulation when the blade is extended. A bone blade cannot be disarmed, but it can be sundered. When you regain Hit Points (whether through first aid, magic, or natural healing), the blade regains the same number of Hit Points. If destroyed, a bone blade regrows in 24 hours.

Standard bone blades are one-handed simple melee weapons with the operative weapon special property. It is possible t...


Corpseskin, Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: skin Source: AR pg. 95

Description

Perhaps as much a fashion statement as an augmentation, corpseskin replaces living skin with mummified flesh. Corpseskin insulates against cold, though it lacks the sensitivity of living flesh. You gain an amount of cold resistance equal to the necrograft’s mark. If you have cold resistance from your species traits that is equal to or greater than that from your corpseskin (and doesn’t explicitly stack with other sources of energy resistance), adding corpseskin increases the value of that cold resistance by 1. If you have cold resistance from your species traits of a value less than that of your corpseskin, the value of the cold resistance from your corpseskin increases by 1.

Regardless of your corpseskin’s model, you take a –2 penalty to Perception checks based primarily on touch and gai...


Crypt marrow, Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: allLegs Source: AR pg. 95

Description

Crypt marrow replaces the bone marrow of your legs or equivalent tissue with necromantically enhanced tissue. Within hours of the operation, the fetid ichor of the crypt marrow interacts with and enhances your living blood. Subtract the necrograft’s mark from any bleed damage you take. If this reduces your damage from bleeding that round to 0 or less, the bleed condition ends. Additionally, you gain an enhancement bonus equal to the necrograft’s mark to saving throws against disease and effects that cause bleeding, unless the effect specifies it functions against undead.

Mk 3 or mk 4 crypt marrow allows you to spend 1 Focus Point as a free action to ignore the effects of the fatigued condition for a number of rounds equal to the necrograft’s mark. Mk 5 crypt marrow allows you to spend 1 F...


Dermal Plating, Mk 4

Level: 12 | Price: 48850 credits (525 gp) Type: cybernetic | System: skin Source: CRB pg. 209

Description

You line your skin with hardened composite plates that deflect physical attacks. You gain an amount of resistance to physical damage that depends on the model of your dermal plating. If you have natural resistance to physical damage equal to or greater than your dermal plating, adding dermal plating increases the value of your natural DR by 1. If you have natural DR of a value less than your dermal plating, the value of DR from your dermal plating increases by 1.

Adjust resistance to physical damage modifier in the Modifiers tab, if racial traits provide resistance to physical damage.


Detoxifier, Enhanced

Level: 12 | Price: 39500 credits (525 gp) Type: cybernetic | System: heart Source: AP #11 pg. 45

Description

This synthetic organ replaces your liver, constantly filtering your bloodstream for toxic substances at a rate far more effective than that of an organic liver. The new organ is controlled by a wirelessly paired processor installed in your heart. When you have a standard detoxifier installed, you gain a +4 enhancement bonus to Fortitude saves against Diseases, Drugs, Poisons, and radiation, and you are immune to addiction. Once per day when affected by a poison, you can roll your Fortitude save twice and take the better result. The enhanced detoxifier grants all of the above bonuses, as well as the ability to roll saving throws against poison twice per day. In addition, you automatically stabilize if reduced to 0 Hit Points as a result of damage from a poison. The elite detoxifier grants i...


Dimensional braces

Level: 12 | Price: 36000 credits (630 gp) Type: magitech | System: allLegs Source: AR pg. 90

Description

Your legs are fitted with braces attuned to the resonance frequency of the Astral Plane. Once per day as a 2-action activity, you can teleport yourself, per dimension door, with a maximum range of 120 feet. You can’t bring any other creatures with you.


Divining mirror neurons

Level: 12 | Price: 36400 credits (630 gp) Type: magitech | System: brain Source: AR pg. 91

Description

Neurons in your brain are wired into a predictive AI that uses algorithms and divinations to predict a single humanoid’s actions. as a 2-action activity, you can target any creature of your type that you are observing to gain split-second predictions for as long as you continue to observe it or until you deactivate your augmentation as a free action. During this time, you gain a +1 insight bonus to saving throws and skill checks against that creature and against effects that creature produces. In addition, if you concentrate as a single action, you gain a +1 insight bonus to attack rolls against that creature until the beginning of your next turn. You can target only one creature at a time.


Enervating hand, Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: hand Source: AR pg. 95

Description

An enervating hand replaces a living hand with a withered extremity capable of draining the life essence of living creatures. as a 2-action activity, you can make an unarmed strike with the enervating hand against a target’s EAC to deal the amount of damage listed for your necrograft’s model. You deal only the listed amount of damage (plus additional damage from the Weapon Specialization feat, if applicable), even if you have other abilities that increase your unarmed strike damage (such as natural weapons or the Improved Unarmed Strike feat). On a successful attack, you gain a number of temporary Hit Points equal to the necrograft’s item level; these temporary Hit Points last for 10 minutes, until lost when you take damage, or until you gain a larger number of temporary Hit Points from an...


Ghoul glands, Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: skin Source: AR pg. 94

Description

Ghoul glands are a series of hundreds of tiny undead sweat glands installed just under the surface of your skin, replacing many of your natural sweat glands. The glands produce their own loathsome chemicals, but they also pull energy from your body and mind and use it to create a staggering or paralyzing effect on foes. as a 2-action activity a number of times per day equal to the necrograft’s mark, you can activate the glands and attempt to touch a foe (doing so requires a successful melee attack roll against the target’s KAC). The target must succeed at a Fortitude save or be staggered (for mk 1 through mk 3 ghoul glands) or stunned (for mk 4 and mk 5 ghoul glands) for 1d4 rounds.


Grave wind, Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: lungs Source: AR pg. 96

Description

A grave wind necrograft replaces your lungs with black, undead lungs that can still pump air and oxygenate blood, but they are also able to exhale a diseased miasma. as a 2-action activity a number of times per day equal to the necrograft’s mark, you can expose an adjacent creature to a necromantic disease. The disease inflicted depends on the model of the grave wind, as indicated in the Grave Wind table above.

These necromantic diseases act as the diseases of the same name on page 418 of the Core Rulebook, except for the following. The save DC is determined by the necrograft and its recipient. No wound or actual transfer of air is necessary for the disease to affect a target; even someone in armor with its environmental seals active can be exposed. A creature infected with such a disease...


Hollowed drums Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: ears Source: DC pg. 73

Description

Hollowed drums are inserted into your ears and replace the standard eardrums of your species. This necrograft can be activated or deactivated as a free action. When activated, it deadens sounds you hear, reducing their volume and emotional impact to grant you sonic resistance, a –2 penalty to sound-based Perception checks, and a bonus to saving throws against mind-affecting effects with an auditory component (such assuggestion) that vary based on the model.

Mk 3 hollowed drums grant a +2 enhancement save bonus and sonic resistance 8.

Sonic resistance must be toggled on/off in the Modifiers tab.


Keening larynx, Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: throat Source: AR pg. 96

Description

A keening larynx necrograft completely replaces your vocal cords. as a 2-action activity a number of times per day equal to the necrograft’s mark, you can emit an ear-piercing wail infused with despair. The target or targets must succeed at a Fortitude save or become deafened and take a –1 penalty to weapon damage rolls for 1d4 minutes. This is a sense-dependent effect.

A mk 1 keening larynx can affect a single target within 30 feet of you. A mk 2 keening larynx can affect all targets in a 15-foot cone. A mk 3 keening larynx can affect all targets in your choice of a 20-foot cone or a 30-foot line. A mk 4 keening larynx can affect all targets in your choice of a 30-foot cone or a 40-foot line. A mk 5 keening larynx can affect all targets in your choice of a 45-foot cone or a 60-foot line.


Ley veins, adept

Level: 12 | Price: 32000 credits (630 gp) Type: magitech | System: endocrine Source: TR pg. 59

Description

A series of magitech glands installed throughout your body can flood your bloodstream with arcane enzymes in an instant, creating a network of living ley lines across your body to stabilize your magic. When you are casting a spell and you take damage or are subjected to an effect that could break your concentration and cause the spellcasting to fail, you can activate the augmentation as a reaction to attempt a special check to maintain your concentration. For the check, roll 1d20 + 1/2 your caster level + the ley veins’ item level. The check’s DC equals 15 + 3 × the level of the spell you are casting. If you succeed, you successfully cast the spell unless the damage or effect would kill you instantly.


Linguistic Capacitor

Level: 12 | Price: 36600 credits (525 gp) Type: cybernetic | System: brain Source: AP #11 pg. 45

Description

A linguistic capacitor is a microscopic data chip inserted into your brain and connected by artificial synapses to your brain’s language centers. Once per day as a 3-action activity, you can activate a linguistic capacitor to gain the ability to communicate via the spoken or signed language of any intelligent creature, whether it is a racial tongue or a regional dialect, for 1 hour. You gain only one language at a time, and you can’t communicate with creatures whose method of communication is other something other than a spoken or signed language. You can make yourself understood as far as your voice carries.


Moonlight fibers, Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: spinal Source: AR pg. 96

Description

Moonlight fibers augment the interface between brain and muscles, letting you briefly act with alacrity. As a free action, you can act as though under the influence of the haste spell until the beginning of your next turn. As a reaction, you can use your necrograft to reroll a failed Reflex save. After either use of your moonlight fibers, you are staggered for 1 round. You can use your moonlight fibers a number of times per day equal to the necrograft’s mark.


Necrocortex, Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: brain Source: AR pg. 96

Description

A necrocortex replaces a significant portion of the brain with undead tissue, enhancing your control over undead minions. as a 2-action activity, you can transfer your senses to an undead creature under your control within a range determined by your necrograft’s model (see below). While so affected, you see and hear what your undead minion perceives, but you cannot hear, see, smell, or taste what your own body experiences, though your senses of touch and pain remain. You can return your senses to your own body with a free action. In addition, you can command undead under your control telepathically, including mindless undead. You must have line of sight or be using the undead creature’s senses to exert control in this manner. Using your necrograft to transfer your senses counts as a scryin...


Pain modulator

Level: 12 | Price: 34600 credits (473 gp) Type: biotech | System: brain Source: AP #29 pg. 51

Description

Your brain has a specialized gland to process pain signals separately from your higher brain functions, allowing you to maintain concentration in stressful situations. You can concentrate on a spell even when you take damage that reduces your Hit Points (but not your HP). In addition, whenever you end your turn under a pain effect that requires you to attempt a saving throw, you can attempt a new saving throw against the effect; if you succeed, the pain effect ends.


Phantom basal ganglia, Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: brain Source: AR pg. 96

Description

A phantom basal ganglia merges the shattered essence of a restless spirit with a living brain. The resulting mind is able to resist mental influence and control. You add the necrograft’s mark as a bonus to saving throws against mind-affecting effects.

A phantom basal ganglia of mk 3 or higher gives a chance of shaking off mind-affecting effects. One round after failing a saving throw against a mind-affecting effect, or if the effect has any partial effect even with a successful save, you can attempt a new save against the same DC (this takes no action). If you succeed, the effect is removed entirely. If the mind-affecting effect already allows a second saving throw, you receive only one additional saving throw on the following round.


Regenerative blood, Mk 3

Level: 12 | Price: 38500 credits (473 gp) Type: biotech | System: heart Source: AR pg. 86

Description

Your heart is genetically engineered to release regenerative chemicals that can heal physical trauma. Whenever you take a 10-minute rest and spend a Focus Points to regain Hit Points, you also regain a number of Hit Points. Similarly, when you spend Focus Points to stay in the fight, you regain additional Hit Points. The amount of Hit Points you regain is based on the augmentation’s model.

MODEL LEVEL PRICE HIT POINTS

Mk 1 5 3,250 5

Mk 2 8 10,100 10

Mk 3 12 38,500 15

Mk 4 15 122,000 20

Mk 5 19 605.000 25


Rending talons, microserrated

Level: 12 | Price: 35000 credits (473 gp) Type: biotech | System: allFeet Source: TR pg. 57

Description

These augmentations can take the form of retractable claws installed directly into your feet, or prosthetic feet that replace your own and sport powerfully clawed toes. In either case, the rending talons provide you excellent grip and provide a deadly advantage against anyone you grab. You ignore any increase to the DCs of Acrobatics checks to balance and Athletics checks to climb due to slipperiness or iciness.

When you renew a grapple, as a free action before the end of your turn you can use your talons to rake your target. Your talons function as a basic melee weapon with the analog weapon special property for this purpose, and they deal damage based on their model. The talons can only be deployed properly as weapons when grappling a target or damaging a helpless target, and thus can’t...


Shadow nerves, Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: spinal Source: AR pg. 96

Description

Shadow nerves are long strands of partially incorporeal undead nerve fibers that have strong connections to the Shadow Plane, allowing you to navigate a path that exists partially in the Material Plane and partially in the Shadow Plane. A number of times per day equal to the necrograft’s mark, you can take a guarded step of 10 feet, rather than the usual 5-foot guarded step (Core Rulebook 247), as long as you are not in an area of bright light.


Shock fist, aurora

Level: 12 | Price: 41400 credits (473 gp) Type: biotech | System: hand Source: AR pg. 87

Description

When you attack with this bioelectric organ implanted in the palm of your hand, your unarmed strike loses the archaic and nonlethal properties. You deal only the amount of damage listed for the augmentation’s model (plus additional damage from Weapon Specialization, if applicable), even if you have other abilities that increase your unarmed strike damage (such as natural weapons or the Improved Unarmed Strike feat). You don’t threaten squares within your natural reach unless you have some other way to do so (such as natural weapons or the Improved Unarmed Strike feat). The hand in which this augmentation is installed must be free to make an attack with it. Once you’ve used the shock fist for a single attack, you can’t use it again until you’ve rested for 10 minutes to regain Hit Points.MOD...


Shuffling feet Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: allFeet Source: DC pg. 73

Description

By replacing your feet with those of a zombie or other slow-moving undead creature, you can move at a deliberate and unpredictable pace that confuses combatants and dampens your footfalls to a lulling susurrus. You can activate shuffling feet when you move while hiding to gain a circumstance bonus to your Stealth checks to remain hidden until the end of your turn. This bonus equals the necrograft’s mark.

Alternatively, you can activate shuffling feet when you take a guarded step to increase the distance you move. You can move 10 feet with a guarded step with mk 1 or mk 2 shuffling feet, 15 feet with mk 3 shuffling feet, 20 feet with mk 4 shuffling feet, or up to your speed with mk 5 shuffling feet.

After you activate either use of your shuffling feet, you cannot activate them again until...


Speed suspension, complete

Level: 12 | Price: 32900 credits (525 gp) Type: cybernetic | System: allLegs Source: CRB pg. 211

Description

You increase your land speed by replacing joints and tendons in your legs with high-performance cybernetics. A minimal speed suspension replaces only a few parts, increasing your land speed by 10 feet. A standard suspension is more invasive and increases your land speed by 20 feet. Replacing all your leg joints and tendons with a complete speed suspension increases your land speed by 30 feet. You can install a speed suspension into prosthetic legs. Extra speed from these augmentations is treated as an enhancement bonus.


Squirming entrails, Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: throat Source: AR pg. 96

Description

Squirming entrails reinforce your esophagus and replace your stomach and lower gastrointestinal tract with writhing intestines. You still must eat, but you suffer no ill effects from eating spoiled food and gain a +4 enhancement bonus against ingested drugs and poisons, unless they specifically affect undead. In addition, you can extrude your squirming entrails from your mouth as a single action and use them almost like an additional limb, though you can’t speak, ingest anything, or hold your breath while doing so. You can retract your squirming entrails as a single action.

Each model of squirming entrails functions differently when extruded: mk 1 squirming entrails help you keep your balance, so you don’t take the normal penalties to attacks or gain the flat-footed condition when you are...


Stench glands, Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: skin Source: AR pg. 97

Description

Stench glands are a concentration of undead sweat glands located mostly in your armpits that can emit a foul, debilitating odor. as a 2-action activity a number of times per day equal to your stench glands’ mark, you can activate the necrograft to form a 10-foot radius cloud of stench centered on you that persists for 1 minute. Living creatures that enter your cloud must succeed at a Fortitude save or be sickened until they leave the cloud and for [[/r 1d4 + 1]]{1d4+1} rounds thereafter. A creature that succeeds at this save is unaffected by your stench for 24 hours. Creatures that do not breathe or use self-contained breathing are unaffected by your stench. You can halt the stench as a free action.

Mk 4 and mk 5 stench glands produce a particularly loathsome funk that can drive off most ...


Tremor soles

Level: 12 | Price: 37000 credits (525 gp) Type: cybernetic | System: allFeet Source: TR pg. 58

Description

The bases of your feet register even minute vibrations of nearby footfalls. You gain blindsense (vibration) and sense through (blindsense—vibration), both with ranges of 30 feet. However, you can only use these senses while in contact with a solid surface like the ground or a wall, and only then to sense creatures and objects that are in contact with other solid surfaces directly connected to your surface. For example, you could sense others walking on the ground nearby, even on the other side of a wall, but while floating in a raft, you would be unable to detect creatures walking on the nearby shore for lack of a solid connection between the two surfaces.


Undead adrenal gland, Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: endocrine Source: AR pg. 97

Description

An undead adrenal gland supplements your own adrenal gland or similar organ. It floods your body with necrotic energy that counteracts many of the failings of living flesh. Once per day, you can activate an undead adrenal gland as a single action. This grants you immunity to death effects, energy drain, exhaustion, fatigue, paralysis, sleep, and stunning for a number of minutes equal to the necrograft’s mark, though this doesn’t suppress any of these effects if they are currently active.


Vampire voice, Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: throat Source: AR pg. 97

Description

A vampire voice necrograft attaches to your vocal cords, granting a supernaturally threatening tone. While most recipients of vampire voices are convinced their necrografts came from vampire spawn, creators of these undead augmentations never promise any such lofty origins.

A vampire voice grants an enhancement bonus to Intimidate checks equal to the necrograft’s mark. You can also use Intimidate to bully a creature without sharing a language. If you succeed at the check, you can convey a single simple request along with the bullying (such as “go away” or “don’t hurt him”), though specific or complex requests can’t be made without sharing a language. Once a creature has been the target of a bullying attempt by a recipient with a vampire voice, it can’t be targeted by this ability from the...


Whispering gyrus, Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: brain Source: AR pg. 97

Description

A whispering gyrus is a wisp of errant thought from an allip grafted directly into your brain or comparable organ. The frenetic whispers of the gyrus permeate your thoughts, giving you a –2 penalty to Wisdom-based skills and ability checks. A number of times per day equal to the necrograft’s mark, you can instead heed the whispers as a reaction when attempting an Intelligence-, Wisdom-, or Charisma-based skill check to negate the penalty from the gyrus and gain a +5 insight bonus to the check. In addition, the gyrus provides an enhancement bonus equal to its mark on saves against fear effects, languagedependent effects, and effects that cause confusion or sleep.


Withered lungs Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: lungs Source: DC pg. 73

Description

These scarred, shriveled lungs allow you to breathe normally, yet they especially thrive when exposed to harmful airborne effect, such as smoke or an inhaled affliction. as a single action while in the area of an airborne hazard, you can inhale deeply, eliminating the airborne hazard from your space as well as from a number of contiguous 5-foot cubes equal to twice the augmentation’s model. Doing so exposes you to the hazard, though you gain a +4 enhancement bonus to any saving throw to resist initial exposure to the hazard. Upon absorbing a hazard in this way, the lungs process the material into vital energy, and you regain a number of Hit Points equal to twice the hazard’s CR, twice the level of the item that created the hazard, or twice the CR of the creature that created the effect. On...


Wraith motes, Mk 3

Level: 12 | Price: 30000 credits (368 gp) Type: necrograft | System: eyes Source: AR pg. 97

Description

Wraith motes replace your eyes with glowing red motes of fiery-red light which smolder and produce thin trails of white smoke. Wraith motes allow you to retain all your natural vision abilities, but they can also augment your vision for a number of minutes per day equal to the necrograft’s mark. They can be activated as a free action, or they can be activated as a reaction whenever you attempt a Perception check. They can be deactivated as a free action. The wraith motes’ duration need not be used all at once, but it must be used in 1-minute increments.

The vision granted by the wraith motes varies based on the model as follows. Higher-level models can be used to grant the vision options of a lower-level version, but only a single benefit can be gained at a time. Mk 1 wraith motes grant l...


X-Legs, Climbing

Level: 12 | Price: 35600 credits (525 gp) Type: cybernetic | System: allLegsAndFeet Source: AR pg. 89

Description

You enhance your stability by replacing your legs with a quartet of spiderlike limbs. Basic X-legs grant you a +4 circumstance bonus to your AC against bull rush, reposition, and trip combat maneuvers. You also gain a +2 circumstance bonus to Reflex saves against effects that would knock you Prone. Climbing X-legs include a gravitic-attraction device at the tip of each leg, allowing you to walk across walls and ceilings without using your hands; this grants you a climb speed of 25 feet.

An X-legs system uses similar connection points as standard prosthetic legs (Core Rulebook 210), allowing you to detach your X-legs and attach a pair of prosthetic legs (which you must buy separately) in only 10 minutes, for situations where X-legs would attract unwanted attention.

Enable/Disable KAC bonu...


Aeon eye

Level: 13 | Price: 46000 credits (788 gp) Type: cybernetic | System: eye Source: AP #8 pg. 44

Description

An aeon eye replaces one of your eyes with a specialized aeon stone connected to your ocular nerves. as a single action, you can mentally activate or deactivate this augmentation, which grants you sense through (vision) with a range of 60 feet. While the augmentation is active, you gain no benefit from other special visual senses, and you can’t see anything beyond the augmentation’s range.


Biosynthetic Nanites, Mk 3

Level: 13 | Price: 50900 credits (788 gp) Type: cybernetic | System: skin Source: AP #11 pg. 45

Description

Model Level Price Treat Wounds Fast Healing

Mk 1 6 4,450 2d8 Hit Points 2

Mk 2 9 13,700 3d8 Hit Points 3

Mk 3 13 50,900 6d8 Hit Points 6

Once injected into the body, these nanites congregate just under the epidermis and can quickly replicate to heal bodily injuries. This augmentation allows you to spend 1 Focus Point as a free action to activate the nanites’ treat wounds capability, instantly regaining a number of Hit Points depending on the model of biosynthetic nanites you have installed. In addition, once per day as a 3-action activity as long as you have Focus Points remaining, you can overcharge the nanites to gain an amount of fast healing depending on the model of biosynthetic nanites you have installed for 1 minute. If you do so, you can’t activate the treat wounds capability o...


Bone spines, punishing

Level: 13 | Price: 47900 credits (709 gp) Type: biotech | System: spinal Source: TR pg. 56, AP #29 pg. 50

Description

Damage 4d4

Your bones are laced with dangerous spines that can be extended to harm foes who get too close. You can retract or harmlessly extend your spines as a 2-action activity. You can't extend bone spines while wearing armor not fitted to you. If your bone spines are extended and an opponent within 5 feet hits you with a melee attack, you can use your reaction to deal the listed piercing damage to that attacker. If your opponent's attack roll is a natural 20, the attacker also gains the bleeding condition equal to the item level of your spines. If you have natural weapons and those weapons are magical, the damage dealt by your bone spines is also magical.


Conductive Carrier

Level: 13 | Price: 51000 credits (788 gp) Type: cybernetic | System: lungsAndThroat Source: TR pg. 58

Description

Your respiratory system manufactures nanites that specialize in conducting and channeling electrical energy. as a 2-action activity, you can breathe these nanites into a 10-foot burst with a range of 20 feet. The nanites remain airborne and active in the area for 1 minute, though a moderate wind (11+ mph) disperses the nanites in 4 rounds, and a strong wind (21+ mph) disperses the nanites in 1 round. As a reaction when you or an ally makes an attack that deals electricity damage to a single target in the nanites’ area, you can activate the nanites to have the attack instead affect all creatures in the nanites’ area, resolved as though the attack had the explode weapon special property. Alternatively, you can activate the nanites as a reaction when an effect with the electricity descriptor ...


Darkvision Capacitors, Long-range

Level: 13 | Price: 48950 credits (788 gp) Type: cybernetic | System: eyes Source: CRB pg. 209

Description

These replacement eyes allow you to see in total darkness, giving you darkvision with a range of 60 feet. They operate by sending out low-powered ultraviolet lasers that are then detected by receptors within the capacitors. When your capacitors are in operation, their lasers can be detected by creatures that have darkvision capacitors or can otherwise see ultraviolet light.

Advanced darkvision capacitors have the benefits of a wide-spectrum ocular implant. Long-range darkvision capacitors function like advanced capacitors but provide a darkvision range of 120 feet.Wide-Spectrum Ocular Implant These cybernetic spheres replace your eyes entirely. You gain low-light vision, as well as the ability to see infrared and ultraviolet light. These enhancements grant you a +2 bonus to vision-based P...


Dimensional gland, immersive

Level: 13 | Price: 50000 credits (945 gp) Type: magitech | System: endocrine Source: TR pg. 58

Description

This augmentation grafts into your pituitary gland or other organs responsible for regulating growth, forcing your body to conform to smaller or larger versions of yourself from parallel realities. Once per day as a 3-action activity, you can activate the augmentation to either grow one size category larger (maximum Large) or shrink to one size category smaller (minimum Tiny) than your natural size. If you grow, your weight increases by a factor of 8, you gain a +1 enhancement bonus to Strength ability checks and skill checks, and your reach increases by 5 feet if your new size is Small or Large. If you shrink, your weight decreases by a factor of 8, you gain a +1 enhancement bonus to Dexterity ability checks and skill checks, and your reach decreases by 5 feet if your new size is Tiny (mi...


Echolocators, Enhanced

Level: 13 | Price: 50900 credits (788 gp) Type: cybernetic | System: ears Source: AR pg. 88

Description

as a free action, you can fan out these replacement ears to triple their surface area, giving you blindsense (sound) with a range of 30 feet. Active and enhanced echolocators occupy both the ears and throat system, also allowing you to spend a single action to produce, receive, and process a series of subsonic chirps to gain the benefits of blindsight (sound) until the beginning of your next turn. The blindsight from active echolocators has a range of 30 feet, while the blindsight from enhanced echolocators has a range of 60 feet.


Flametongue, firedrake

Level: 13 | Price: 51500 credits (709 gp) Type: biotech | System: throat Source: TR pg. 56

Description

Damage 4d8 F Critical Arc 2d8 F

Structurally similar to the dragon gland, which blankets a small area in destructive energy, a flametongue gland generates a continuous, controlled gout of fire from your mouth that you can wield like a whip using quick motions of your head or tongue. The flametongue functions as an advanced melee weapon with the integrated and reach weapon special properties. It deals damage based on its model. You can activate the flametongue on your turn as part of the action used to make an attack with it, or you can activate the augmentation as a free action. The flametongue remains active for a number of rounds equal to 1 + 1/2 your Constitution modifier, or until you deactivate it; doing so takes no action on your turn or a reaction if it is not your turn. While the ...


Galeforce lungs, storm

Level: 13 | Price: 49000 credits (945 gp) Type: magitech | System: lungs Source: TR pg. 59

Description

In addition to expanding your lungs’ natural capacity, all models of this augmentation install a tiny portal into the Plane of Air that constantly cycles gases within your lungs, negating your need to breathe. Gust, storm, and hurricane models allow you to exhale a gust of wind at a target within 30 feet as a 2-action activity. The wind can push an object of a bulk no greater than your Constitution modifier (minimum 1 bulk) a number of feet no greater than 5 × your Constitution modifier (minimum 5 feet), but the movement must push the object away from you. A hurricane model can push objects with a bulk no greater than 4 × your Constitution modifier. Alternatively, you can use the wind to attempt a bull rush combat maneuver against a creature, for which you can add your Constitution modifie...


Healing tendril, Mk 2 melding

Level: 13 | Price: 50000 credits (709 gp) Type: biotech | System: spinal Source: AP #29 pg. 50

Description

A translucent tendril emerges from your back. You can retract or extend this tendril as a single action. It isn’t prehensile, but you can touch it to a willing or unconscious creature within your reach as a 2-action activity in order to fortify the target’s health. If the creature is dying, you automatically stabilize it. If the target is stable but unconscious, you can spend 1 Focus Point to restore 1 Hit Point to the target. If the creature is diseased, infested, or poisoned, you grant it increased resistance but expose yourself to the affliction and must attempt a saving throw against it. If you succeed, the target of your healing tendril gains a +4 circumstance bonus to its next saving throw against the affliction and you don’t contract the affliction yourself. If you fail, the target ...


Holographic eyes, Mk 2

Level: 13 | Price: 49700 credits (945 gp) Type: magitech | System: brainAndEyes Source: AR pg. 92

Description

A tiny rune is carved into your occipital lobe that is magically connected to microscopic holographic projectors implanted in your eyes. as a 2-action activity, you can create an illusion that functions as holographic image with a spell level equal to the model number of your holographic eyes at any location you can see within range. You must concentrate on the illusion as a single action to maintain it, and you must keep your eyes on the illusion to concentrate, treating all other creatures as if they had concealment. Casting a spell (including creating a new illusion with your holographic eyes) immediately ends your concentration. The effect’s caster level is equal to your level, and the Will save DC to disbelieve it is equal to your class DC + your Intelligence modifier.


Resistant hide, Mk 5

Level: 13 | Price: 46350 credits (709 gp) Type: biotech | System: skin Source: AR pg. 87

Description

Your skin is reinforced with fur, scales, or other genetically engineered tissue. Select one type of energy (acid, cold, electricity, fire, or sonic); you gain an amount of resistance to that energy type based on the model of your resistant hide. If you have a species trait that provides resistance to the selected energy type that’s equal to or greater than that of your resistant hide (and doesn’t explicitly stack with other sources of energy resistance), adding resistant hide increases the value of the energy resistance from the trait by 2. If you have a species trait that provides resistance to the selected energy type of a value less than that of your resistant hide, the value of the resistance from your resistant hide increases by 2.

Select energy resistance type in the Modifiers tab....


Ability Crystal (Magic), Mk 3

Level: 14 | Price: 75000 credits (1800 gp) Type: personal | System: none Source: CRB pg. 212

Description

This crystal formed a mystical connection to the memories of heroes long ago. Any character can spend 1 hour communing with the crystal to gain additional ability points. This counts as a personal upgrade of the appropriate model number. Once a character has used the crystal, its magic is forever spent.

Change your selected Ability upgrade in the Modifiers tab. Personal Upgrades

Personal upgrades are a special class of augmentation that do not follow the normal system-limitation rules. Instead, these are broad upgrades that make changes across your entire body, while still allowing for other augmentations. Put more simply, buying a personal upgrade is the easiest way to increase your ability scores.

Personal upgrades may be cybernetics, biotech upgrades, mystical crystals, nanite enhanc...


Cybernetic Arm, Dual

Level: 14 | Price: 70150 credits (1200 gp) Type: cybernetic | System: spinal Source: CRB pg. 209

Description

Made of ultralight materials, this fully cybernetic arm fuses to your spinal column, exoskeleton, or equivalent body structure and functions as a full arm. You can hold an additional hand’s worth of equipment. This lets you have more items at the ready, but it doesn’t increase the number of attacks you can make in combat. You must have a Strength score of 12 to use a cybernetic arm effectively.

Dual cybernetic arms consist of a pair of arms, one on each side of your body, and let you hold two additional hands’ worth of equipment. You need a Strength score of 14 to use dual cybernetic arms effectively.


Dermal Plating, Mk 5

Level: 14 | Price: 105000 credits (1200 gp) Type: cybernetic | System: skin Source: CRB pg. 209

Description

You line your skin with hardened composite plates that deflect physical attacks. You gain an amount of resistance to physical damage that depends on the model of your dermal plating. If you have natural resistance to physical damage equal to or greater than your dermal plating, adding dermal plating increases the value of your natural DR by 1. If you have natural DR of a value less than your dermal plating, the value of DR from your dermal plating increases by 1.

Adjust resistance to physical damage modifier in the Modifiers tab, if racial traits provide resistance to physical damage.


Enchanting vocal modulator, duofrquency

Level: 14 | Price: 66500 credits (1440 gp) Type: magitech | System: throat Source: AR pg. 91

Description

Your voice box has an enchanted digital modulator that can alter its frequency to be supernaturally compelling. as a single action you can calibrate it to a single creature that you have heard and understood speaking or using other sound-based communication. It remains calibrated to that target until you pick a new target. You gain a +2 insight bonus to Bluff, Diplomacy, and Intimidate checks to influence that creature using your voice (not other forms of communication). In addition, you can cast suggestion once per day (DC = 10 + half your level + your Charisma modifier) as a 2-action activity, targeting a creature your system is calibrated to.

A duofrequency enchanting vocal modulator can target two creatures at once. It can be calibrated to two targets with a single single action, and ...


Force palms

Level: 14 | Price: 69500 credits (1440 gp) Type: magitech | System: allHands Source: AR pg. 92

Description

Arcane nodes implanted in your palms can generate fields of force energy. as a 3-action activity, you can create a globe of force that functions as resilient sphere but contains only you. The effect has a duration of concentration, to a maximum of 1 minute. Alternatively, as a 3-action activity, you can attempt to place another creature that is your size or smaller within a globe of force that is just large enough for the creature to fit in without squeezing. To do so, you must hit that creature with a melee attack against its EAC; instead of adding your Strength modifier to this attack roll, you can add your key ability score modifier if it is higher. Once you use your force palms, you can’t use them again until you’ve rested for 10 minutes to regain Hit Points.

Manually add your str mod...


Polyhand

Level: 14 | Price: 71000 credits (1200 gp) Type: cybernetic | System: hand Source: CRB pg. 210

Description

You replace your entire hand with a hand made of reprogrammable microscopic adamantine prisms. With either a mental command or a programmable interface built into the hand, you can reconfigure your hand into the shape of various tools. The hand can contain programming for nine different tools, in addition to a configuration for a normal hand for your species. as a single action, you can switch the setting, causing the adamantine pieces to realign into the shape of the chosen tool. The tool has all the flexibility of the normal tool (or of a hand, if set to that).

Programming a new tool into the polyhand takes 10 minutes, and you must choose either to fill an empty slot or to replace a programmed tool. The tool replicated must be 8th level or lower. The polyhand can replicate the moving pa...


Protean response, mk 4

Level: 14 | Price: 74000 credits (1080 gp) Type: biotech | System: endocrine Source: TR pg. 56

Description

This series of glands supplements the adrenal system, triggering a spontaneous transformation into a supernatural (and often more ferocious) form when your body experiences extreme stress. When you acquire and install this augmentation, you choose one polymorphed form and its abilities, per the spell polymorph. The spell level of the polymorph effect equals that of the augmentation’s model number (e.g. polymorph as a 4th-level spell for a mk 4 augmentation).

As a reaction when you take a critical hit in combat or fail a Fortitude save, you can spend 1 Focus Point to activate this augmentation; alternatively, you can activate the augmentation as a 3-action activity by spending 3 Focus Points. Your body begins transforming into your polymorphed form, as though you were the target of a polym...


Psychic strike node, Advanced

Level: 14 | Price: 73000 credits (1440 gp) Type: magitech | System: brain Source: IS pg. 75

Description

A psychic strike node gradually accumulates your stray thoughts and releases them in an offensive burst of mental energy when activated as a 2-action activity. The burst is a mind-affecting effect that affects all other creatures within 10 feet of you, dealing an amount of untyped damage based on the model. Affected creatures who succeed at a Will save (DC your class DC + your choice of your Constitution modifier, Intelligence modifier, Wisdom modifier, or Charisma modifier, chosen when you install this augmentation) take half damage and negate any additional effects from the burst (below). Once you’ve activated the node, you can’t do so again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point to recharge it immediately.

If you have two psychic str...


Psychkinetic sleeve

Level: 14 | Price: 75000 credits (1440 gp) Type: magitech | System: armAndHand Source: AR pg. 93

Description

A mesh of starmetal-alloy fibers inserted under your skin connects to the nerves of your arm and hand. as a 2-action activity, you can attempt a ranged attack with a range increment of 60 feet that acts as a bull rush, disarm, grapple (including pin), or trip combat maneuver. You can add your key ability score modifier to this attack roll instead of your Strength modifier if it is higher. If you successfully disarm an item, you can’t automatically catch it. If you successfully grapple a target, the condition doesn’t end if you move and the target can’t try to grapple you in return. The DC of the Acrobatics check to escape the grapple is 31. Once you use your psychokinetic sleeve, you can’t use it again until you have rested for 10 minutes to regain Hit Points, though you can spend 1 Focus ...


Rune-etched chitin, Mk 4

Level: 14 | Price: 77000 credits (1440 gp) Type: magitech | System: skin Source: AP #33 pg. 51

Description

An exoskeleton covered with dimly glowing magical writing covers your skin, and you can activate these runes to cast spells. Each set of rune-etched chitin is inscribed with spells that have a combined level equal to the augmentation’s mark. You can be augmented with rune-etched chitin only if the spells inscribed onto it are spells you could learn and cast at your current level, though you don’t have to know them. You can cast each of the spells inscribed on the runeetched chitin once per day at a caster level equal to the augmentation’s level without using your own spell slots. You must have this augmentation implanted for at least 24 hours for it to function.


Sciatic agonizer

Level: 14 | Price: 75000 credits (1440 gp) Type: magitech | System: allLegs Source: AP #11 pg. 52

Description

A sciatic agonizer consists of long needles driven precisely through the flesh and bone of your hips and sacral spine, connected to a series of barbell piercings running down the back of your legs with fibers running deep into the leg and through its nerves. With a twist, you can activate these piercings, blasting your nervous system with pain and shocking your legs into motion.

Each time you activate the sciatic agonizer, you take damage equal to your level. This damage can’t be reduced or redirected in any way. You can activate the augmentation as a free action to gain one of the following benefits.You double your land speed, as well as the speed at which you swim and climb, until the beginning of your next turn. This is an enhancement bonus to your speed.You gain the benefit of the Mob...


Superorgan, basic

Level: 14 | Price: 63000 credits (1080 gp) Type: biotech | System: brainHeartLungs Source: AP #29 pg. 51

Description

Your brain, heart, and lungs are partially homogenized with redundant functions, so each organ can perform the tasks of the others when necessary. This grants you a fortification ability that works like that of force fields (Core Rulebook 206), giving you a chance to treat any critical hit as a normal attack. This benefit doesn’t stack with the benefits of any other fortification ability.MODELLEVELPRICEFORTIFICATIONBasic1463,00020%Complex1594,00040%Thorough16145,00060%Fluid17218,00080%Amorphous19480,000100%


Synaptic accelerators (Technology), Mk 3

Level: 14 | Price: 75000 credits (1800 gp) Type: personal | System: none Source: CRB pg. 212

Description

These implants supercharge the synaptic connections in your brain, allowing you to process information faster and send impulses throughout your body more effectively. Synaptic accelerators grant you additional ability points. This counts as a personal upgrade of the appropriate model number. It takes an hour to install a synaptic accelerator, and once a character has benefited from its technology, it is forever spent.

Change your selected Ability upgrade in the Modifiers tab. Personal Upgrades

Personal upgrades are a special class of augmentation that do not follow the normal system-limitation rules. Instead, these are broad upgrades that make changes across your entire body, while still allowing for other augmentations. Put more simply, buying a personal upgrade is the easiest way to in...


Synergizing symbiote (Hybrid), Mk 3

Level: 14 | Price: 75000 credits (1800 gp) Type: personal | System: none Source: CRB, p. 212

Description

These tiny, biovat-grown, tadpole-like creatures form symbiotic relationships with other animals by attaching to their bodies and instinctively maximizing efficiency in the hosts’ biological systems, losing their own independence and functionally becoming a new organ. Synergizing symbiotes grant additional ability points. This counts as a personal upgrade of the appropriate model number. It takes an hour to implant a synergizing symbiote, and once a character has benefited from it, it is forever spent.

Change your selected Ability upgrade in the Modifiers tab. Personal Upgrades

Personal upgrades are a special class of augmentation that do not follow the normal system-limitation rules. Instead, these are broad upgrades that make changes across your entire body, while still allowing for ot...


Ultralight wings, dragon

Level: 14 | Price: 80300 credits (1080 gp) Type: biotech | System: allArms Source: AR pg. 87

Description

A set of wings that can fold up tightly is attached to your shoulder blades. You can deploy or fold up the wings as a single action. When deployed, the wings provide you with an extraordinary fly speed with clumsy maneuverability according to the model of ultralight wings you have. You can’t deploy your ultralight wings unless your shoulders are bare or you are wearing custom clothing, and you can’t use your wings to fly if you are encumbered, overburdened, or wearing more than light armor. Ultralight wings integrate into your natural shoulders and can be installed into prosthetic arms.ModelLevelPriceFly SpeedStrix76,40040 ft.Angel1128,60060 ft.Dragon1480,30090 ft.


Unity tendril, Mk 3

Level: 14 | Price: 63000 credits (1080 gp) Type: biotech | System: spinal Source: AR pg. 51

Description

A green tendril emerges from the back of your neck. You can retract or extend it as a single action. It’s not prehensile, but you can use a 2-action activity to touch it to another willing creature and connect your minds. Your tentacle remains in contact with this creature until they’re no longer in your reach or you use a single action to detach the tentacle. During contact, you and the target can communicate with each other as if you both had telepathy. When you and the target are connected by the tendril, you both automatically succeed at attempts to aid another and provide covering fire, but only when doing so for each other.MODELLEVELPRICEREACHMk 164,2005 ft.Mk 21017,30010 ft.Mk 31463,00015 ft.


Antimagic skin, Mk 1

Level: 15 | Price: 109400 credits (2070 gp) Type: magitech | System: skin Source: AR pg. 90

Description

Your skin is infused with alchemical components extracted from fey, hags, and other highly magic-resistant creatures. as a single action, you can gain spell resistance according to your model of antimagic skin for 1 minute. You can also gain this spell resistance as a reaction, but you then can’t take a single action on your next turn. Once you use your antimagic skin, you can’t use it again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point at any time to recharge it immediately.

Model Level Price Spell Resistance

Mk 1 15 109.400 20

Mk 2 16 170,800 22

Mk 3 17 263,000 24

Mk 4 18 388,000 26

Mk 5 19 587,000 28

Mk 6 20 891,000 30


Gravitational harness, Mk 3

Level: 15 | Price: 118500 credits (2070 gp) Type: magitech | System: spinal Source: AR pg. 92

Description

Slim neutronium-core gravitational crystals attached to your spine using intense alchemical processes allow you to manipulate gravity once per day.

With a mk 1 gravitational harness, you can increase or lower gravity for yourself and everything you carry by one step for 2 rounds. This applies the usual effects of lower gravity, including falling more slowly and increased carrying capacity. You can activate, change, or end the effect as a 2-action activity or reaction. If you use a reaction, you can’t take a 2-action activity on your next turn. You can’t make gravity stronger than high gravity or weaker than light gravity. In zero gravity, activating the augmentation instead grants you a supernatural fly speed of 15 feet with perfect maneuverability. You can’t use the fly speed to run or w...


Hypernerves, Mk 3

Level: 15 | Price: 106800 credits (2070 gp) Type: magitech | System: spinal Source: EN pg. 151

Description

Your nervous system has been magically enhanced, granting you an extra reaction one or more times per day, with no more than one additional reaction usable in a given round. Mk 1 hypernerves grant you one additional reaction per day, mk 2 hypernerves grant you two additional reactions per day, and mk 3 hypernerves grant you three additional reactions per day. After you’ve engaged your hypernerves and used an additional reaction, you become staggered until the end of your next turn.


Optical Laser, Parallax

Level: 15 | Price: 122400 credits (1725 gp) Type: cybernetic | System: eye Source: AR pg. 89

Description

This system replaces one of your eyes with a compact laser weapon that functions as a small arm with the integrated weapon special property and deals damage based on its model. An optical laser has a 50-foot range increment, and it can’t be disarmed. Once you’ve used the optical laser for a single attack, its tiny battery is depleted; you can’t use it again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point at any point to recharge it immediately.


Planar lenses

Level: 15 | Price: 122000 credits (2070 gp) Type: magitech | System: eyes Source: DC pg. 112

Description

This augmentation consists of thin layers of planar material inserted into a creature’s eyes. When you purchase or craft a set of planar lenses, you choose a plane that’s coterminous with the Material Plane: the Ethereal Plane, the First World, or the Shadow Plane. as a single action, you can activate these lenses to see into that plane. You can deactivate the lenses as a single action.

While active, the lenses allow you to see the plane at the location where it corresponds with your current location on the Material Plane. The viewed plane’s surroundings appear to overlap with your surroundings on the Material Plane, giving you a –10 penalty on sight-based Perception checks to notice activity on the Material Plane while the lenses are active. You can see only 60 feet into the viewed plane...


Probability tendril Mk 3

Level: 15 | Price: 115000 credits (1553 gp) Type: biotech | System: hand Source: DC pg. 112

Description

One of your hands is replaced by a lab-grown protean tendril that allows you to replicate a protean’s chaotic powers. as a 2-action activity, you can spend 1 Focus Point to target a creature within 30 feet and force it to succeed at a Fortitude save (DC equal to your class DC) or be affected by a random effect from the table below.

You can choose not to spend a Focus Points before you use this ability, but doing so requires you to succeed at the same save or be subject to the same effect. The augmentation’s model determines which die you roll on the following table to determine the random effect.

Mk 3: Roll [[/r 1d10]]{1d10} on the tableD10EFFECT1Target is nauseated for 1 round2Target gains resistance 10 to a random energy type ([[/r 1d5]]{acid, cold, electricity, fire, or sonic}) for th...


Regenerative blood, Mk 4

Level: 15 | Price: 122000 credits (1553 gp) Type: biotech | System: heart Source: AR pg. 86

Description

Your heart is genetically engineered to release regenerative chemicals that can heal physical trauma. Whenever you take a 10-minute rest and spend a Focus Points to regain Hit Points, you also regain a number of Hit Points. Similarly, when you spend Focus Points to stay in the fight, you regain additional Hit Points. The amount of Hit Points you regain is based on the augmentation’s model.

MODEL LEVEL PRICE HIT POINTS

Mk 1 5 3,250 5

Mk 2 8 10,100 10

Mk 3 12 38,500 15

Mk 4 15 122,000 20

Mk 5 19 605.000 25


Solar Overload Conduit, Mk 3

Level: 15 | Price: 120000 credits (1725 gp) Type: cybernetic | System: skin Source:

Description

This augmentation takes the form of constellations connected with circuitry patterns, either on your palms (if you manifest a solar weapon) or on a large patch of your skin (if you manifest solar armor). Engineered with fanatical devotion to unlocking the potential of stars, solar overload conduits can grant solarians means to amplify their powers.

If you are a solarian with a solar weapon and you have a solarian weapon crystal in your mote, when you hit a target with your solar weapon but do not score a critical hit, as a reaction you can overload your weapon crystal and apply your weapon crystal’s critical hit effect (if any) to the attack (do not roll your damage twice). You can use this ability a number of times per day equal to the solar overload conduit’s mark, but each time you do ...


Superorgan, complex

Level: 15 | Price: 94000 credits (1553 gp) Type: biotech | System: brainHeartLungs Source: AP #29 pg. 51

Description

Your brain, heart, and lungs are partially homogenized with redundant functions, so each organ can perform the tasks of the others when necessary. This grants you a fortification ability that works like that of force fields (Core Rulebook 206), giving you a chance to treat any critical hit as a normal attack. This benefit doesn’t stack with the benefits of any other fortification ability.MODELLEVELPRICEFORTIFICATIONBasic1463,00020%Complex1594,00040%Thorough16145,00060%Fluid17218,00080%Amorphous19480,000100%


Superorgan, thorough

Level: 15 | Price: 145000 credits (1553 gp) Type: biotech | System: brainHeartLungs Source: AP #29 pg. 51

Description

Your brain, heart, and lungs are partially homogenized with redundant functions, so each organ can perform the tasks of the others when necessary. This grants you a fortification ability that works like that of force fields (Core Rulebook 206), giving you a chance to treat any critical hit as a normal attack. This benefit doesn’t stack with the benefits of any other fortification ability.MODELLEVELPRICEFORTIFICATIONBasic1463,00020%Complex1594,00040%Thorough16145,00060%Fluid17218,00080%Amorphous19480,000100%


Threshold Buffer, Mk 3

Level: 15 | Price: 110000 credits (1725 gp) Type: cybernetic | System: heart Source: AR pg. 89

Description

This system monitors your vitals, injecting a burst of synthetic adrenaline into your bloodstream when your body is on the brink of death. You gain a number of additional Focus Points (depending on the model of your threshold buffer) that you can use or lose only when you are Dying or Stable, such as to avoid death, to stabilize, or to stay in the fight (Core Rulebook 250). These additional Focus Points don’t count for the purpose of calculating how many Focus Points you must spend to stabilize, and any unspent additional Focus Points are lost the next time you take an 8-hour rest to regain your normal Focus Points.

MODEL Focus Points

Mk 1 1

Mk 2 2

Mk 3 3


Velstrac shackle, ecclesiastic

Level: 15 | Price: 102000 credits (2070 gp) Type: magitech | System: arm Source: AP #11 pg. 53

Description

A spiked gauntlet made of dark composite and inward pointing spikes, a velstrac shackle fits over one forearm and has filaments like muscle fibers that snake up to the shoulder, connecting to dark barbs that protrude from your skin. The shackle feeds on your tissue, requiring you to eat and drink half again more than usual to sustain it, and it must be attached to flesh. Further, no matter how many arms you have, you can have only one velstrac shackle.

As if drawing a weapon, you can cause the shackle to extend a shadow chain (Starfinder Armory 11–12) of the same model name as the shackle. The shadow chain within the velstrac shackle is magical. It can also be upgraded with weapon fusions like a normal weapon of the velstrac shackle’s level.

Within the shackle, the chain is hidden from c...


Aeon gage

Level: 16 | Price: 200000 credits (2625 gp) Type: cybernetic | System: hand Source: AP #8 pg. 44

Description

An aeon gage not only functions as a polyhand (Core Rulebook 210), but it also has six sockets in which aeon stones can be slotted. You gain the benefit of each aeon stone slotted in your aeon gage as if the stone orbited you. If all six sockets contain aeon stones, you can also cast one or more of the spells listed below as innate spells. Total the item levels of the aeon stones slotted into the aeon gage to determine the spells you have access to. While you have access to a spell, you also have access to any spell from a lower level range, as follows: 6–30, caustic conversion; 31-60, arcing surge; 61–90, corrosive haze; 91–120, heat leech. The aeon gage has a number of charges per day equal to twice the highest level of spell it provides as a innate spell. Using a innate spell from the g...


Anchored arms

Level: 16 | Price: 170800 credits (3150 gp) Type: magitech | System: spinal Source: AP #33 pg. 51

Description

A pair of well-articulated chitinous limbs bolstered with djezet alloy is fastened to your torso, usually near the pelvis or a similar anchor point. Your insectile arms function as additional normal limbs; you can use them to hold additional equipment, but they don’t increase the number of attacks you can make in combat. The djezet alloy infused into the chitin fibers bores into your nervous system and increases your caster level by 1 when you’re determining the range and duration of your spells and for caster level checks. This benefit doesn’t stack with the benefit from djezet-enhanced armor.


Antimagic skin, Mk 2

Level: 16 | Price: 170800 credits (3150 gp) Type: magitech | System: skin Source: AR pg. 90

Description

Your skin is infused with alchemical components extracted from fey, hags, and other highly magic-resistant creatures. as a single action, you can gain spell resistance according to your model of antimagic skin for 1 minute. You can also gain this spell resistance as a reaction, but you then can’t take a single action on your next turn. Once you use your antimagic skin, you can’t use it again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point at any time to recharge it immediately.

Model Level Price Spell Resistance

Mk 1 15 109.400 20

Mk 2 16 170,800 22

Mk 3 17 263,000 24

Mk 4 18 388,000 26

Mk 5 19 587,000 28

Mk 6 20 891,000 30


Dermal Plating, Mk 6

Level: 16 | Price: 163500 credits (2625 gp) Type: cybernetic | System: skin Source: CRB pg. 209

Description

You line your skin with hardened composite plates that deflect physical attacks. You gain an amount of resistance to physical damage that depends on the model of your dermal plating. If you have natural resistance to physical damage equal to or greater than your dermal plating, adding dermal plating increases the value of your natural DR by 1. If you have natural DR of a value less than your dermal plating, the value of DR from your dermal plating increases by 1.

Adjust resistance to physical damage modifier in the Modifiers tab, if racial traits provide resistance to physical damage.


Dragon gland, wyrm

Level: 16 | Price: 181500 credits (2363 gp) Type: biotech | System: throat Source: CRB pg. 211

Description

You implant an arcanicus gland modified to function for a creature of your race at the back of your throat. You can trigger this gland as a 2-action activity to expel a breath weapon in a 15- foot cone . Choose the damage type when the organ is biocrafted, picking from the following list: acid, cold, electricity, or fire. You are not harmed by using your own breath weapon. Once you’ve used your breath weapon, you can’t use it again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point at any point to recharge it immediately.

A wyrmling dragon gland deals 3d6 damage, a standard gland deals 9d6 damage, and a wyrm gland deals 18d6 damage. Targets in the area can attempt a Reflex save (DC equal to your class DC) to take only half damage.


Healing tendril, Mk 3 melding

Level: 16 | Price: 170000 credits (2363 gp) Type: biotech | System: spinal Source: AP #29 pg. 50

Description

A translucent tendril emerges from your back. You can retract or extend this tendril as a single action. It isn’t prehensile, but you can touch it to a willing or unconscious creature within your reach as a 2-action activity in order to fortify the target’s health. If the creature is dying, you automatically stabilize it. If the target is stable but unconscious, you can spend 1 Focus Point to restore 1 Hit Point to the target. If the creature is diseased, infested, or poisoned, you grant it increased resistance but expose yourself to the affliction and must attempt a saving throw against it. If you succeed, the target of your healing tendril gains a +4 circumstance bonus to its next saving throw against the affliction and you don’t contract the affliction yourself. If you fail, the target ...


Heart of darkness

Level: 16 | Price: 145000 credits (3150 gp) Type: magitech | System: heart Source: AP #11 pg. 52

Description

The piercing hooks of a heart of darkness augmentation hold the flesh, muscle, and ribs of your chest open, revealing a gory window to your heart. Dark fibers of the augmentation weave wisps around and drive deep into that organ, tapping its vital energies. Each day, after you finish a rest during which you could regain Focus Points and daily abilities, you gain the benefits of death ward. The spell has a duration of 10 minutes, but this duration starts to elapse only after the first time you use a benefit of the spell during the day. You can spend 1 Focus Point at any time to stop the duration from elapsing, suspending the remaining duration until you use a benefit of the spell again and resume the duration. In addition, you can activate the heart of darkness to cast mass inflict pain (ca...


Rending talons, zero-edge

Level: 16 | Price: 164000 credits (2363 gp) Type: biotech | System: allFeet Source: TR pg. 57

Description

These augmentations can take the form of retractable claws installed directly into your feet, or prosthetic feet that replace your own and sport powerfully clawed toes. In either case, the rending talons provide you excellent grip and provide a deadly advantage against anyone you grab. You ignore any increase to the DCs of Acrobatics checks to balance and Athletics checks to climb due to slipperiness or iciness.

When you renew a grapple, as a free action before the end of your turn you can use your talons to rake your target. Your talons function as a basic melee weapon with the analog weapon special property for this purpose, and they deal damage based on their model. The talons can only be deployed properly as weapons when grappling a target or damaging a helpless target, and thus can’t...


Scuttle engine, Mk 1

Level: 16 | Price: 170800 credits (3150 gp) Type: magitech | System: allLegsAndFeet Source: AP #33 pg. 51

Description

Your legs are replaced by six fleshy, tentacular limbs, which protrude from an exoskeleton anchored to your spine and torso and are infused with alchemically treated magical alloys. The magic infused into the scuttle engine allows you to disrupt nearby magical energies before they form. As a reaction when someone within 60 feet of you casts a spell, you can violently thrash these limbs to send out disruptive vibrations. The spellcaster must succeed at a caster level check with a DC equal to 10 + the level of the triggering spell, or the spell fails. Add 5 to this DC if you are augmented with a mk 2 scuttle engine. Once you have used your scuttle engine, you can’t use it again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point at any time to recharge...


Sonic vocalizer, parametric

Level: 16 | Price: 162000 credits (2363 gp) Type: biotech | System: throat Source: IS, pg. 59

Description

Your throat has been modified, allowing you to create powerful sonic waves by screaming. This augmentation is especially popular among aquatic adventurers because sound waves travel well in water. Your sonic vocalizer functions like a dirge pistol (Armory 16, 50) of the same type, but you don’t need a hand to wield it, it can’t be disarmed, and it has the underwater weapon special property. Your sonic vocalizer is powered by your body and doesn’t need ammunition.


Wing extensions, Mk 2

Level: 16 | Price: 175000 credits (3150 gp) Type: magitech | System: spinal Source: AP #33 pg. 52

Description

Sivv engineers inspired by a species enslaved by the sivv designed this augmentation, which consists of enchanted brass wings integrated into the subject’s spine. While the wings have an impressive wingspan when in use, they fold up neatly and can be hidden under loose clothing. When in use, wing extensions grant you a fly speed of 60 feet with average maneuverability. They do not function in a thin atmosphere or vacuum, and can be used for up to 1 hour per day, in 10-minute increments. Mk 2 wing extensions function in thin atmospheres and vacuum, and include enchantments that allow you to ignore the hazardous environmental effects of outer space and vacuum.


Antimagic skin, Mk 3

Level: 17 | Price: 263000 credits (4950 gp) Type: magitech | System: skin Source: AR pg. 90

Description

Your skin is infused with alchemical components extracted from fey, hags, and other highly magic-resistant creatures. as a single action, you can gain spell resistance according to your model of antimagic skin for 1 minute. You can also gain this spell resistance as a reaction, but you then can’t take a single action on your next turn. Once you use your antimagic skin, you can’t use it again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point at any time to recharge it immediately.

Model Level Price Spell Resistance

Mk 1 15 109.400 20

Mk 2 16 170,800 22

Mk 3 17 263,000 24

Mk 4 18 388,000 26

Mk 5 19 587,000 28

Mk 6 20 891,000 30


Bone spines, rebuking

Level: 17 | Price: 242900 credits (3713 gp) Type: biotech | System: none Source: TR pg. 56, AP #29 pg. 50

Description

Damage 8d4

Your bones are laced with dangerous spines that can be extended to harm foes who get too close. You can retract or harmlessly extend your spines as a 2-action activity. You can't extend bone spines while wearing armor not fitted to you. If your bone spines are extended and an opponent within 5 feet hits you with a melee attack, you can use your reaction to deal the listed piercing damage to that attacker. If your opponent's attack roll is a natural 20, the attacker also gains the bleeding condition equal to the item level of your spines. If you have natural weapons and those weapons are magical, the damage dealt by your bone spines is also magical.


Cloaking skin, greater

Level: 17 | Price: 270000 credits (4950 gp) Type: magitech | System: skin Source: AR pg. 90

Description

Many of your pores are replaced with magically regulated and directed holographic projectors that work together to automatically match your surrounding environment, rendering you invisible per invisibility. Once per day, you can enable your cloaking skin as a 2-action activity, turning you invisible for 10 minutes. A greater cloaking skin functions as greater invisibility, but the effect lasts for only 10 rounds. You can disable either model of cloaking skin as a single action.


Enchanting vocal modulator, quadfrquency

Level: 17 | Price: 225000 credits (4950 gp) Type: magitech | System: throat Source: AR pg. 91

Description

Your voice box has an enchanted digital modulator that can alter its frequency to be supernaturally compelling. as a single action you can calibrate it to a single creature that you have heard and understood speaking or using other sound-based communication. It remains calibrated to that target until you pick a new target. You gain a +2 insight bonus to Bluff, Diplomacy, and Intimidate checks to influence that creature using your voice (not other forms of communication). In addition, you can cast suggestion once per day (DC = 10 + half your level + your Charisma modifier) as a 2-action activity, targeting a creature your system is calibrated to.

A duofrequency enchanting vocal modulator can target two creatures at once. It can be calibrated to two targets with a single single action, and ...


Force Matrix, Mk 3

Level: 17 | Price: 278100 credits (4125 gp) Type: cybernetic | System: hand Source:

Description

MODELDRMk 13Mk 26Mk 310 Your hand contains a matrix of energy-sensitive fibers that can shape a force field armor upgrade (Core Rulebook 206) installed into armor you are wearing, focusing its strength in a particular direction. as a single action while your force field is active, you can designate an opponent you can see. Until the beginning of your next turn, your force field’s fast healing is halved, but against the designated opponent’s attacks, you increase your force field’s fortification percentage chance by 10% (maximum 100%) and gain DR/— based on the model of your force matrix. This benefit ends if you lose all the temporary Hit Points provided by your force field. The hand bearing the force matrix augmentation must be free to activate its abilities.

Enable/Disable DR in the Mod...


Holographic eyes, Mk 3

Level: 17 | Price: 266000 credits (4950 gp) Type: magitech | System: brainAndEyes Source: AR pg. 92

Description

A tiny rune is carved into your occipital lobe that is magically connected to microscopic holographic projectors implanted in your eyes. as a 2-action activity, you can create an illusion that functions as holographic image with a spell level equal to the model number of your holographic eyes at any location you can see within range. You must concentrate on the illusion as a single action to maintain it, and you must keep your eyes on the illusion to concentrate, treating all other creatures as if they had concealment. Casting a spell (including creating a new illusion with your holographic eyes) immediately ends your concentration. The effect’s caster level is equal to your level, and the Will save DC to disbelieve it is equal to your class DC + your Intelligence modifier.


Protean response, mk 5

Level: 17 | Price: 255000 credits (3713 gp) Type: biotech | System: endocrine Source: TR pg. 56

Description

This series of glands supplements the adrenal system, triggering a spontaneous transformation into a supernatural (and often more ferocious) form when your body experiences extreme stress. When you acquire and install this augmentation, you choose one polymorphed form and its abilities, per the spell polymorph. The spell level of the polymorph effect equals that of the augmentation’s model number (e.g. polymorph as a 4th-level spell for a mk 4 augmentation).

As a reaction when you take a critical hit in combat or fail a Fortitude save, you can spend 1 Focus Point to activate this augmentation; alternatively, you can activate the augmentation as a 3-action activity by spending 3 Focus Points. Your body begins transforming into your polymorphed form, as though you were the target of a polym...


Resistant hide, Mk 6

Level: 17 | Price: 230850 credits (3713 gp) Type: biotech | System: skin Source: AR pg. 87

Description

Your skin is reinforced with fur, scales, or other genetically engineered tissue. Select one type of energy (acid, cold, electricity, fire, or sonic); you gain an amount of resistance to that energy type based on the model of your resistant hide. If you have a species trait that provides resistance to the selected energy type that’s equal to or greater than that of your resistant hide (and doesn’t explicitly stack with other sources of energy resistance), adding resistant hide increases the value of the energy resistance from the trait by 2. If you have a species trait that provides resistance to the selected energy type of a value less than that of your resistant hide, the value of the resistance from your resistant hide increases by 2.

Select energy resistance type in the Modifiers tab....


Rune-etched chitin, Mk 5

Level: 17 | Price: 263000 credits (4950 gp) Type: magitech | System: skin Source: AP #33 pg. 51

Description

An exoskeleton covered with dimly glowing magical writing covers your skin, and you can activate these runes to cast spells. Each set of rune-etched chitin is inscribed with spells that have a combined level equal to the augmentation’s mark. You can be augmented with rune-etched chitin only if the spells inscribed onto it are spells you could learn and cast at your current level, though you don’t have to know them. You can cast each of the spells inscribed on the runeetched chitin once per day at a caster level equal to the augmentation’s level without using your own spell slots. You must have this augmentation implanted for at least 24 hours for it to function.


Shock fist, storm

Level: 17 | Price: 297000 credits (3713 gp) Type: biotech | System: hand Source: AR pg. 87

Description

When you attack with this bioelectric organ implanted in the palm of your hand, your unarmed strike loses the archaic and nonlethal properties. You deal only the amount of damage listed for the augmentation’s model (plus additional damage from Weapon Specialization, if applicable), even if you have other abilities that increase your unarmed strike damage (such as natural weapons or the Improved Unarmed Strike feat). You don’t threaten squares within your natural reach unless you have some other way to do so (such as natural weapons or the Improved Unarmed Strike feat). The hand in which this augmentation is installed must be free to make an attack with it. Once you’ve used the shock fist for a single attack, you can’t use it again until you’ve rested for 10 minutes to regain Hit Points.MOD...


Superorgan, fluid

Level: 17 | Price: 218000 credits (3713 gp) Type: biotech | System: brainHeartLungs Source: AP #29 pg. 51

Description

Your brain, heart, and lungs are partially homogenized with redundant functions, so each organ can perform the tasks of the others when necessary. This grants you a fortification ability that works like that of force fields (Core Rulebook 206), giving you a chance to treat any critical hit as a normal attack. This benefit doesn’t stack with the benefits of any other fortification ability.MODELLEVELPRICEFORTIFICATIONBasic1463,00020%Complex1594,00040%Thorough16145,00060%Fluid17218,00080%Amorphous19480,000100%


Antimagic skin, Mk 4

Level: 18 | Price: 388000 credits (7200 gp) Type: magitech | System: skin Source: AR pg. 90

Description

Your skin is infused with alchemical components extracted from fey, hags, and other highly magic-resistant creatures. as a single action, you can gain spell resistance according to your model of antimagic skin for 1 minute. You can also gain this spell resistance as a reaction, but you then can’t take a single action on your next turn. Once you use your antimagic skin, you can’t use it again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point at any time to recharge it immediately.

Model Level Price Spell Resistance

Mk 1 15 109.400 20

Mk 2 16 170,800 22

Mk 3 17 263,000 24

Mk 4 18 388,000 26

Mk 5 19 587,000 28

Mk 6 20 891,000 30


Black heart, mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: heart Source: AR pg. 94

Description

Despite its name, a black heart can augment any major circulatory organ that helps sustain life in a living creature, though it most commonly augments a heart. A black heart is a strip of necromancy-infused undead flesh that turns whatever organ it is attached to a deep shade of ebony.

You gain the benefits of the environmental protections of armor (Core Rulebook 196), which last for a number of days equal to double the necrograft’s item level. A black heart automatically recharges 1 hour of this duration for each hour this ability is not in use (up to its normal maximum). Additionally, you gain an enhancement bonus to saving throws against death effects, disease, mind-affecting effects, paralysis, poison, sleep effects, and stunning effects equal to the necrograft’s mark, unless the effe...


Bone blade, Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: arm Source: AR pg. 94

Description

Bone blades are weapons built into undead arms that are then grafted onto their recipients. The blade can be retracted into the limb (making it impossible to notice without a careful inspection, scan, spell, or similar ability) or extended from the wrist for combat. Extending or retracting a bone blade is a free action, and you can’t use the hand of the associated arm to hold anything or perform fine manipulation when the blade is extended. A bone blade cannot be disarmed, but it can be sundered. When you regain Hit Points (whether through first aid, magic, or natural healing), the blade regains the same number of Hit Points. If destroyed, a bone blade regrows in 24 hours.

Standard bone blades are one-handed simple melee weapons with the operative weapon special property. It is possible t...


Cleansing breath

Level: 18 | Price: 342000 credits (5400 gp) Type: biotech | System: lungs Source: AR pg. 86

Description

Organic sacs implanted within your lungs cause you to exhale airborne antibodies and antitoxins. You and creatures breathing the same air within 30 feet of you can roll twice on saving throws against diseases and poisons and take the higher result.


Control mirror neurons

Level: 18 | Price: 365000 credits (7200 gp) Type: magitech | System: brain Source: AR pg. 90

Description

Neurons in your brain that would normally help you imagine what another person is experiencing are amplified magically, allowing you to decide what another creature does. as a 3-action activity, you can target any creature of your type that you are observing and attempt to control that individual. This functions as dominate person (DC equal to your class DC) for as long as you continue to observe the target, except establishing the effect doesn’t require an attack roll, and no command you give the target can take more than a 2-action activity to complete. Issuing a command is a single action. You can’t target a creature again for 24 hours after it succeeds at its saving throw against this effect or the duration ends. Once you use your control mirror neurons, you can’t use them again until ...


Corpseskin, Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: skin Source: AR pg. 95

Description

Perhaps as much a fashion statement as an augmentation, corpseskin replaces living skin with mummified flesh. Corpseskin insulates against cold, though it lacks the sensitivity of living flesh. You gain an amount of cold resistance equal to the necrograft’s mark. If you have cold resistance from your species traits that is equal to or greater than that from your corpseskin (and doesn’t explicitly stack with other sources of energy resistance), adding corpseskin increases the value of that cold resistance by 1. If you have cold resistance from your species traits of a value less than that of your corpseskin, the value of the cold resistance from your corpseskin increases by 1.

Regardless of your corpseskin’s model, you take a –2 penalty to Perception checks based primarily on touch and gai...


Crypt marrow, Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: allLegs Source: AR pg. 95

Description

Crypt marrow replaces the bone marrow of your legs or equivalent tissue with necromantically enhanced tissue. Within hours of the operation, the fetid ichor of the crypt marrow interacts with and enhances your living blood. Subtract the necrograft’s mark from any bleed damage you take. If this reduces your damage from bleeding that round to 0 or less, the bleed condition ends. Additionally, you gain an enhancement bonus equal to the necrograft’s mark to saving throws against disease and effects that cause bleeding, unless the effect specifies it functions against undead.

Mk 3 or mk 4 crypt marrow allows you to spend 1 Focus Point as a free action to ignore the effects of the fatigued condition for a number of rounds equal to the necrograft’s mark. Mk 5 crypt marrow allows you to spend 1 F...


Enervating hand, Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: hand Source: AR pg. 95

Description

An enervating hand replaces a living hand with a withered extremity capable of draining the life essence of living creatures. as a 2-action activity, you can make an unarmed strike with the enervating hand against a target’s EAC to deal the amount of damage listed for your necrograft’s model. You deal only the listed amount of damage (plus additional damage from the Weapon Specialization feat, if applicable), even if you have other abilities that increase your unarmed strike damage (such as natural weapons or the Improved Unarmed Strike feat). On a successful attack, you gain a number of temporary Hit Points equal to the necrograft’s item level; these temporary Hit Points last for 10 minutes, until lost when you take damage, or until you gain a larger number of temporary Hit Points from an...


Flametongue, phoenix

Level: 18 | Price: 395000 credits (5400 gp) Type: biotech | System: throat Source: TR pg. 56

Description

Damage 8d8 F Critical Arc 4d8 F

Structurally similar to the dragon gland, which blankets a small area in destructive energy, a flametongue gland generates a continuous, controlled gout of fire from your mouth that you can wield like a whip using quick motions of your head or tongue. The flametongue functions as an advanced melee weapon with the integrated and reach weapon special properties. It deals damage based on its model. You can activate the flametongue on your turn as part of the action used to make an attack with it, or you can activate the augmentation as a free action. The flametongue remains active for a number of rounds equal to 1 + 1/2 your Constitution modifier, or until you deactivate it; doing so takes no action on your turn or a reaction if it is not your turn. While the ...


Ghoul glands, Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: skin Source: AR pg. 94

Description

Ghoul glands are a series of hundreds of tiny undead sweat glands installed just under the surface of your skin, replacing many of your natural sweat glands. The glands produce their own loathsome chemicals, but they also pull energy from your body and mind and use it to create a staggering or paralyzing effect on foes. as a 2-action activity a number of times per day equal to the necrograft’s mark, you can activate the glands and attempt to touch a foe (doing so requires a successful melee attack roll against the target’s KAC). The target must succeed at a Fortitude save or be staggered (for mk 1 through mk 3 ghoul glands) or stunned (for mk 4 and mk 5 ghoul glands) for 1d4 rounds.


Grave wind, Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: lungs Source: AR pg. 96

Description

A grave wind necrograft replaces your lungs with black, undead lungs that can still pump air and oxygenate blood, but they are also able to exhale a diseased miasma. as a 2-action activity a number of times per day equal to the necrograft’s mark, you can expose an adjacent creature to a necromantic disease. The disease inflicted depends on the model of the grave wind, as indicated in the Grave Wind table above.

These necromantic diseases act as the diseases of the same name on page 418 of the Core Rulebook, except for the following. The save DC is determined by the necrograft and its recipient. No wound or actual transfer of air is necessary for the disease to affect a target; even someone in armor with its environmental seals active can be exposed. A creature infected with such a disease...


Hollowed drums Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: ears Source: DC pg. 73

Description

Hollowed drums are inserted into your ears and replace the standard eardrums of your species. This necrograft can be activated or deactivated as a free action. When activated, it deadens sounds you hear, reducing their volume and emotional impact to grant you sonic resistance, a –2 penalty to sound-based Perception checks, and a bonus to saving throws against mind-affecting effects with an auditory component (such assuggestion) that vary based on the model.

Mk 4 hollowed drums grant a +3 enhancement save bonus and sonic resistance 15.

Sonic resistance must be toggled on/off in the Modifiers tab.


Keening larynx, Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: throat Source: AR pg. 96

Description

A keening larynx necrograft completely replaces your vocal cords. as a 2-action activity a number of times per day equal to the necrograft’s mark, you can emit an ear-piercing wail infused with despair. The target or targets must succeed at a Fortitude save or become deafened and take a –1 penalty to weapon damage rolls for 1d4 minutes. This is a sense-dependent effect.

A mk 1 keening larynx can affect a single target within 30 feet of you. A mk 2 keening larynx can affect all targets in a 15-foot cone. A mk 3 keening larynx can affect all targets in your choice of a 20-foot cone or a 30-foot line. A mk 4 keening larynx can affect all targets in your choice of a 30-foot cone or a 40-foot line. A mk 5 keening larynx can affect all targets in your choice of a 45-foot cone or a 60-foot line.


Ley veins, archmage

Level: 18 | Price: 325000 credits (7200 gp) Type: magitech | System: endocrine Source: TR pg. 59

Description

A series of magitech glands installed throughout your body can flood your bloodstream with arcane enzymes in an instant, creating a network of living ley lines across your body to stabilize your magic. When you are casting a spell and you take damage or are subjected to an effect that could break your concentration and cause the spellcasting to fail, you can activate the augmentation as a reaction to attempt a special check to maintain your concentration. For the check, roll 1d20 + 1/2 your caster level + the ley veins’ item level. The check’s DC equals 15 + 3 × the level of the spell you are casting. If you succeed, you successfully cast the spell unless the damage or effect would kill you instantly.


Moonlight fibers, Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: spinal Source: AR pg. 96

Description

Moonlight fibers augment the interface between brain and muscles, letting you briefly act with alacrity. As a free action, you can act as though under the influence of the haste spell until the beginning of your next turn. As a reaction, you can use your necrograft to reroll a failed Reflex save. After either use of your moonlight fibers, you are staggered for 1 round. You can use your moonlight fibers a number of times per day equal to the necrograft’s mark.


Necrocortex, Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: brain Source: AR pg. 96

Description

A necrocortex replaces a significant portion of the brain with undead tissue, enhancing your control over undead minions. as a 2-action activity, you can transfer your senses to an undead creature under your control within a range determined by your necrograft’s model (see below). While so affected, you see and hear what your undead minion perceives, but you cannot hear, see, smell, or taste what your own body experiences, though your senses of touch and pain remain. You can return your senses to your own body with a free action. In addition, you can command undead under your control telepathically, including mindless undead. You must have line of sight or be using the undead creature’s senses to exert control in this manner. Using your necrograft to transfer your senses counts as a scryin...


Phantom basal ganglia, Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: brain Source: AR pg. 96

Description

A phantom basal ganglia merges the shattered essence of a restless spirit with a living brain. The resulting mind is able to resist mental influence and control. You add the necrograft’s mark as a bonus to saving throws against mind-affecting effects.

A phantom basal ganglia of mk 3 or higher gives a chance of shaking off mind-affecting effects. One round after failing a saving throw against a mind-affecting effect, or if the effect has any partial effect even with a successful save, you can attempt a new save against the same DC (this takes no action). If you succeed, the effect is removed entirely. If the mind-affecting effect already allows a second saving throw, you receive only one additional saving throw on the following round.


Shadow nerves, Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: spinal Source: AR pg. 96

Description

Shadow nerves are long strands of partially incorporeal undead nerve fibers that have strong connections to the Shadow Plane, allowing you to navigate a path that exists partially in the Material Plane and partially in the Shadow Plane. A number of times per day equal to the necrograft’s mark, you can take a guarded step of 10 feet, rather than the usual 5-foot guarded step (Core Rulebook 247), as long as you are not in an area of bright light.


Shuffling feet Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: allFeet Source: DC pg. 73

Description

By replacing your feet with those of a zombie or other slow-moving undead creature, you can move at a deliberate and unpredictable pace that confuses combatants and dampens your footfalls to a lulling susurrus. You can activate shuffling feet when you move while hiding to gain a circumstance bonus to your Stealth checks to remain hidden until the end of your turn. This bonus equals the necrograft’s mark.

Alternatively, you can activate shuffling feet when you take a guarded step to increase the distance you move. You can move 10 feet with a guarded step with mk 1 or mk 2 shuffling feet, 15 feet with mk 3 shuffling feet, 20 feet with mk 4 shuffling feet, or up to your speed with mk 5 shuffling feet.

After you activate either use of your shuffling feet, you cannot activate them again until...


Squirming entrails, Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: throat Source: AR pg. 96

Description

Squirming entrails reinforce your esophagus and replace your stomach and lower gastrointestinal tract with writhing intestines. You still must eat, but you suffer no ill effects from eating spoiled food and gain a +4 enhancement bonus against ingested drugs and poisons, unless they specifically affect undead. In addition, you can extrude your squirming entrails from your mouth as a single action and use them almost like an additional limb, though you can’t speak, ingest anything, or hold your breath while doing so. You can retract your squirming entrails as a single action.

Each model of squirming entrails functions differently when extruded: mk 1 squirming entrails help you keep your balance, so you don’t take the normal penalties to attacks or gain the flat-footed condition when you are...


Stench glands, Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: skin Source: AR pg. 97

Description

Stench glands are a concentration of undead sweat glands located mostly in your armpits that can emit a foul, debilitating odor. as a 2-action activity a number of times per day equal to your stench glands’ mark, you can activate the necrograft to form a 10-foot radius cloud of stench centered on you that persists for 1 minute. Living creatures that enter your cloud must succeed at a Fortitude save or be sickened until they leave the cloud and for [[/r 1d4 + 1]]{1d4+1} rounds thereafter. A creature that succeeds at this save is unaffected by your stench for 24 hours. Creatures that do not breathe or use self-contained breathing are unaffected by your stench. You can halt the stench as a free action.

Mk 4 and mk 5 stench glands produce a particularly loathsome funk that can drive off most ...


Undead adrenal gland, Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: endocrine Source: AR pg. 97

Description

An undead adrenal gland supplements your own adrenal gland or similar organ. It floods your body with necrotic energy that counteracts many of the failings of living flesh. Once per day, you can activate an undead adrenal gland as a single action. This grants you immunity to death effects, energy drain, exhaustion, fatigue, paralysis, sleep, and stunning for a number of minutes equal to the necrograft’s mark, though this doesn’t suppress any of these effects if they are currently active.


Vampire voice, Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: throat Source: AR pg. 97

Description

A vampire voice necrograft attaches to your vocal cords, granting a supernaturally threatening tone. While most recipients of vampire voices are convinced their necrografts came from vampire spawn, creators of these undead augmentations never promise any such lofty origins.

A vampire voice grants an enhancement bonus to Intimidate checks equal to the necrograft’s mark. You can also use Intimidate to bully a creature without sharing a language. If you succeed at the check, you can convey a single simple request along with the bullying (such as “go away” or “don’t hurt him”), though specific or complex requests can’t be made without sharing a language. Once a creature has been the target of a bullying attempt by a recipient with a vampire voice, it can’t be targeted by this ability from the...


Whispering gyrus, Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: brain Source: AR pg. 97

Description

A whispering gyrus is a wisp of errant thought from an allip grafted directly into your brain or comparable organ. The frenetic whispers of the gyrus permeate your thoughts, giving you a –2 penalty to Wisdom-based skills and ability checks. A number of times per day equal to the necrograft’s mark, you can instead heed the whispers as a reaction when attempting an Intelligence-, Wisdom-, or Charisma-based skill check to negate the penalty from the gyrus and gain a +5 insight bonus to the check. In addition, the gyrus provides an enhancement bonus equal to its mark on saves against fear effects, languagedependent effects, and effects that cause confusion or sleep.


Withered lungs Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: lungs Source: DC pg. 73

Description

These scarred, shriveled lungs allow you to breathe normally, yet they especially thrive when exposed to harmful airborne effect, such as smoke or an inhaled affliction. as a single action while in the area of an airborne hazard, you can inhale deeply, eliminating the airborne hazard from your space as well as from a number of contiguous 5-foot cubes equal to twice the augmentation’s model. Doing so exposes you to the hazard, though you gain a +4 enhancement bonus to any saving throw to resist initial exposure to the hazard. Upon absorbing a hazard in this way, the lungs process the material into vital energy, and you regain a number of Hit Points equal to twice the hazard’s CR, twice the level of the item that created the hazard, or twice the CR of the creature that created the effect. On...


Wraith motes, Mk 4

Level: 18 | Price: 350000 credits (4200 gp) Type: necrograft | System: eyes Source: AR pg. 97

Description

Wraith motes replace your eyes with glowing red motes of fiery-red light which smolder and produce thin trails of white smoke. Wraith motes allow you to retain all your natural vision abilities, but they can also augment your vision for a number of minutes per day equal to the necrograft’s mark. They can be activated as a free action, or they can be activated as a reaction whenever you attempt a Perception check. They can be deactivated as a free action. The wraith motes’ duration need not be used all at once, but it must be used in 1-minute increments.

The vision granted by the wraith motes varies based on the model as follows. Higher-level models can be used to grant the vision options of a lower-level version, but only a single benefit can be gained at a time. Mk 1 wraith motes grant l...


Antimagic skin, Mk 5

Level: 19 | Price: 587000 credits (12600 gp) Type: magitech | System: skin Source: AR pg. 90

Description

Your skin is infused with alchemical components extracted from fey, hags, and other highly magic-resistant creatures. as a single action, you can gain spell resistance according to your model of antimagic skin for 1 minute. You can also gain this spell resistance as a reaction, but you then can’t take a single action on your next turn. Once you use your antimagic skin, you can’t use it again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point at any time to recharge it immediately.

Model Level Price Spell Resistance

Mk 1 15 109.400 20

Mk 2 16 170,800 22

Mk 3 17 263,000 24

Mk 4 18 388,000 26

Mk 5 19 587,000 28

Mk 6 20 891,000 30


Dermal Plating, Mk 7

Level: 19 | Price: 542000 credits (10500 gp) Type: cybernetic | System: skin Source: CRB pg. 209

Description

You line your skin with hardened composite plates that deflect physical attacks. You gain an amount of resistance to physical damage that depends on the model of your dermal plating. If you have natural resistance to physical damage equal to or greater than your dermal plating, adding dermal plating increases the value of your natural DR by 1. If you have natural DR of a value less than your dermal plating, the value of DR from your dermal plating increases by 1.

Adjust resistance to physical damage modifier in the Modifiers tab, if racial traits provide resistance to physical damage.


Detoxifier, Elite

Level: 19 | Price: 612000 credits (10500 gp) Type: cybernetic | System: heart Source: AP #11 pg. 45

Description

This synthetic organ replaces your liver, constantly filtering your bloodstream for toxic substances at a rate far more effective than that of an organic liver. The new organ is controlled by a wirelessly paired processor installed in your heart. When you have a standard detoxifier installed, you gain a +4 enhancement bonus to Fortitude saves against Diseases, Drugs, Poisons, and radiation, and you are immune to addiction. Once per day when affected by a poison, you can roll your Fortitude save twice and take the better result. The enhanced detoxifier grants all of the above bonuses, as well as the ability to roll saving throws against poison twice per day. In addition, you automatically stabilize if reduced to 0 Hit Points as a result of damage from a poison. The elite detoxifier grants i...


Galeforce lungs, hurricane

Level: 19 | Price: 545000 credits (12600 gp) Type: magitech | System: lungs Source: TR pg. 59

Description

In addition to expanding your lungs’ natural capacity, all models of this augmentation install a tiny portal into the Plane of Air that constantly cycles gases within your lungs, negating your need to breathe. Gust, storm, and hurricane models allow you to exhale a gust of wind at a target within 30 feet as a 2-action activity. The wind can push an object of a bulk no greater than your Constitution modifier (minimum 1 bulk) a number of feet no greater than 5 × your Constitution modifier (minimum 5 feet), but the movement must push the object away from you. A hurricane model can push objects with a bulk no greater than 4 × your Constitution modifier. Alternatively, you can use the wind to attempt a bull rush combat maneuver against a creature, for which you can add your Constitution modifie...


Optical Laser, Zenith

Level: 19 | Price: 612000 credits (10500 gp) Type: cybernetic | System: eye Source: AR pg. 89

Description

This system replaces one of your eyes with a compact laser weapon that functions as a small arm with the integrated weapon special property and deals damage based on its model. An optical laser has a 50-foot range increment, and it can’t be disarmed. Once you’ve used the optical laser for a single attack, its tiny battery is depleted; you can’t use it again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point at any point to recharge it immediately.


Psychic strike node, Elite

Level: 19 | Price: 557000 credits (12600 gp) Type: magitech | System: brain Source: IS pg. 75

Description

A psychic strike node gradually accumulates your stray thoughts and releases them in an offensive burst of mental energy when activated as a 2-action activity. The burst is a mind-affecting effect that affects all other creatures within 10 feet of you, dealing an amount of untyped damage based on the model. Affected creatures who succeed at a Will save (DC your class DC + your choice of your Constitution modifier, Intelligence modifier, Wisdom modifier, or Charisma modifier, chosen when you install this augmentation) take half damage and negate any additional effects from the burst (below). Once you’ve activated the node, you can’t do so again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point to recharge it immediately.

If you have two psychic str...


Regenerative blood, Mk 5

Level: 19 | Price: 605000 credits (9450 gp) Type: biotech | System: heart Source: AR pg. 86

Description

Your heart is genetically engineered to release regenerative chemicals that can heal physical trauma. Whenever you take a 10-minute rest and spend a Focus Points to regain Hit Points, you also regain a number of Hit Points. Similarly, when you spend Focus Points to stay in the fight, you regain additional Hit Points. The amount of Hit Points you regain is based on the augmentation’s model.

MODEL LEVEL PRICE HIT POINTS

Mk 1 5 3,250 5

Mk 2 8 10,100 10

Mk 3 12 38,500 15

Mk 4 15 122,000 20

Mk 5 19 605.000 25


Scuttle engine, Mk 2

Level: 19 | Price: 587800 credits (12600 gp) Type: magitech | System: allLegsAndFeet Source: AP #33 pg. 51

Description

Your legs are replaced by six fleshy, tentacular limbs, which protrude from an exoskeleton anchored to your spine and torso and are infused with alchemically treated magical alloys. The magic infused into the scuttle engine allows you to disrupt nearby magical energies before they form. As a reaction when someone within 60 feet of you casts a spell, you can violently thrash these limbs to send out disruptive vibrations. The spellcaster must succeed at a caster level check with a DC equal to 10 + the level of the triggering spell, or the spell fails. Add 5 to this DC if you are augmented with a mk 2 scuttle engine. Once you have used your scuttle engine, you can’t use it again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point at any time to recharge...


Velstrac shackle, devotional

Level: 19 | Price: 431000 credits (12600 gp) Type: magitech | System: arm Source: AP #11 pg. 53

Description

A spiked gauntlet made of dark composite and inward pointing spikes, a velstrac shackle fits over one forearm and has filaments like muscle fibers that snake up to the shoulder, connecting to dark barbs that protrude from your skin. The shackle feeds on your tissue, requiring you to eat and drink half again more than usual to sustain it, and it must be attached to flesh. Further, no matter how many arms you have, you can have only one velstrac shackle.

As if drawing a weapon, you can cause the shackle to extend a shadow chain (Starfinder Armory 11–12) of the same model name as the shackle. The shadow chain within the velstrac shackle is magical. It can also be upgraded with weapon fusions like a normal weapon of the velstrac shackle’s level.

Within the shackle, the chain is hidden from c...


Antimagic skin, Mk 6

Level: 20 | Price: 891000 credits (21600 gp) Type: magitech | System: skin Source: AR pg. 90

Description

Your skin is infused with alchemical components extracted from fey, hags, and other highly magic-resistant creatures. as a single action, you can gain spell resistance according to your model of antimagic skin for 1 minute. You can also gain this spell resistance as a reaction, but you then can’t take a single action on your next turn. Once you use your antimagic skin, you can’t use it again until you’ve rested for 10 minutes to regain Hit Points, though you can spend 1 Focus Point at any time to recharge it immediately.

Model Level Price Spell Resistance

Mk 1 15 109.400 20

Mk 2 16 170,800 22

Mk 3 17 263,000 24

Mk 4 18 388,000 26

Mk 5 19 587,000 28

Mk 6 20 891,000 30


Black heart, mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: heart Source: AR pg. 94

Description

Despite its name, a black heart can augment any major circulatory organ that helps sustain life in a living creature, though it most commonly augments a heart. A black heart is a strip of necromancy-infused undead flesh that turns whatever organ it is attached to a deep shade of ebony.

You gain the benefits of the environmental protections of armor (Core Rulebook 196), which last for a number of days equal to double the necrograft’s item level. A black heart automatically recharges 1 hour of this duration for each hour this ability is not in use (up to its normal maximum). Additionally, you gain an enhancement bonus to saving throws against death effects, disease, mind-affecting effects, paralysis, poison, sleep effects, and stunning effects equal to the necrograft’s mark, unless the effe...


Bone blade, Mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: arm Source: AR pg. 94

Description

Bone blades are weapons built into undead arms that are then grafted onto their recipients. The blade can be retracted into the limb (making it impossible to notice without a careful inspection, scan, spell, or similar ability) or extended from the wrist for combat. Extending or retracting a bone blade is a free action, and you can’t use the hand of the associated arm to hold anything or perform fine manipulation when the blade is extended. A bone blade cannot be disarmed, but it can be sundered. When you regain Hit Points (whether through first aid, magic, or natural healing), the blade regains the same number of Hit Points. If destroyed, a bone blade regrows in 24 hours.

Standard bone blades are one-handed simple melee weapons with the operative weapon special property. It is possible t...


Corpseskin, Mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: skin Source: AR pg. 95

Description

Perhaps as much a fashion statement as an augmentation, corpseskin replaces living skin with mummified flesh. Corpseskin insulates against cold, though it lacks the sensitivity of living flesh. You gain an amount of cold resistance equal to the necrograft’s mark. If you have cold resistance from your species traits that is equal to or greater than that from your corpseskin (and doesn’t explicitly stack with other sources of energy resistance), adding corpseskin increases the value of that cold resistance by 1. If you have cold resistance from your species traits of a value less than that of your corpseskin, the value of the cold resistance from your corpseskin increases by 1.

Regardless of your corpseskin’s model, you take a –2 penalty to Perception checks based primarily on touch and gai...


Crypt marrow, Mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: allLegs Source: AR pg. 95

Description

Crypt marrow replaces the bone marrow of your legs or equivalent tissue with necromantically enhanced tissue. Within hours of the operation, the fetid ichor of the crypt marrow interacts with and enhances your living blood. Subtract the necrograft’s mark from any bleed damage you take. If this reduces your damage from bleeding that round to 0 or less, the bleed condition ends. Additionally, you gain an enhancement bonus equal to the necrograft’s mark to saving throws against disease and effects that cause bleeding, unless the effect specifies it functions against undead.

Mk 3 or mk 4 crypt marrow allows you to spend 1 Focus Point as a free action to ignore the effects of the fatigued condition for a number of rounds equal to the necrograft’s mark. Mk 5 crypt marrow allows you to spend 1 F...


Enervating hand, Mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: hand Source: AR pg. 95

Description

An enervating hand replaces a living hand with a withered extremity capable of draining the life essence of living creatures. as a 2-action activity, you can make an unarmed strike with the enervating hand against a target’s EAC to deal the amount of damage listed for your necrograft’s model. You deal only the listed amount of damage (plus additional damage from the Weapon Specialization feat, if applicable), even if you have other abilities that increase your unarmed strike damage (such as natural weapons or the Improved Unarmed Strike feat). On a successful attack, you gain a number of temporary Hit Points equal to the necrograft’s item level; these temporary Hit Points last for 10 minutes, until lost when you take damage, or until you gain a larger number of temporary Hit Points from an...


Ghoul glands, Mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: skin Source: AR pg. 94

Description

Ghoul glands are a series of hundreds of tiny undead sweat glands installed just under the surface of your skin, replacing many of your natural sweat glands. The glands produce their own loathsome chemicals, but they also pull energy from your body and mind and use it to create a staggering or paralyzing effect on foes. as a 2-action activity a number of times per day equal to the necrograft’s mark, you can activate the glands and attempt to touch a foe (doing so requires a successful melee attack roll against the target’s KAC). The target must succeed at a Fortitude save or be staggered (for mk 1 through mk 3 ghoul glands) or stunned (for mk 4 and mk 5 ghoul glands) for 1d4 rounds.


Grave wind, Mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: lungs Source: AR pg. 96

Description

A grave wind necrograft replaces your lungs with black, undead lungs that can still pump air and oxygenate blood, but they are also able to exhale a diseased miasma. as a 2-action activity a number of times per day equal to the necrograft’s mark, you can expose an adjacent creature to a necromantic disease. The disease inflicted depends on the model of the grave wind, as indicated in the Grave Wind table above.

These necromantic diseases act as the diseases of the same name on page 418 of the Core Rulebook, except for the following. The save DC is determined by the necrograft and its recipient. No wound or actual transfer of air is necessary for the disease to affect a target; even someone in armor with its environmental seals active can be exposed. A creature infected with such a disease...


Hollowed drums Mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: ears Source: DC pg. 73

Description

Hollowed drums are inserted into your ears and replace the standard eardrums of your species. This necrograft can be activated or deactivated as a free action. When activated, it deadens sounds you hear, reducing their volume and emotional impact to grant you sonic resistance, a –2 penalty to sound-based Perception checks, and a bonus to saving throws against mind-affecting effects with an auditory component (such assuggestion) that vary based on the model.

Mk 5 hollowed drums grant a +3 enhancement save bonus, sonic resistance 20, and grant no penalty to Perception checks while active.

Sonic resistance must be toggled on/off in the Modifiers tab.


Holographic eyes, Mk 4

Level: 20 | Price: 920000 credits (21600 gp) Type: magitech | System: brainAndEyes Source: AR pg. 92

Description

A tiny rune is carved into your occipital lobe that is magically connected to microscopic holographic projectors implanted in your eyes. as a 2-action activity, you can create an illusion that functions as holographic image with a spell level equal to the model number of your holographic eyes at any location you can see within range. You must concentrate on the illusion as a single action to maintain it, and you must keep your eyes on the illusion to concentrate, treating all other creatures as if they had concealment. Casting a spell (including creating a new illusion with your holographic eyes) immediately ends your concentration. The effect’s caster level is equal to your level, and the Will save DC to disbelieve it is equal to your class DC + your Intelligence modifier.


Keening larynx, Mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: throat Source: AR pg. 96

Description

A keening larynx necrograft completely replaces your vocal cords. as a 2-action activity a number of times per day equal to the necrograft’s mark, you can emit an ear-piercing wail infused with despair. The target or targets must succeed at a Fortitude save or become deafened and take a –1 penalty to weapon damage rolls for 1d4 minutes. This is a sense-dependent effect.

A mk 1 keening larynx can affect a single target within 30 feet of you. A mk 2 keening larynx can affect all targets in a 15-foot cone. A mk 3 keening larynx can affect all targets in your choice of a 20-foot cone or a 30-foot line. A mk 4 keening larynx can affect all targets in your choice of a 30-foot cone or a 40-foot line. A mk 5 keening larynx can affect all targets in your choice of a 45-foot cone or a 60-foot line.


Moonlight fibers, Mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: spinal Source: AR pg. 96

Description

Moonlight fibers augment the interface between brain and muscles, letting you briefly act with alacrity. As a free action, you can act as though under the influence of the haste spell until the beginning of your next turn. As a reaction, you can use your necrograft to reroll a failed Reflex save. After either use of your moonlight fibers, you are staggered for 1 round. You can use your moonlight fibers a number of times per day equal to the necrograft’s mark.


Necrocortex, Mk5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: brain Source: AR pg. 96

Description

A necrocortex replaces a significant portion of the brain with undead tissue, enhancing your control over undead minions. as a 2-action activity, you can transfer your senses to an undead creature under your control within a range determined by your necrograft’s model (see below). While so affected, you see and hear what your undead minion perceives, but you cannot hear, see, smell, or taste what your own body experiences, though your senses of touch and pain remain. You can return your senses to your own body with a free action. In addition, you can command undead under your control telepathically, including mindless undead. You must have line of sight or be using the undead creature’s senses to exert control in this manner. Using your necrograft to transfer your senses counts as a scryin...


Phantom basal ganglia, Mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: brain Source: AR pg. 96

Description

A phantom basal ganglia merges the shattered essence of a restless spirit with a living brain. The resulting mind is able to resist mental influence and control. You add the necrograft’s mark as a bonus to saving throws against mind-affecting effects.

A phantom basal ganglia of mk 3 or higher gives a chance of shaking off mind-affecting effects. One round after failing a saving throw against a mind-affecting effect, or if the effect has any partial effect even with a successful save, you can attempt a new save against the same DC (this takes no action). If you succeed, the effect is removed entirely. If the mind-affecting effect already allows a second saving throw, you receive only one additional saving throw on the following round.


Protean response, mk 6

Level: 20 | Price: 850000 credits (16200 gp) Type: biotech | System: endocrine Source: TR pg. 56

Description

This series of glands supplements the adrenal system, triggering a spontaneous transformation into a supernatural (and often more ferocious) form when your body experiences extreme stress. When you acquire and install this augmentation, you choose one polymorphed form and its abilities, per the spell polymorph. The spell level of the polymorph effect equals that of the augmentation’s model number (e.g. polymorph as a 4th-level spell for a mk 4 augmentation).

As a reaction when you take a critical hit in combat or fail a Fortitude save, you can spend 1 Focus Point to activate this augmentation; alternatively, you can activate the augmentation as a 3-action activity by spending 3 Focus Points. Your body begins transforming into your polymorphed form, as though you were the target of a polym...


Rune-etched chitin, Mk 6

Level: 20 | Price: 891000 credits (21600 gp) Type: magitech | System: skin Source: AP #33 pg. 51

Description

An exoskeleton covered with dimly glowing magical writing covers your skin, and you can activate these runes to cast spells. Each set of rune-etched chitin is inscribed with spells that have a combined level equal to the augmentation’s mark. You can be augmented with rune-etched chitin only if the spells inscribed onto it are spells you could learn and cast at your current level, though you don’t have to know them. You can cast each of the spells inscribed on the runeetched chitin once per day at a caster level equal to the augmentation’s level without using your own spell slots. You must have this augmentation implanted for at least 24 hours for it to function.


Seismic Spine

Level: 20 | Price: 1075000 credits (21600 gp) Type: magitech | System: spinal Source: AA3 pg. 85

Description

Biotechnicians speculate that a rendalairn has an internal structure that stabilizes it and enables it to create its quake pulse. Bleeding-edge tech has been invented based on these theories, allowing augmentation of the central nervous system.

A seismic spine gives you resistance 15 to electricity damage and sonic damage. Once per day as a 2-action activity, you can stomp the ground or otherwise create percussion, such as by clapping your hands, to unleash a shockwave from your seismic spine. Creatures and objects within a 20-foot-radius spread of you take 10d6 electricity and sonic damage (Fortitude save for half damage; DC = 10 + half your level + your Constitution modifier). A creature that fails the saving throw is knocked Prone. If a technological construct fails the save, the const...


Shadow nerves, Mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: spinal Source: AR pg. 96

Description

Shadow nerves are long strands of partially incorporeal undead nerve fibers that have strong connections to the Shadow Plane, allowing you to navigate a path that exists partially in the Material Plane and partially in the Shadow Plane. A number of times per day equal to the necrograft’s mark, you can take a guarded step of 10 feet, rather than the usual 5-foot guarded step (Core Rulebook 247), as long as you are not in an area of bright light.


Shock fist, tempest

Level: 20 | Price: 1075000 credits (16200 gp) Type: biotech | System: hand Source: AR pg. 87

Description

When you attack with this bioelectric organ implanted in the palm of your hand, your unarmed strike loses the archaic and nonlethal properties. You deal only the amount of damage listed for the augmentation’s model (plus additional damage from Weapon Specialization, if applicable), even if you have other abilities that increase your unarmed strike damage (such as natural weapons or the Improved Unarmed Strike feat). You don’t threaten squares within your natural reach unless you have some other way to do so (such as natural weapons or the Improved Unarmed Strike feat). The hand in which this augmentation is installed must be free to make an attack with it. Once you’ve used the shock fist for a single attack, you can’t use it again until you’ve rested for 10 minutes to regain Hit Points.MOD...


Shuffling feet Mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: allFeet Source: DC pg. 73

Description

By replacing your feet with those of a zombie or other slow-moving undead creature, you can move at a deliberate and unpredictable pace that confuses combatants and dampens your footfalls to a lulling susurrus. You can activate shuffling feet when you move while hiding to gain a circumstance bonus to your Stealth checks to remain hidden until the end of your turn. This bonus equals the necrograft’s mark.

Alternatively, you can activate shuffling feet when you take a guarded step to increase the distance you move. You can move 10 feet with a guarded step with mk 1 or mk 2 shuffling feet, 15 feet with mk 3 shuffling feet, 20 feet with mk 4 shuffling feet, or up to your speed with mk 5 shuffling feet.

After you activate either use of your shuffling feet, you cannot activate them again until...


Sonic vocalizer, radial

Level: 20 | Price: 810000 credits (16200 gp) Type: biotech | System: throat Source: IS, pg. 59

Description

Your throat has been modified, allowing you to create powerful sonic waves by screaming. This augmentation is especially popular among aquatic adventurers because sound waves travel well in water. Your sonic vocalizer functions like a dirge pistol (Armory 16, 50) of the same type, but you don’t need a hand to wield it, it can’t be disarmed, and it has the underwater weapon special property. Your sonic vocalizer is powered by your body and doesn’t need ammunition.


Squirming entrails, Mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: throat Source: AR pg. 96

Description

Squirming entrails reinforce your esophagus and replace your stomach and lower gastrointestinal tract with writhing intestines. You still must eat, but you suffer no ill effects from eating spoiled food and gain a +4 enhancement bonus against ingested drugs and poisons, unless they specifically affect undead. In addition, you can extrude your squirming entrails from your mouth as a single action and use them almost like an additional limb, though you can’t speak, ingest anything, or hold your breath while doing so. You can retract your squirming entrails as a single action.

Each model of squirming entrails functions differently when extruded: mk 1 squirming entrails help you keep your balance, so you don’t take the normal penalties to attacks or gain the flat-footed condition when you are...


Stench glands, Mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: skin Source: AR pg. 97

Description

Stench glands are a concentration of undead sweat glands located mostly in your armpits that can emit a foul, debilitating odor. as a 2-action activity a number of times per day equal to your stench glands’ mark, you can activate the necrograft to form a 10-foot radius cloud of stench centered on you that persists for 1 minute. Living creatures that enter your cloud must succeed at a Fortitude save or be sickened until they leave the cloud and for [[/r 1d4 + 1]]{1d4+1} rounds thereafter. A creature that succeeds at this save is unaffected by your stench for 24 hours. Creatures that do not breathe or use self-contained breathing are unaffected by your stench. You can halt the stench as a free action.

Mk 4 and mk 5 stench glands produce a particularly loathsome funk that can drive off most ...


Superorgan, amorphous

Level: 20 | Price: 480000 credits (16200 gp) Type: biotech | System: brainHeartLungs Source: AP #29 pg. 51

Description

Your brain, heart, and lungs are partially homogenized with redundant functions, so each organ can perform the tasks of the others when necessary. This grants you a fortification ability that works like that of force fields (Core Rulebook 206), giving you a chance to treat any critical hit as a normal attack. This benefit doesn’t stack with the benefits of any other fortification ability.MODELLEVELPRICEFORTIFICATIONBasic1463,00020%Complex1594,00040%Thorough16145,00060%Fluid17218,00080%Amorphous19480,000100%


Undead adrenal gland, Mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: endocrine Source: AR pg. 97

Description

An undead adrenal gland supplements your own adrenal gland or similar organ. It floods your body with necrotic energy that counteracts many of the failings of living flesh. Once per day, you can activate an undead adrenal gland as a single action. This grants you immunity to death effects, energy drain, exhaustion, fatigue, paralysis, sleep, and stunning for a number of minutes equal to the necrograft’s mark, though this doesn’t suppress any of these effects if they are currently active.


Vampire voice, Mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: throat Source: AR pg. 97

Description

A vampire voice necrograft attaches to your vocal cords, granting a supernaturally threatening tone. While most recipients of vampire voices are convinced their necrografts came from vampire spawn, creators of these undead augmentations never promise any such lofty origins.

A vampire voice grants an enhancement bonus to Intimidate checks equal to the necrograft’s mark. You can also use Intimidate to bully a creature without sharing a language. If you succeed at the check, you can convey a single simple request along with the bullying (such as “go away” or “don’t hurt him”), though specific or complex requests can’t be made without sharing a language. Once a creature has been the target of a bullying attempt by a recipient with a vampire voice, it can’t be targeted by this ability from the...


Whispering gyrus, Mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: brain Source: AR pg. 97

Description

A whispering gyrus is a wisp of errant thought from an allip grafted directly into your brain or comparable organ. The frenetic whispers of the gyrus permeate your thoughts, giving you a –2 penalty to Wisdom-based skills and ability checks. A number of times per day equal to the necrograft’s mark, you can instead heed the whispers as a reaction when attempting an Intelligence-, Wisdom-, or Charisma-based skill check to negate the penalty from the gyrus and gain a +5 insight bonus to the check. In addition, the gyrus provides an enhancement bonus equal to its mark on saves against fear effects, languagedependent effects, and effects that cause confusion or sleep.


Withered lungs Mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: lungs Source: DC pg. 73

Description

These scarred, shriveled lungs allow you to breathe normally, yet they especially thrive when exposed to harmful airborne effect, such as smoke or an inhaled affliction. as a single action while in the area of an airborne hazard, you can inhale deeply, eliminating the airborne hazard from your space as well as from a number of contiguous 5-foot cubes equal to twice the augmentation’s model. Doing so exposes you to the hazard, though you gain a +4 enhancement bonus to any saving throw to resist initial exposure to the hazard. Upon absorbing a hazard in this way, the lungs process the material into vital energy, and you regain a number of Hit Points equal to twice the hazard’s CR, twice the level of the item that created the hazard, or twice the CR of the creature that created the effect. On...


Wraith motes, Mk 5

Level: 20 | Price: 775000 credits (12600 gp) Type: necrograft | System: eyes Source: AR pg. 97

Description

Wraith motes replace your eyes with glowing red motes of fiery-red light which smolder and produce thin trails of white smoke. Wraith motes allow you to retain all your natural vision abilities, but they can also augment your vision for a number of minutes per day equal to the necrograft’s mark. They can be activated as a free action, or they can be activated as a reaction whenever you attempt a Perception check. They can be deactivated as a free action. The wraith motes’ duration need not be used all at once, but it must be used in 1-minute increments.

The vision granted by the wraith motes varies based on the model as follows. Higher-level models can be used to grant the vision options of a lower-level version, but only a single benefit can be gained at a time. Mk 1 wraith motes grant l...



PART: TECH ITEMS

Technological Items - Complete Reference

This document contains complete information for all 366 technological items from Starfinder.

Generated from game data files


Acclimation Torc

Level: 5 | Price: 2,700 credits | Bulk: L Capacity: 50 charges | Usage: 1/hour Source: AP #5 pg. 40

This simple metal band attaches to the collar area of your space suit, suit of armor, or other set of clothes. When activated as a 2-action activity, an acclimation torc places your respiratory system and your digestive system in a form of temporal stasis, while still keeping you alive. Essentially, your need to eat, drink, and breathe is temporarily "paused" while the acclimation torc continues to hold a charge. You can breathe normally in vacuums, clouds of smoke, water, and thick, thin, and toxic atmospheres, though you aren't protected against the damage of a corrosive atmosphere. In addition, you don't need to worry about starvation or thirst while your acclimation torc is active. Unlike the normal protections provided by most suits of armor, an acclimation torc doesn't grant you protection against low levels of radiation or conditions of cold and heat. An acclimation torc holds 50 charges and uses 1 charge per hour. You can replenish these charges the same way you recharge the duration of a suit of armor's Environmental protections (Starfinder Core Rulebook 198).

Relic: These rare items are bits of lost technology or unique items less powerful than artifacts. A relic has an item level but can be sold for 100% of the item's price (like trade goods). A relic cannot be crafted without the means of a specific formula, which is almost always long lost, and often requires specific materials. A relic that became understood well enough to be reproduced, standardized, and mass-marketed might lose its relic status.


All-purpose Accessory

Level: 3 | Price: 1,500 credits | Bulk: L Capacity: 20 charges | Usage: 1/action Source: TR pg. 46

With a press of a button, this stylish accessory transforms into a variety of useful items. All-purpose accessories come in multiple designs, including cufflinks, tie pins, barrettes, and jewelry. When you activate your all-purpose accessory as a single action, it instantly reconfigures into your choice of the following items: a grappler, a tool kit that grants a +4 bonus to Engineering checks made to disable locks and mechanical traps, or a survival knife. Reconfiguring your accessory to its original form is a more complicated process that takes 1 minute. Each reconfigured item takes the normal number of hands to use and draws any usage from the all-purpose accessory's own battery.


Analeptic Tablet

Level: 6 | Price: 600 credits | Bulk:Source: AP #26 pg. 50

This 2-inch-long oblong tablet contains a miniaturized scanner and 3D printer wrapped in a smooth, protective shell. An analeptic tablet must be ingested by a living creature (a 2-action activity) or fed to an unconscious character with a full glass of water (a 3-action activity). The tablet automatically activates if the creature has already taken any ability score damage or is suffering from the effects of an affliction; otherwise it sits inactive within the creature's stomach until the creature takes ability score damage or is affected by an affliction. One hour later, the analeptic tablet heals the target of all ability damage or moves the creature one step toward healthy on any affliction track they are on (this doesn't cure the affliction, so unfortunate victims of fast-acting Poisons might die before the analeptic tablet can do its work).

When it's activated, the analeptic tablet 3D prints cloned tissue that matches perfectly to the affected creature and repairs any damage done to the creature's body. During this process, the creature undergoes intense pain and gains the Sickened condition until the creature gets a full 8 hours of uninterrupted rest. This condition can't be removed by any means during the hour the analeptic tablet is healing the creature but can be alleviated by magic or other means after that time. Once the analeptic tablet finishes healing the creature that swallowed it (or 1 week after it has been swallowed, whichever comes first), the item breaks down into harmless components that eventually pass out of the creature's body.


Antigravity Belt

Level: 7 | Price: 6,500 credits | Bulk: L Capacity: 20 charges | Usage: 1/round Source: PW pg. 198

Most commonly used by those brave enough to travel to the high-gravity world of Aucturn, this belt uses a form of graviton levitation to essentially reduce gravitational pull. You can activate the belt as a free action, and it operates until you spend another free action to deactivate it or until it runs out of charges. You treat areas of extreme gravity as having high gravity, areas of high gravity as having standard gravity, and areas of standard gravity as having low gravity. This belt has no effect in areas that naturally have low gravity or zero gravity.


Anykey

Level: 4 | Price: 1,750 credits | Bulk: L Capacity: 20 charges | Usage: 1/use Source: AP #15: pg. 43

An anykey is a lock-picking device, consisting of a handle and a thin metal strip. as a 2-action activity, you can insert the strip into a physical lock and activate the anykey. Doing so causes the device to analyze the lock and extrude polyfluid into the mechanism. The fluid then hardens. This process creates a key that reduces the DC of Engineering checks to open that lock by 10. Resetting the anykey takes a 2-action activity.

An anykey comes with a charger that can take a standard battery and that holds the device when it's not in use. Each use of the anykey, including resetting it, takes 1 charge.


Arcanascopic lenses

Level: 2 | Price: 50 credits | Bulk: L Source: GEM, p. 40

These stylish eyeglasses boast lenses with a bluish tint but otherwise have no effect on the wearer's vision unless the wearer is under the effect of detect magic. The lenses enhance the contrast of magical auras, making them easier to study and identify. While worn, the lenses grant a +1 circumstance bonus to Mysticism checks made to identify magical items.


Autocartographer

Level: 9 | Price: 13,500 credits | Bulk: 1 Capacity: 100 charges | Usage: 10/hour Source: AR pg. 98

This handheld holographic display unit has an underslung rack housing dozens of miniaturized flying microbots. When you activate the autocartographer, you pick a grid intersection within 50 feet to which you have line of effect. The microbots scatter in a 100-foot cube, scanning the environment and sending data back to the display unit for aggregation and analysis. The microbots transmit the dimensions and basic layout of rooms, corridors, and sizable natural features, including large furnishings. Their sensors ignore living creatures, fine details (such as images on computer screens), and temporary magical effects, but they record permanent ones, including illusory obstacles. They can't differentiate between illusions or holograms and real objects. The microbots' data is sent by a wireless signal and is therefore vulnerable to countermeasures such as signal jammers.

Individual microbots are small enough to pass through any opening at least an inch wide. They can operate both in air or vacuum, but heavy gravity or strong or stronger winds overwhelm their delicate propulsion systems and render them inactive. The microbots emit a distinctive whir and can be detected with a successful DC 15 Perception check.

One minute after you release the microbots, the autocartographer displays a composite map showing all features within the scanned 100-foot cube as a three-dimensional holographic image, and the microbots return to the unit. You can save these images in a data file that can be displayed later, although you need to rescan an area to obtain updated information, such as opened doors or repositioned furniture. Each file is tagged with global or astronomical positioning data, allowing you to connect multiple maps in space and scroll between them.


Autoclaw

Level: 8 | Price: 9,000 credits | Bulk: 1 Capacity: 40 charges | Usage: 1/round Source: PW pg. 198

This advanced device has adjustable arms that can be folded into multiple configurations, allowing you to bend, open, and twist objects made of metal and other durable materials. Powered by electric motors, an autoclaw takes 1 minute to configure for a specific task and has an effective Strength score of 30 (a +10 bonus) for the purpose of attempting Strength checks to break down doors and similar efforts; your own Strength score doesn't affect checks attempted with the autoclaw.

Autoclaws are frequently used in tasks beyond industrial uses. Free Captains and other space pirates use autoclaws to open stolen containers, while the Stewards' special tactical units use autoclaws to force doors open.


Autograppler, basic

Level: 4 | Price: 2,000 credits | Bulk: L Capacity: 40 charges | Usage: 1/minute Source: TR pg. 46

The autograppler is a high-power version of the standard tethering device and functions as a grappler, with one key exception: the autograppler houses a powerful winch that can retract its attached cable line, pulling its user along the cable.

Basic (Level 4): You can toggle the autograppler's winch to retract its cable as a single action, during which time the items usage rating increases to 3/minute. The device is strong enough to pull a Medium or smaller user up inclines at a speed of 20 feet per round, as if the user were climbing. If used to target a smaller object, the winch can also drag or hoist an object whose bulk is 10 or less; increase your bulk carried by an equal amount while moving an object in this way. If you successfully grapple a creature with the autograppler and activate the winch, you can attempt a reposition combat maneuver against the target with a +2 circumstance bonus, but only to move the target closer to you. If you fail the maneuver's melee check by 5 or more, you lose your grip on the autograppler, which lands in a space between you and the target 1d4 × 5 feet away from you.

Advanced (Level 9): This functions as a basic autograppler except its winch is strong enough to pull targets that are Large or smaller. It retracts its attached cable at a speed of 40 feet per round and can hoist objects of up to 20 bulk.


Autograppler, advanced

Level: 9 | Price: 12,800 credits | Bulk: L Capacity: 40 charges | Usage: 1/minute Source: TR pg. 46

The autograppler is a high-power version of the standard tethering device and functions as a grappler, with one key exception: the autograppler houses a powerful winch that can retract its attached cable line, pulling its user along the cable.

Basic (Level 4): You can toggle the autograppler's winch to retract its cable as a single action, during which time the items usage rating increases to 3/minute. The device is strong enough to pull a Medium or smaller user up inclines at a speed of 20 feet per round, as if the user were climbing. If used to target a smaller object, the winch can also drag or hoist an object whose bulk is 10 or less; increase your bulk carried by an equal amount while moving an object in this way. If you successfully grapple a creature with the autograppler and activate the winch, you can attempt a reposition combat maneuver against the target with a +2 circumstance bonus, but only to move the target closer to you. If you fail the maneuver's melee check by 5 or more, you lose your grip on the autograppler, which lands in a space between you and the target 1d4 × 5 feet away from you.

Advanced (Level 9): This functions as a basic autograppler except its winch is strong enough to pull targets that are Large or smaller. It retracts its attached cable at a speed of 40 feet per round and can hoist objects of up to 20 bulk.


Basic Environmental Seal

Level: 2 | Price: 10 gp (equiv. ~800 credits) | Bulk:Source: Item upgrade

An upgrade that provides basic vacuum protection to armor. When installed in armor, provides basic protection from vacuum and environmental hazards for 24 hours before requiring recharge.

Duration: 24 hours | Radiation: +2 circumstance bonus to saves | Temperature Range: -40°F to 140°F


Beacon buoys

Level: 3 | Price: 1,250 credits | Bulk: 1 Capacity: 10 charges | Usage: 1/day Source: AP #36, p. 50

Beacon buoys are tiny, specialized flotation devices, each of which can self-adjust to float in place in water of any density. You can deploy a single beacon buoy as a single action, and each is automatically paired with a simple application that can be installed on most comm units and datapads. To deploy a buoy so that its data proves useful, it must have sufficient space by being at least 1 mile from any other buoy you've deployed. When you have at least 2 buoys deployed with sufficient space, you can use their relational-data feed to give you a circumstance bonus to Piloting checks to navigate in a vehicle and to Survival checks to orienteer underwater. This bonus is equal to half the number of buoys you've deployed with sufficient space (to a maximum of +10).


Binoculars

Level: 1 | Price: 50 credits | Bulk: L Source: PW pg. 199

Often used by Starfinders and other explorers or scouts, this advanced optical device allows you to view distant objects. While using binoculars, you gain a +1 circumstance bonus to vision-based Perception checks against objects 30 feet or farther from you. In order to gain this benefit, you must continually adjust the binoculars' magnification settings, which requires using two hands and a single action each round.


Blabbersponder

Level: 6 | Price: 4,450 credits | Bulk: L Capacity: 40 charges | Usage: 1/day Source: AP #16: pg. 47

This small, rectangular box is approximately the size of a handheld computer, with a nondescript carbon-fiber housing attached to an external chip interface that can be plugged into the computers of most starships. A blabbersponder's case is filled with a compact array of microsensors (often composed of inubrix) connected to a miniaturized computer (treat as a tier 0 computer equipped with a control module) that, bolstered by a signal booster, analyzes and actively transmits a starship's vital data to another source. While no astute starship captain would ever install a blabbersponder on their own ship, such devices are often sold in gray markets to saboteurs serving the whims of corporations, or bounty hunters who wish to gain vital information about a specific starship's defenses. Some clever pirates of The Diaspora are also rumored to sell blabbersponders to gullible spacefarers by offering them as upgrades to starship communication systems. They then use the data they collect from the device to determine if the cargo, defenses, weapons, and crew aboard the ship warrant the effort of intercepting and ambushing it later.

To install a blabbersponder on a starship computer, you must succeed at an Engineering check (DC = 15 + 1-1/2 × the starship's tier). Once installed and activated, the blabbersponder's internal computer uses its control module to automatically hack into the computer it's attached to. The control module reads and broadcasts all data related to the starship's systems, allowing any science officer aboard another starship within passive sensor range of the blabbersponder's ship to use the scan action on that vessel, even if the two ships aren't engaged in starship combat. Because of the detailed information provided by the blabbersponder, the science officer performing this scan action gains a +5 circumstance bonus to the associated Computers check, and the broadcasting ship doesn't add the bonus from its defensive countermeasures to the DC.

Detecting that a blabbersponder is in fact an instrument of sabotage and not a benign technological device before it is installed requires a successful DC 25 Engineering or DC 30 Perception check. Discovering an installed blabbersponder aboard a starship requires a successful DC 28 Computers check. When an installed blabbersponder's battery is depleted, it recharges itself using the starship's power core in a process that takes about 5 minutes; on the day this occurs, you receive a +2 circumstance bonus to the Computers check to notice the sudden, short surge in power use and discover the blabbersponder on your vessel. Once discovered, a blabbersponder can be easily unplugged.


Breaching charge, mk 1

Level: 1 | Price: 35 credits | Bulk: L Source: TR pg. 68

Demolitions: Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels.

This explosive charge releases a concentrated blast that shatters most obstacles efficiently. Maximum Result: 25


Breaching charge, mk 2

Level: 4 | Price: 300 credits | Bulk: L Source: TR pg. 68

Demolitions: Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels.

This explosive charge releases a concentrated blast that shatters most obstacles efficiently. Maximum Result: 30


Breaching charge, mk 3

Level: 7 | Price: 860 credits | Bulk: L Source: TR pg. 68

Demolitions: Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels.

This explosive charge releases a concentrated blast that shatters most obstacles efficiently. Maximum Result: 35


Breaching charge, mk 4

Level: 10 | Price: 2,575 credits | Bulk: L Source: TR pg. 68

Demolitions: Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels.

This explosive charge releases a concentrated blast that shatters most obstacles efficiently. Maximum Result: 40


Breaching charge, mk 5

Level: 13 | Price: 7,100 credits | Bulk: L Source: TR pg. 68

Demolitions: Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels.

This explosive charge releases a concentrated blast that shatters most obstacles efficiently. Maximum Result: 50


Breaching charge, mk 6

Level: 16 | Price: 23,000 credits | Bulk: L Source: TR pg. 68

Demolitions: Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels.

This explosive charge releases a concentrated blast that shatters most obstacles efficiently. Maximum Result: 60


Albitta's Paint Sprayer

Level: 4 | Price: 2000 | Bulk: L Capacity: 10 charges | Usage: 1/action Source: PoC pg. 63

While industrial paint sprayers are available via commercial construction stores and infosphere sites, the ones found in Drifter’s End are inspired by the “paint pistol” supposedly used by famous street artist Albitta. It’s shaped a bit like a small arm with a large canister in place of the clip to hold the paint. as a 2-action activity, you can use a paint sprayer to spray paint in a 15-foot cone, covering all creatures and objects in the area. Invisible creatures and objects in the area are rendered partially visible unless they succeed at a DC 15 Reflex save. A partially visible creature is no longer unseen but still benefits from concealment (20% miss chance). The paint can be removed by spending 10 minutes scrubbing it off with a cleaning solution, through magical means such as token spell (cleaning 1 cubic foot per round), or with a paint remover (see below). A paint sprayer’s canister can be refilled with a paint color of your choosing for 20 credits.


Alert Redirector

Level: 3 | Price: 1450 | Bulk: - Source: AR pg. 98

The alert redirector consists of a metallic transmitter the size of a coin and a battery-powered receiver normally kept somewhere discreet on your body, such as in a pocket or on an arm strap under your clothing. as a 2-action activity, you can attach the transmitter to a technological item that provides an alert or alarm when used, such as a radiation badge. Once the transmitter is attached, the item it is attached to doesn’t produce its usual alert or alarm; instead, the alert redirector’s receiver vibrates, warms slightly, or otherwise inaudibly alerts you as long as it is within 500 feet of the activated transmitter. Others relying on the item might consider an area safe, for example, while you know otherwise. Detecting a transmitter attached to an item normally requires a successful DC 20 Perception check, but the DC might be lower or higher based on the size of the item to which the transmitter is attached.


All-purpose accessory

Level: 3 | Price: 1500 | Bulk: L Capacity: 20 charges | Usage: 1/action Source: TR pg. 46

With a press of a button, this stylish accessory transforms into a variety of useful items. All-purpose accessories come in multiple designs, including cufflinks, tie pins, barrettes, and jewelry. When you activate your all-purpose accessory as a single action, it instantly reconfigures into your choice of the following items: a grappler, a tool kit that grants a +4 bonus to Engineering checks made to disable locks and mechanical traps, or a survival knife. Reconfiguring your accessory to its original form is a more complicated process that takes 1 minute. Each reconfigured item takes the normal number of hands to use and draws any usage from the all-purpose accessory’s own battery.


Breaching charge, mk 7

Level: 19 | Price: 76000 | Bulk: L Source: TR pg. 68

Demolitions

Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels

This explosive charge releases a concentrated blast that shatters most obstacles efficiently.

Maximum Result: 70


Breakaway Aegis

Level: 1 | Price: 200 | Bulk: 1 Source: SA:JD pg. 56

You need a free hand to properly use a breakaway aegis; you can hold an item in that hand but not use it or makeattacks with it. As a reaction, when you are hit by a melee attack from an opponent you can perceive, you can use the aegis to absorb some of the blow. This negates 5 damage but causes the aegis to crumble into its component pieces. The aegis is useless until you gather up the parts and spend 10 minutes putting them back together.


Bug Snare

Level: 10 | Price: 740 | Bulk: 2 Source: AP #19: pg. 44

A reusable battlefield trap that SDF soldiers deploy to secure locations and encampments against wild animals and smaller Swarm foes, a bug snare is four large metallic claws that extend outward from a central point and snap shut when disturbed. as a 3-action activity, you can set a bug snare at an intersection to cover a 5-foot radius. The next creature that steps into that radius sets off the trap and must succeed at a DC 13 Reflex save or take 1d4 piercing damage and gain the Entangled condition until it (or an adjacent ally) can extricate itself with a successful DC 14 Strength check as a 2-action activity. An included wireless remote control can be used to disarm the trap from 15 feet away as a single action. You can attempt to hide a bug snare from view with a Stealth check (this check is opposed by the Perception check of a potential target). You can attach a bug snare to a fixed object (such as a nearby tree) with a length of cable line, rendering a trapped creature immobile, but this grants any creature attempting to spot a hidden bug snare a +2 circumstance bonus to its Perception check.

A bug snare requires two hands to hold and set. It uses a battery and consumes 1 charge each time it is set.

Capacity  20; Usage  1/use


Buoyant Harness

Level: 2 | Price: 500 | Bulk: L Source: AP #29 pg. 52

This silky, palm-sized pouch is worn on the back and includes stretchy bands that can slip over all major limbs. Visitors to Bretheda don buoyant harnesses while within the upper levels of the planet’s atmosphere, but some planetary explorers also find them useful for arresting sudden falls. Putting on a buoyant harness is a 3-action activity. You can deploy a properly attached buoyant harness as a reaction by pulling sharply on any of the bands. Once deployed, the pouch uses organically heated helium to inflate into a balloon as large as you and filling the space directly above you, causing you to float; while floating, use the rules for moving in zero gravity. A buoyant harness does not function in heavy or extreme gravity. The balloon remains inflated and self-heated as long as it has charges remaining. You can deflate it as a single action, collapsing it by the start of your next turn. If you deflate a buoyancy harness while it is maintaining your altitude, you immediately descend 60 feet; if you reach the ground, you land safely. If not, you fall any remaining distance.

Organic technological items can regain HP from effects that restore HP, such as a mystic cure spell, and they regain a number of HP equal to their item level each day.

Capacity  20; Usage  2/hour


Buoyant pack

Level: 1 | Price: 50 | Bulk: 1 Source: GEM, p. 40

This backpack doubles as a flotation device thanks to hard-shelled pockets of inert gas sewn into the lining. The pack functions as am industrial backpack (Core Rulebook 230), and its hydrophobic polymer fibers keep all items stored inside dry. Also, a buoyant pack helps keep you afloat while worn or held in two arms; while swimming, you sink deeper when you fail an Athletics check to swim by 10 or more, rather than failing by 5 or more. Further, if you take no actions on your turn (including if you’re unconscious), you can automatically stay afloat in any fluid whose Athletics DC to swim is 15 or less. The backpack’s air pockets make it difficult to dive, and you take a –1 penalty to Athletics checks to swim below the surface (except to ascend) while wearing this backpack.

Backpack, Industrial


Bypass Subroutine

Level: 11 | Price: 23000 | Bulk: - Source: AR pg. 98

A bypass subroutine is a miniaturized single-function computer which takes the form of a ring with four nanite circuit-nodes and can be sized to fit nearly any finger. The compact nanites are attuned to input from the circuit-nodes and can form specific tools much larger than the ring itself as directed by information stored within the circuit-node. Infiltrators utilize these high-tech metal bands to assist in covert missions. Aspis Consortium agents also use these rings to ensure that locks that were opened appear as if they were never tampered with.

When you succeed at a Computers or Engineering check to open a lock, you can activate the ring as a reaction. The ring then stores a record of the processes and tools used in opening the lock, and one of the nanite circuit-nodes on the ring takes on a texture or color associated with the area around the lock. as a single action, you can touch the ring to a lock recorded therein and it recreates the conditions needed to change the lock's status (creating any required tool output with nanites), either opening or relocking that lock.

A bypass subroutine can record one lock in each of its circuit-nodes. Any additional recordings must replace one of the four already in the ring.


Cable line, adamantium alloy

Level: 2 | Price: 500 | Bulk: L Source: CRB, p. 219

Industrial-strength cabling is typically woven from hundreds of cords of high-durability plastic that are often coated in metal for added strength, usually adamantine or titanium alloy.

Price: 500/10 ft

Bulk: 1/20 ft


Cable line, titanium alloy

Level: 1 | Price: 50 | Bulk: L Source: CRB, p. 219

Industrial-strength cabling is typically woven from hundreds of cords of high-durability plastic that are often coated in metal for added strength, usually adamantine or titanium alloy.

Price: 5/10 ft

Bulk: 1/10 ft


Camouflage Membrane

Level: 1 | Price: 100 | Bulk: L Source: AP #19 pg. 44

This fine webbing is coated with reactive dyes that can be altered through minor electrical charges. It can be slipped over clothing or armor and adjusted to reflect the patterns of the local terrain to provide some camouflage, in a process that takes 10 minutes. When you wear a camouflage membrane, you gain a +2 circumstance bonus to Stealth checks while in the particular biome to which the membrane has been adjusted. You can take another 10 minutes to change the biome for which the item provides its bonus.

A camouflage membrane uses a battery and consumes 1 charge per day of use (or fraction thereof).

Capacity  20; Usage  1/day


Carter's Baton

Level: 14 | Price: 65000 | Bulk: L Source: AR pg. 100

This flanged rod allows you to control gravitational forces around a single object within 100 feet. When you activate the baton, you can move an object of no more than 25 pounds or 2 bulk up to 20 feet per round in any direction (including up or down), but you can’t move it farther than 100 feet from you. If you attempt to move an object that another creature is holding, that creature can attempt a DC 15 Reflex save to prevent you from removing the object from its grasp.


Cartographer boots

Level: 4 | Price: 2100 | Bulk: L Capacity: 40 charges | Usage: 4/hour Source: DC pg. 79

These practical boots have integrated sensors that, when activated, track your footsteps and use that data to create a crude, three-dimensional map of where you move while using your land speed. This data is automatically uploaded to a designated comm unit within 30 feet. Periodically reviewing this map provides you a +1 circumstance bonus to checks to find hidden doors, passages, and other concealed architecture in the traversed area, as well as a +2 circumstance bonus to Survival checks to avoid getting lost.

Variants of these boots exist for other movement types, such as wing-mounted sensors for flight or a lightweight tail harness for swim speeds.


Cavatina Squeezebox, Master

Level: 10 | Price: 17500 | Bulk: 1 Capacity: 40 charges | Usage: 1/round Source: PoC pg. 63

A master cavatina squeezebox functions like a regular cavatina squeezebox, except that you must succeed at a DC 25 Profession (musician) check and the morale bonus granted is +2 instead of +1Cavatina SqueezeboxCrafted by the members of the Besmaran priesthood at the Museum of Space Creatures, this electronic concertina emits sounds similar to an oma’s calming cry when played as a single action. If you succeed at a DC 17 Profession (musician) check when you play the squeezebox, you and all allies within 60 feet who can hear the music gain a +1 morale bonus to saving throws against fear effects until the beginning of your next turn. You can continue to play the squeezebox and grant this bonus as a single action each subsequent round without needing to attempt the skill check again. However, if you stop playing for even 1 round, you must succeed at the skill check again to grant the bonus again. This is a sense-dependent effect.


Cavatina Squeezebox

Level: 5 | Price: 2800 | Bulk: 1 Capacity: 20 charges | Usage: 1/round Source: PoC pg. 63

Crafted by the members of the Besmaran priesthood at the Museum of Space Creatures, this electronic concertina emits sounds similar to an oma’s calming cry when played as a single action. If you succeed at a DC 17 Profession (musician) check when you play the squeezebox, you and all allies within 60 feet who can hear the music gain a +1 morale bonus to saving throws against fear effects until the beginning of your next turn. You can continue to play the squeezebox and grant this bonus as a single action each subsequent round without needing to attempt the skill check again. However, if you stop playing for even 1 round, you must succeed at the skill check again to grant the bonus again. This is a sense-dependent effect.


Charlatan's Wand

Level: 2 | Price: 500 | Bulk: L Capacity: 20 charges Source: EN pg. 156

Appearing to look like a flashy wand fit for a magic show, this piece of hardware is actually a handheld transformer with primary and secondary coils running up its length and a toroid at the tip. By adjusting the wand’s power output with precise gestures, this device can give off specific types of electromagnetic resonance or discharge.

as a 2-action activity, you can use 1 charge to create a technological effect that replicates the psychokinetic hand spell with the following difference: it only affects magnetic objects. You can use 1 charge per round to maintain this effect, or you can instead take a 2-action activity and use 2 charges to replicate the effect of an energy ray spell (electricity only) instead.

Once per day, you can take a 3-action activity and use 10 charges to produce the effect of a jolting surge spell. This usage overheats the emitter, however, requiring the wand be powered down for 1 hour before it can be used again for any of its other functions.


Chemalyzer

Level: 1 | Price: 150 | Bulk: L Capacity: 20 charges | Usage: 2/use Source: Armory

This handheld unit includes an extendable wand tipped with a sampling nozzle, and can be easily operated with a single hand. It grants a +4 circumstance bonus to Engineering, Mysticism, and Physical Science checks to identify an unknown Drug, medicinal, poison, or other chemical substance.


Chemical cold pack

Level: 1 | Price: 50 | Bulk: - Source: GEM, p. 40

When shaken and crushed as a 3-action activity, this single-use pack’s contents create a cooling endothermic reaction for 1 hour. While held against the body, an activated cold pack grants you a +2 circumstance bonus to Fortitude saves against hot environments. Once per day after being in contact with an activated cold pack for an hour, you also recover 1d4 Hit Points or Hit Points lost due to hot environments or fire damage. Finally, if you have at least half of your maximum Hit Points remaining and apply an active cold pack to your body while spending a Focus Points to recover Hit Points, you can recover the Hit Points with 5 minutes of rest rather than 10 minutes.


Chemical heat pack

Level: 1 | Price: 50 | Bulk: - Source: GEM, p. 40

When shaken and crushed as a 3-action activity, this single-use pack’s contents create an endothermic reaction that creates a heating effect for 1 hour. A heat pack functions in all ways as a chemical cold pack, except that it protects against cold environments and recovers damage dealt by cold environments and cold damage.  Chemical Cold Pack When shaken and crushed as a 3-action activity, this single-use pack’s contents create a cooling endothermic reaction for 1 hour. While held against the body, an activated cold pack grants you a +2 circumstance bonus to Fortitude saves against hot environments. Once per day after being in contact with an activated cold pack for an hour, you also recover 1d4 Hit Points or Hit Points lost due to hot environments or fire damage. Finally, if you have at least half of your maximum Hit Points remaining and apply an active cold pack to your body while spending a Focus Points to recover Hit Points, you can recover the Hit Points with 5 minutes of rest rather than 10 minutes.


Chrono jumper suit

Level: 13 | Price: 53500 | Bulk: 1 Source: TR pg. 46

This fitted white and silver carbon fiber suit houses a crystalline network of energy conduits that can displace the wearer forward in time. When you activate the suit as a 2-action activity, choose a number of rounds between 1 and 10. You disappear completely for that many rounds, after which you reappear in the same place and position as if no time had passed at all. The suit does its best to account for movement and relativity, so even if you were riding in a moving vehicle when you disappeared, the suit tries to return you to your seat rather than depositing you in the empty space the vehicle occupied when you activated the device. If your space is occupied when you return, the suit shunts you to the nearest open space that can accommodate you, dealing 1d6 damage to you for every 5 feet it has to shift your destination.

While disappeared, you cannot be harmed or detected by mundane or magical means, as if you had ceased to exist.


Clearsight Goggles

Level: 5 | Price: 2750 | Bulk: - Source: AR pg. 100

Those who explore environments obscured by fog, foliage, smoke, and other vision-impairing elements value clearsight goggles, a set of tight-fitting eyewear that can be worn under a helmet or even other eyewear. While you wear the goggles, fog, smoke, and similar gases don’t grant targets concealment from you, and vegetation doesn’t either. The trinket provides no benefit against a target with total concealment.


Combat controller

Level: 5 | Price: 3100 | Bulk: L Capacity: 20 charges | Usage: 1/hour Source: TR pg. 46

This highly adaptive two-handed device mimics the form and function of the latest state-of-the-art gaming console controllers. While you’re operating the combat controller, you can use any longarms and heavy weapons that have the integrated special property and are installed into your armor as though those weapons had the professional (vidgamer) weapon special property.


Comm Unit, Personal

Level: 1 | Price: 7 | Bulk: L Usage: 1/hour Source: Core Rulebook

A personal comm unit is pocket-sized device that combines a minor portable computer (treat as a tier-0 computer with no upgrades or modules) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range. A personal comm unit also includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres). You can upgrade a personal comm unit to function as some other devices (such as full computers and scanners) by spending credits equal to 110% of the additional device’s price.

Comm units that function at system-wide and unlimited ranges aren’t as portable; they include built-in generators that provide the necessary amount of power. Short-term use of these units can be purchased in most major settlements.

See page 430 for more about Pact Worlds communications.


Composter slime

Level: 5 | Price: 2000 | Bulk: 1 Source: TR pg. 46

Marketed for the modern sustainable lifestyle, this dormant, biogenetically-engineered nanite organism is sold securely sealed within its own industrial grade plastic container. Once you unseal the package, the composter slime becomes active and requires at least 1 bulk of organic matter per week to survive. Once per week, you can feed the composter slime an object of no more than 1 bulk and whose price does not exceed 500 credits and, after 24 hours of digestion, the slime excretes dry waste pellets that function as UPBs with a market value equal to half that of the item consumed. These pellets are semi-stable, degrading into worthless powder after one month if not used to craft an object.

Composter slimes are functionally sessile. Once active, a slime lives for 20 weeks before dying of old age.


Crash Pad

Level: 2 | Price: 150 | Bulk: L Source: AP #15 pg. 43

A popular safety accessory for stunt performers, competitive climbers, and others who regularly risk falling or sustaining high-impact injuries, a crash pad is a rectangular packet of polyfluid worn on a belt or clipped to armor. A built-in altimeter can be set to customize the distance fallen before the crash pad activates, but it defaults to 15 feet. Further, an included accelerometer can be set to account for any acceleration that could prove harmful to a wearer. When you’re wearing a crash pad and fall or suffer an impact from your body being moved through space, such as in a vehicle collision, the crash pad activates, flash manufacturing ablative, protective foam and surrounding you with it. You reduce the number of dice of damage you take due to the triggering impact by three dice, taking no damage if this reduction leaves no dice to be rolled for the damage. You then halve any remaining damage you take from the triggering impact, rounded down. A used crash pad container can be recycled, allowing you to craft a new one with the usual 10% discount for having scavenged parts.


Crawling Cord

Level: 1 | Price: 100 | Bulk: L Source: AP #29 pg. 52

This rubbery, organic cord is 5 feet long and has a plug on each end that attaches to a computer, allowing you to interface with the computer from a distance. You can use a 2-action activity to control the cord using a computer attached to one of these ends. The cord can stretch, contract, and bend around obstacles, moving up to 20 feet each time you direct it. Its maximum length is 50 feet. It can also grab onto and move a computer of light or negligible Bulk by plugging into it and pulling, but it disconnects if used to pull an object of more than light bulk. Moving a crawling cord past observers without being noticed requires a successful Sleight of Hand check, opposed by the Perception check of any observer. The cable draws power from any computers to which it is attached.

Organic technological items can regain HP from effects that restore HP, such as a mystic cure spell, and they regain a number of HP equal to their item level each day.


Current generator, Mk 1

Level: 5 | Price: 2750 | Bulk: 2 Capacity: 100 charges | Usage: 10/hour Source: AP #36 pg. 50

CAPACITY 100;USAGE 10/HOUR

This large technomagical device can create strong currents in water. It’s often used for the short-distance transport of material in underwater excavations, but it has limitless applications. A current generator takes a 3-action activity to activate, at which point it creates a strong current in a line of a length that depends on the mark of the generator. Creatures that start their turn in or enter the area must succeed at a Fortitude save (DC = 10 + item level of the generator) or be moved 10 feet in the direction of the line, away from the current generator. Swimming through the area requires an Athletics check to swim as though in stormy conditions; the DC of this check is 10 higher if moving in the opposite direction of the current, and 5 higher otherwise.

MODEL LEVEL PRICE LINE

Mk 1 5 2,750 50 ft.

MK 2 10 17,000 100 ft.

Mk 3 15 95,000 300 ft.


Current generator, Mk 2

Level: 10 | Price: 17000 | Bulk: 2 Capacity: 100 charges | Usage: 10/hour Source: AP #36 pg. 50

CAPACITY 100;USAGE 10/HOUR

This large technomagical device can create strong currents in water. It’s often used for the short-distance transport of material in underwater excavations, but it has limitless applications. A current generator takes a 3-action activity to activate, at which point it creates a strong current in a line of a length that depends on the mark of the generator. Creatures that start their turn in or enter the area must succeed at a Fortitude save (DC = 10 + item level of the generator) or be moved 10 feet in the direction of the line, away from the current generator. Swimming through the area requires an Athletics check to swim as though in stormy conditions; the DC of this check is 10 higher if moving in the opposite direction of the current, and 5 higher otherwise.

MODEL LEVEL PRICE LINE

Mk 1 5 2,750 50 ft.

MK 2 10 17,000 100 ft.

Mk 3 15 95,000 300 ft.


Current generator, Mk 3

Level: 15 | Price: 95000 | Bulk: 2 Capacity: 100 charges | Usage: 10/hour Source: AP #36 pg. 50

CAPACITY 100;USAGE 10/HOUR

This large technomagical device can create strong currents in water. It’s often used for the short-distance transport of material in underwater excavations, but it has limitless applications. A current generator takes a 3-action activity to activate, at which point it creates a strong current in a line of a length that depends on the mark of the generator. Creatures that start their turn in or enter the area must succeed at a Fortitude save (DC = 10 + item level of the generator) or be moved 10 feet in the direction of the line, away from the current generator. Swimming through the area requires an Athletics check to swim as though in stormy conditions; the DC of this check is 10 higher if moving in the opposite direction of the current, and 5 higher otherwise.

MODEL LEVEL PRICE LINE

Mk 1 5 2,750 50 ft.

MK 2 10 17,000 100 ft.

Mk 3 15 95,000 300 ft.


Datapad

Level: 2 | Price: 55 | Bulk: L Capacity: 20 charges | Usage: 1/hour Source: Core Rulebook

Datapads are among the most common handheld computers and are ubiquitous in homes, manufacturing settings, and offices. Datapads require at least one hand to use. Nearly all datapads also incorporate a comm unit (which includes a microphone and speaker) along with several other functions, such as infosphere connectivity and data storage. Datapads can record simple audio and video (though not in high enough resolution to serve as proof of recorded events in most courts of law), store thousands of hours of recordings, play games, track time and set time-based alarms, act as word processors, and perform numerous other minor data processing and entertainment functions.

All datapads have light bulk, and most are tier 1 computers with the miniaturization upgrade. Tier 2 and higher datapads are generally used only by the wealthy elites or technological sophisticates due to the additional miniaturization technology involved, but they are more powerful than many stationary computers while still fitting comfortably in one hand. Datapads can have computer modules and countermeasures installed at the usual additional costs. For example, most datapads in military or industrial use have the hardened upgrade.

Saboteurs and spies frequently disguise eavesdropping devices or explosives as ordinary datapads, knowing that the datapads’ universal use means they won’t raise suspicion.


Data Core

Level: 3 | Price: 1200 | Bulk: L Source: AP #15 Sun Divers pg. 44

This purplish-black cube, about 4 inches on each side, is based on the data cores of protocite speakers. It can store information and protect it from punishment and erasure. A data core is tough (AC 11, hardness 35, 55 HP) and can hold as much information as a computer’s large secure-data module. The core doesn’t require energy, but another computer must be used to write to the drive or read it. Once you write data to the data core, it can only be read or, with a successful DC 19 Computers or Engineering check, erased. Erasing data renders that core section unmodifiable, so the core can hold less and less information the more that is erased from it.


Deckhand drone

Level: 4 | Price: 2000 | Bulk: 6 Source: AR pg. 101

This Small drone is designed to provide basic assistance aboard a starship or other large vessel, including supplemental computation for navigation or astrogation. Most deckhand drones resemble a squat box with stubby, clawed feet that allow it to keep its orientation in zero-g. A deckhand drone acts as the stealth drone of a 1st-level mechanic, except it has the climbing claws and tool arm (fire extinguisher) mods instead of the stealth drone’s normal initial mods. If an activated deckhand drone is accessible to a creature attempting a Piloting check to navigate, that creature reduces the time needed to plot a course by half (generally from 10 minutes to 5 minutes). Its skill unit is Computers. A deckhand drone has 6 bulk.


Deckhand drone, elite

Level: 10 | Price: 18000 | Bulk: 6 Source: AR pg. 101

This Small drone is designed to provide basic assistance aboard a starship or other large vessel, including supplemental computation for navigation or astrogation. Most deckhand drones resemble a squat box with stubby, clawed feet that allow it to keep its orientation in zero-g. A deckhand drone acts as the stealth drone of a 1st-level mechanic, except it has the climbing claws and tool arm (fire extinguisher) mods instead of the stealth drone’s normal initial mods. If an activated deckhand drone is accessible to a creature attempting a Piloting check to navigate, that creature reduces the time needed to plot a course by half (generally from 10 minutes to 5 minutes). Its skill unit is Computers. A deckhand drone has 6 bulk.

An elite deckhand drone gains the skill subroutines (Engineering) mod and has an Intelligence score of 8 rather than 6. A deckhand drone can expend 5 charges of its battery to attempt to aid another to assist with the Engineering check to repair a starship’s hull (Core Rulebook 322). In addition, during starship combat, an elite deckhand drone can assist a ship’s engineer, reducing the DC of an engineer’s patch action by 5.


Delectator

Level: 3 | Price: 1250 | Bulk: 0 Capacity: 20 charges | Usage: 1/day Source: TR pg. 46

This virtually indestructible 1-quart thermos comes in a variety of attractive designs and features patented temperature control technology. When activated, the device senses its contents’ temperature and maintains that temperature to a minimum of 10° Fahrenheit and maximum of 150° Fahrenheit.

You can expend an additional charge and activate the delectator’s secondary function as a 2-action activity, causing it to subtly and temporarily realign molecules to change the contents’ flavor for 15 minutes or until the contents have been out of the device for one minute. While the delectator can easily cause water to taste like beer or bland oatmeal to taste like roasted meat, it struggles to emulate complex gourmet flavors.


Dermal Stapler

Level: 3 | Price: 1200 | Bulk: L Source: AR pg. 100

This oblong box the length of a Human hand contains several hypoallergenic staples and a mass of sticky antiseptic gel. You use the dermal stapler by pressing it onto a willing or Unconscious living creature’s wound; the dermal stapler launches one of its staples into the wound to close it and slathers the staple with the antiseptic gel. You can use a dermal stapler on a willing or Unconscious creature to automatically end the Bleeding condition without a Medicine check. Alternatively, you can use it in conjunction with a medkit to treat deadly wounds and gain a +1 insight bonus to your Medicine check. In addition to consuming a charge with each use, a dermal stapler must synthesize new staples and gel after 20 uses, at a cost in UPBs equal to one-quarter the stapler’s price.


Detonator

Level: 1 | Price: 150 | Bulk: L Capacity: 5 charges | Usage: 1/use Source: Core Rulebook

This conical device primes and detonates explosives (including grenades) with a push of a button. Programming a detonator to a specific package of explosives takes 1 minute, after which the detonator can be triggered in one of several ways. The detonator can be set to ignite its payload with the simple press of a button (no action), a four-digit command code (a single action), or a complex input method, such as scanning your retina or thumbprint (a 3-action activity). You choose the triggering method when setting the detonator. A detonator detonates its payload only if it is within 500 feet, but some detonators can make use of signal-boosting technologies at the risk of becoming vulnerable to countermeasures like signal jammers and other effects. Explosives have the same price, effect, and weight as grenades. If you successfully set an explosive on a stationary object with a detonator using the Engineering skill, the explosive’s damage ignores half of the object’s hardness.


Diagnostic Lozenge

Level: 2 | Price: 175 | Bulk: - Source: AR pg. 101

This smooth, thumb-sized device activates automatically when it is inside a living creature. You can implant a diagnostic lozenge subdermally in a willing or Unconscious creature with a successful DC 20 Medicine check, or a creature can choose to swallow one. An activated diagnostic lozenge steers itself into a creature’s tissue and extrudes several filaments to monitor its status, broadcasting information on a predetermined wireless frequency to a designated receiver, such as a datapad or comm unit, as long as the receiver is within 1 mile of the lozenge. The diagnostic lozenge broadcasts the creature’s direction and distance relative to the receiver, as well as any of the following conditions that are affecting the creature: Dead, Dying, Frightened, Nauseated, Panicked, Sickened, Stable, staggered, Stunned, or Unconscious. A single receiver can accept information from up to six different diagnostic lozenges simultaneously. When a diagnostic lozenge runs out of charges, it breaks down into harmless components that eventually pass out of the creature’s body. Diagnostic lozenges can’t normally be safely removed once activated.


Dimensional Comm Unit

Level: 6 | Price: 4500 | Bulk: - Source: AP #5 pg. 40

These devices are handheld and circular in shape and have a very high-resolution screen and simple controls. Dimensional comm units are a kishalee version of the comm units commonly found in the Pact Worlds, but they function using the remnants of the vast demiplane network utilized by the now extinct kishalee civilization. The advantage of dimensional comm units is that their text and verbal communications are instantaneous, whether in the same system or through interstellar space, but because of the degraded state of the kishalee dimensional network, they work only sporadically. Prior to use, a dimensional comm unit must be linked with at least one other unit—a process that takes only a minute when all units to be linked are on the same planet. Dimensional comm units nearly always work when used on the same planet to reach other linked devices. Over greater distances, each time a dimensional comm is used, there is a 50% chance that it will function properly if used in the same system or a 25% chance if the communication is interstellar (this is rolled in secret by the GM), but only with linked dimensional comm units. If two linked dimensional comm units make a connection, they retain that connection for 24 hours. If the dimensional comm units don’t manage to connect, the users can try again after 24 hours. Dimensional comm units do not function within The Drift or on other planes. Relic These rare items are bits of lost technology or unique items less powerful than artifacts. A relic has an item level but can be sold for 100% of the item’s price (like trade goods). A relic cannot be crafted without the means of a specific formula, which is almost always long lost, and often requires specific materials. A relic that became understood well enough to be reproduced, standardized, and mass-marketed might lose its relic status.


Disintegration Hoop

Level: 20 | Price: 750000 | Bulk: 1 Source: AR pg. 101

This adamantine ring is 1 foot in diameter and surrounded by coils and circuitry. When activated, the disintegration hoop completely obliterates all matter placed through the center. Creatures that place an appendage into the hoop take 4d20 electricity and fire damage as the appendage is disintegrated, and creatures small enough to fit entirely within the hoop instead take 14d20 electricity and fire damage. In either case, a creature that would be forced through the hoop can attempt a DC 14 Reflex save to avoid passing into the hoop. Appendages destroyed by the disintegration hoop can be restored only with regenerate or a similarly powerful effect; creatures slain by the hoop can be restored only with miracle or wish. Attempts at creating larger disintegration hoops have thus far been disastrous failures, although rumors persist of larger, stable disintegration hoops that use advanced technology.

Capacity  100; Usage  10/round


DNA Scrambler

Level: 10 | Price: 17400 | Bulk: L Source: AP #20 pg. 44

This small gun-shaped device uses acute microwave radiation to scramble the DNA of living creatures caught in its area of effect. It was accidentally invented by Shirren scientists attempting to understand Swarm biology and turned into an effective nonlethal, albeit pain-inducing, weapon. While wielding a DNA scrambler in one-hand, you can activate it as a 2-action activity, dealing 3d8 nonlethal damage to all living targets in a 30-foot cone as their DNA unravels. This causes a great deal of pain, imparting the Off-Target condition on each living creature in the cone for 1 round. A creature who DC 19 Fortitude save halves the damage and negates the Off-Target condition. This is a pain effect.


Domestic Drone, Basic

Level: 4 | Price: 2000 | Bulk: - Source: AR pg. 101

Domestic Drone Robots are commonly used throughout the galaxy to handle repetitive tasks and make some aspects of life more convenient. Domestic drones have a rudimentary AI and only a limited ability to handle unexpected situations, making them useful for little beyond their specifically designated functions. Although the spy drone is a specialized—and in some places, illegal— version of a domestic drone, several other types of domestic drones are common in any large settlement. When activated, each acts as the indicated type of drone of a 1st-level mechanic, and you control it as if you were a 1st-level mechanic (using either an included remote control or a computer with an added control) except it can’t make any attacks and has no weapon mounts, no feats, and no ability to add drone mods beyond those mods specified in its entry. An activated domestic drone can move its speed, but it can otherwise take only the actions specified in its description or granted by its mods. Most domestic drones have a basic model and an elite model; both can understand one language (chosen at purchase), and elite models often have additional abilities and greater autonomy. Some mechanics design their personal drones to resemble ordinary domestic drones, which allows their far more adaptable (and sometimes menacing) drones to blend in. Deckhand Drone - Level 4 This Small drone is designed to provide basic assistance aboard a starship or other large vessel, including supplemental computation for navigation or astrogation. Most deckhand drones resemble a squat box with stubby, clawed feet that allow it to keep its orientation in zero-g. A deckhand drone acts as the stealth drone of a 1st-level mechanic, except it has the climbing claws and tool arm (fire extinguisher) mods instead of the stealth drone’s normal initial mods. If an activated deckhand drone is accessible to a creature attempting a Piloting check to navigate, that creature reduces the time needed to plot a course by half (generally from 10 minutes to 5 minutes). Its skill unit is Computers. A deckhand drone has 6 bulk.

Elite Deckhand Drone (Level 10): An elite deckhand drone gains the skill subroutines (Engineering) mod and has an Intelligence score of 8 rather than 6. A deckhand drone can expend 5 charges of its battery to attempt to aid another to assist with the Engineering check to repair a starship’s hull. In addition, during starship combat, an elite deckhand drone can assist a ship’s engineer, reducing the DC of an engineer’s patch action by 5.

Mule Drone - Level 4 This Medium quadrupedal drone is designed to act as a mount and carry heavy loads, just as mules and other beasts of burden are used throughout the galaxy. Most mule drones resemble metallic quadrupeds with overlarge hooves. A mule drone acts as the combat drone of a 1st-level mechanic, except it has the riding saddle and speed mods instead of the combat drone’s normal initial mods. Any Small or smaller creature can ride your mule drone, and the mule drone can be customized to support a specific Medium creature (normally you, if you are Medium); refitting the riding saddle to accommodate a different Medium creature takes 1 day and 100 UPBs. Its skill unit is Athletics. A mule drone has 18 bulk.

Elite Mule Drone (Level 10): An elite mule drone has the jump jets mod. In addition, as a 3-action activity, a drone can reconfigure its riding saddle to serve as a mount for any Medium or smaller creature.

Physician Drone - Level 4 This Small drone is designed to provide basic medical services and nursing. Resembling a mechanical spider with four gripping feet and four arms tipped with syringes, antiseptic applicators, and biogel dispensers, a physician drone usually perches above its patient’s bed and provides assistance from above. A physician drone acts as the stealth drone of a 1st-level mechanic, except it has the climbing claws and manipulator arms mods instead of the stealth drone’s normal initial mods, and it treats Medicine as a class skill in which it has a single rank. Its skill unit is Acrobatics, and it has an Intelligence of 8 rather than 6. A physician drone has 6 bulk.

Elite Physician Drone (Level 10): An elite physician drone also has the medical subroutine mod, allowing it to provide emergency medical treatment.

Porter Drone - Level 4 This sturdy Medium drone is designed to haul loads and assist with laborious tasks. Most porter drones resemble stout humanoids with large treaded wheels at the ends of two thick legs and a smooth faceplate with two optical sensors as their only facial features. A porter drone acts as the combat drone of a 1st-level mechanic, except it has the cargo rack and manipulator arms mods instead of the combat drone’s normal initial mods. Its skill unit is Perception. A porter drone has 20 bulk.

Elite Porter Drone (Level 10): An elite porter drone has the resistance mod, providing it resistance 10 to an energy type of your choice when you purchase it. This choice is usually dependent upon the environment in which the drone is intended to function, such as resistance to fire for a porter drone working in a foundry.

Valet Drone - Level 4

This Small drone is designed to aid in clothing selection, grooming, and light personal administrative tasks. A valet drone can speak the language it understands, though most valet drones are poor conversationalists and speak only to remind you of social obligations. A valet drone acts as the stealth drone of a 1st-level mechanic, except it has the manipulator arms mod and tool arm mod (containing an integrated hygiene kit and oversized mirror) instead of the stealth drone’s normal initial mods. Its skill unit is Perception. A valet drone has 6 bulk.

Elite Valet Drone (Level 10): An elite valet drone treats Culture as a class skill in which it has a single rank, it can attempt Culture checks to recall knowledge, and it has an Intelligence of 8 rather than 6. Elite valet drones tend to be chatty, and they can spend 10 minutes to adjust your fashion and appearance as necessary for a specific social situation, granting a +2 insight bonus to Diplomacy checks to change a creature’s attitude in that situation.

Capacity  20; Usage  1/hour


Domestic drone, carousing

Level: 3 | Price: 2000 | Bulk: 2 Capacity: 40 charges | Usage: 1/hour Source: TR pg. 47

This drone boasts numerous features for partygoers on the move. Its reinforced compartment can carry up to 10 Bulk of items (which increase its own bulk by the same amount). In addition, it sports several customizable features including lighting (increasing the light level by 1 step in a 10-foot radius) and a music player with speakers. When you purchase the drone, you receive a control module for your comm unit, with which you can adjust temperature settings, control movement, and customize features.

The carousing drone has two modes, mobile and stationary. While mobile, the drone has a land speed of 15 feet. In stationary form, it can serve as a table or provide seating for up to 2 Medium creatures. If you use the carousing downtime activity (Character Operations Manual151) with a carousing drone, you gain a +2 bonus to the Fortitude check required by that activity.


Domestic Drone, Elite

Level: 10 | Price: 18000 | Bulk: - Source: AR pg. 101

Domestic Drone Robots are commonly used throughout the galaxy to handle repetitive tasks and make some aspects of life more convenient. Domestic drones have a rudimentary AI and only a limited ability to handle unexpected situations, making them useful for little beyond their specifically designated functions. Although the spy drone is a specialized—and in some places, illegal— version of a domestic drone, several other types of domestic drones are common in any large settlement. When activated, each acts as the indicated type of drone of a 1st-level mechanic, and you control it as if you were a 1st-level mechanic (using either an included remote control or a computer with an added control) except it can’t make any attacks and has no weapon mounts, no feats, and no ability to add drone mods beyond those mods specified in its entry. An activated domestic drone can move its speed, but it can otherwise take only the actions specified in its description or granted by its mods. Most domestic drones have a basic model and an elite model; both can understand one language (chosen at purchase), and elite models often have additional abilities and greater autonomy. Some mechanics design their personal drones to resemble ordinary domestic drones, which allows their far more adaptable (and sometimes menacing) drones to blend in. Deckhand Drone - Level 4 This Small drone is designed to provide basic assistance aboard a starship or other large vessel, including supplemental computation for navigation or astrogation. Most deckhand drones resemble a squat box with stubby, clawed feet that allow it to keep its orientation in zero-g. A deckhand drone acts as the stealth drone of a 1st-level mechanic, except it has the climbing claws and tool arm (fire extinguisher) mods instead of the stealth drone’s normal initial mods. If an activated deckhand drone is accessible to a creature attempting a Piloting check to navigate, that creature reduces the time needed to plot a course by half (generally from 10 minutes to 5 minutes). Its skill unit is Computers. A deckhand drone has 6 bulk.

Elite Deckhand Drone (Level 10): An elite deckhand drone gains the skill subroutines (Engineering) mod and has an Intelligence score of 8 rather than 6. A deckhand drone can expend 5 charges of its battery to attempt to aid another to assist with the Engineering check to repair a starship’s hull. In addition, during starship combat, an elite deckhand drone can assist a ship’s engineer, reducing the DC of an engineer’s patch action by 5.

Mule Drone - Level 4 This Medium quadrupedal drone is designed to act as a mount and carry heavy loads, just as mules and other beasts of burden are used throughout the galaxy. Most mule drones resemble metallic quadrupeds with overlarge hooves. A mule drone acts as the combat drone of a 1st-level mechanic, except it has the riding saddle and speed mods instead of the combat drone’s normal initial mods. Any Small or smaller creature can ride your mule drone, and the mule drone can be customized to support a specific Medium creature (normally you, if you are Medium); refitting the riding saddle to accommodate a different Medium creature takes 1 day and 100 UPBs. Its skill unit is Athletics. A mule drone has 18 bulk.

Elite Mule Drone (Level 10): An elite mule drone has the jump jets mod. In addition, as a 3-action activity, a drone can reconfigure its riding saddle to serve as a mount for any Medium or smaller creature.

Physician Drone - Level 4 This Small drone is designed to provide basic medical services and nursing. Resembling a mechanical spider with four gripping feet and four arms tipped with syringes, antiseptic applicators, and biogel dispensers, a physician drone usually perches above its patient’s bed and provides assistance from above. A physician drone acts as the stealth drone of a 1st-level mechanic, except it has the climbing claws and manipulator arms mods instead of the stealth drone’s normal initial mods, and it treats Medicine as a class skill in which it has a single rank. Its skill unit is Acrobatics, and it has an Intelligence of 8 rather than 6. A physician drone has 6 bulk.

Elite Physician Drone (Level 10): An elite physician drone also has the medical subroutine mod, allowing it to provide emergency medical treatment.

Porter Drone - Level 4 This sturdy Medium drone is designed to haul loads and assist with laborious tasks. Most porter drones resemble stout humanoids with large treaded wheels at the ends of two thick legs and a smooth faceplate with two optical sensors as their only facial features. A porter drone acts as the combat drone of a 1st-level mechanic, except it has the cargo rack and manipulator arms mods instead of the combat drone’s normal initial mods. Its skill unit is Perception. A porter drone has 20 bulk.

Elite Porter Drone (Level 10): An elite porter drone has the resistance mod, providing it resistance 10 to an energy type of your choice when you purchase it. This choice is usually dependent upon the environment in which the drone is intended to function, such as resistance to fire for a porter drone working in a foundry.

Valet Drone - Level 4

This Small drone is designed to aid in clothing selection, grooming, and light personal administrative tasks. A valet drone can speak the language it understands, though most valet drones are poor conversationalists and speak only to remind you of social obligations. A valet drone acts as the stealth drone of a 1st-level mechanic, except it has the manipulator arms mod and tool arm mod (containing an integrated hygiene kit and oversized mirror) instead of the stealth drone’s normal initial mods. Its skill unit is Perception. A valet drone has 6 bulk.

Elite Valet Drone (Level 10): An elite valet drone treats Culture as a class skill in which it has a single rank, it can attempt Culture checks to recall knowledge, and it has an Intelligence of 8 rather than 6. Elite valet drones tend to be chatty, and they can spend 10 minutes to adjust your fashion and appearance as necessary for a specific social situation, granting a +2 insight bonus to Diplomacy checks to change a creature’s attitude in that situation.

Capacity 100; Usage  1/hour


Drift gauntlet

Level: 20 | Price: 850000 | Bulk: L Source: TR pg. 65

Tech Relics

Ancient relics with connections to the Drift appear from time to time, though it’s unknown if this means the Drift is very old, or if these devices were once connected to some other demiplane that no longer exists. A Drift gauntlet is a six-fingered glove of articulated adamantine plates with four knuckles on each finger, readily wearable on any hand-like appendage, regardless of handedness. When you put on a Drift gauntlet, your hand painlessly transforms to fit its interior, giving you six four-knuckled fingers until the next time you take an 8-hour rest, when your hand regains its normal configuration. A creature must put on a Drift gauntlet willingly; it simply doesn’t fit over the hand of an unwilling creature.

The Drift gauntlet can’t enter the Drift; if you’re on a starship that engages its Drift engine while you’re wearing it, you and the gauntlet get left behind. Once per day, you can grasp a creature or object with the Drift gauntlet and force it into the Drift. A creature can avoid this fate with a successful Will save (DC = 20 + your key ability score modifier); otherwise, it’s cast into the Drift and must find its own means of escape. An unattended object you grasp is automatically forced into the Drift as long as it fits within a 10-foot cube. If you use this ability on a starship’s Drift engine while the engine is activating, the trip takes its minimal amount of time in the Drift (treat each d6 rolled for travel time as 1) as it’s hurled through that plane—but you’re still left behind.


Drift glass goggles

Level: 8 | Price: 9100 | Bulk: 1 Capacity: 20 charges | Usage: 1/minute Source: DC pg. 53

Drift glass is a pinkish-brown crystalline substance harvested from areas where Drift architects have worked. They crumble to dust with any attempt to shape them, so they’re awkwardly mounted whole in bulky goggles. While wearing Drift glass goggles, you have a –4 penalty to any vision-based skill or attack roll, but can see as if under the effects of a See Invisibilityspell. They also allow you to determine whether a creature normally visible to you is incorporeal.


Drift harness

Level: 14 | Price: 85000 | Bulk: 2 Capacity: 100 charges | Usage: 50/action Source: DC pg. 53

Extreme miniaturization of Drift engine technology has resulted in this backpack with an extensive web of flexible plastic field emitters. Multiple tape-like extensions wrap along every limb, even fingers, antennae, tails, or similar appendages. Due to the complexity, a Drift harness takes 1 minute to put on. You can’t wear a Drift harness while wearing any armor or any other item that prevents wearing armor.

as a 3-action activity, you can activate the Drift harness, permanently consuming a fully charged ultra-capacity battery. You enter the Drift until the beginning of your next turn, at which point you reappear in the same location. If that space is occupied when you return, you appear in the next closest unoccupied space at random. You can’t bring any other creatures with you into the Drift this way, and multiple people using Drift harnesses simultaneously won’t be anywhere near each other in the Drift during this time. You can’t enter the Drift encumbered or overburdened, and the Drift harness will leave behind items you’re carrying or wearing (besides itself) from bulkiest to lightest until you’re no longer encumbered or overburdened. Until the beginning of your next turn, you’re alone, floating freely in the Drift.


Dusk shades

Level: 4 | Price: 2100 | Bulk: 0 Source: TR pg. 47

These dark, stylish goggles are made to protect sensitive eyes from bright light and are a popular fashion accessory favored by Apostae’s upper echelons. While wearing these goggles, you are immune to the dazzled condition and protected from any effects normally caused by light sensitivity.


Echo gloves

Level: 4 | Price: 2000 | Bulk: L Capacity: 20 charges | Usage: 10/action Source: DC pg. 79

These rugged gloves have thick, sensor-laden pads along the palms. When placed against a 10-foot surface (such as a floor or section of wall) and activated as a 2-action activity, the gloves emit a sharp, seismic pulse, analyzes the rebounding waves, and publishes its analysis to a designated comm unit within 30 feet. The readout conveys the thickness of the analyzed 10-footsquare surface (to a maximum thickness of 5 feet), which might help identify weak points or hidden passages. It also grants you a +2 circumstance bonus to Engineering to assess stability and Perception checks to find hidden features in the surface. The pulse created is virtually imperceptible, though it’s easily sensed by creatures that can sense the affected surface with blindsense (vibration) or blindsight (vibration).


Eldricarnum

Level: 4 | Price: 2500 | Bulk: L Source: AP #26 pg. 17

A mass of metallic wires and small crystals of bright hues, this device can be worn like a glove. You can wire a spell gem into the eldricarnum (this process takes 1 minute) and use the gem as if the device were a weapon with the spellthrower fusion. You are proficient with the eldricarnum and wielding it as a weapon for this purpose. The gem also functions as the item’s battery.


Electrosensory Drum

Level: 8 | Price: 8400 | Bulk: L Source: AP #29 pg. 52

This handheld, organic drum-shaped device uses organs similar to those many aquatic and avian species use to detect electrical activity. Using an electrosensory drum is a single action. The drum operates by using blindsense (electricity) with a range of 20 feet. Targets are displayed on the drum’s softly glowing surface, along with their range and distance. An electrosensory drum generates its own energy that powers it for 60 minutes per day. Each use, no matter how short, consumes 1 minute of this time.

Organic technological items can regain HP from effects that restore HP, such as a mystic cure spell, and they regain a number of HP equal to their item level each day.

Capacity  20; Usage 1/hour


Electroviscous Cloak

Level: 6 | Price: 4000 | Bulk: L Source: AR pg. 102

This thin cloak is infused with conductive wiring and a polymer that changes states when charged with a specially modulated current. When you activate the cloak as a single action, its exterior becomes a frictionless gel, granting you a +2 circumstance bonus to your AC against grapple combat maneuvers and to Acrobatics checks to escape from a grapple or pin. In addition, when squeezing, you do not gain the Entangled condition, though you still move at half speed and can’t run or charge.

Capacity 40; Usage  1/round


Emergency Raft, Basic

Level: 1 | Price: 300 | Bulk: 3 Source: AR pg. 106

This emergency raft is stored as a brightred plastic cylinder, 6 inches wide and 2 feet long. When activated, it rapidly inflates into a plastic boat that measures 10 feet long, 4 feet wide, and 2 feet deep. It can hold four Medium creatures. The raft comes with four collapsible plastic oars to row with. as a single action, you can return the raft to its portable shape by pressing a button, as long as no objects or creatures remain inside. An emergency raft consumes 1 charge when you activate or collapse it.

Capacity  20; Usage  1/use


Emergency Raft, Hovercraft

Level: 10 | Price: 178000 | Bulk: 4 Source: AR pg. 106

This emergency hovercraft is more luxurious and capable than its basic counterpart, and it is 2 feet wide and 4 feet long in its compact form. When activated, it unfolds into a hover pod, except that it has 40 Hit Points, is broken when reduced to or below 20 Hit Points, provides no bonus to Piloting checks, and has no autocontrol system. as a single action, you can return the hovercraft to its portable shape at the touch of a button, as long as no objects or creatures remain inside. An emergency hovercraft consumes 2 charges when you activate or collapse it, and it consumes 1 charge for every 10 minutes (or fraction thereof) its engines are in operation. You can power down its engines so that it doesn’t consume charges; like a basic emergency raft, it comes with four oars for rowing.

Capacity  40; Usage  Varies


Emergency surfacer

Level: 5 | Price: 2750 | Bulk: 1 Source: AP #36 pg. 50

When activated with a 2-action activity, an emergency surfacer propels you to the surface at a rate of 100 feet per round for 10 rounds. You can release the surfacer at any time to stop your ascent (including at any point during the 100- foot movement per round); stopping this movement doesn’t require an action. An emergency surfacer ceases to function once it reaches the surface and has no effect above water. After use, an emergency surfacer must be recharged for 10 minutes in an atmosphere before it can be used again.


Emotion Regulator, Advanced

Level: 12 | Price: 37000 | Bulk: L Source: AR pg. 103

This small device is often worn strapped to the back of the neck or attached to a helmet. When activated, an emotion regulator sends out regular neurological pulses, reigning in extreme emotions.

An advanced emotion regulator is more effective at suppressing a broader range of extreme emotions, granting you a +2 insight bonus to saves against emotion, fear, mind-affecting, and pain effects. In addition, you are undetectable to blindsense (emotion) and blindsight (emotion). An advanced emotion regulator does not impart penalties.

Capacity  100; Usage  1/10 minutes


Emotion Regulator, Basic

Level: 2 | Price: 800 | Bulk: L Source: AR pg. 103

This small device is often worn strapped to the back of the neck or attached to a helmet. When activated, an emotion regulator sends out regular neurological pulses, reigning in extreme emotions.

A basic emotion regulator grants you a +2 insight bonus to saves against emotion and fear effects, but your dulled reactions to danger impart a –2 penalty to your initiative checks and Reflex saves.

Capacity  20; Usage  1/10 minutes


Emotiquest

Level: 4 | Price: 50 | Bulk: L Capacity: 20 charges | Usage: 1/day Source: TR pg. 48

A classic favorite of many telepathic species, this pair of handheld vidgame controllers allows two opponents to play a game by telepathically broadcasting commands. Emotiquest has two modes, competitive and cooperative. In both game modes, the players’ emotional states determine their abilities in the game, and the intensity of feeling enhances those abilities. In a competitive game, players make opposed Charisma checks to determine a winner. Cooperative games incorporate detailed narratives and stunning visuals, and a single playthrough can last for hours or days depending on the players’ wishes. The game system includes optional hardware that allows creatures without telepathy to play. If you have an emotiquest and one person to play with, you can take the lounge downtime activity even if you lack otherwise comfortable surroundings.


Empathy engine

Level: 6 | Price: 3750 | Bulk: L Capacity: 20 charges | Usage: 2/hour Source: TR pg. 48

This circlet of fine silver wire fits snugly over the cranium, connecting to twin electrodes that adhere painlessly to the temples. This technology first gained popularity with some psychically resistant lashuntas on Castrovel, then spread throughout the Pact Worlds as non-telepathic species adopted it. When worn, this device provides you with a rudimentary form of telepathy. You can’t communicate through the empathy engine using language, but you can share emotions, images, and simplistic concepts with creatures within 30 feet of you. Examples of concepts the device can communicate include “danger,” “help,” and “I won’t hurt you.” Creatures must share a language with you to communicate this way.


Endearing Ears, Mk 1

Level: 3 | Price: 1500 | Bulk: L Capacity: 20 charges | Usage: 1/minute Source: EN pg. 156

Originally sold as a fashion accessory and child’s toy, the creators of Endearing Ears recently found a way to market these devices to spacefaring adventurers. Built to resemble the ears of pet squoxes, ebrilares, or other adorable creature companions, these headphone-attachments worn atop the head make tiny movements when they detect sound, helping the wearer pinpoint nearby activity. Each model provides the listed benefits upon activation as a free action.

Mk 1 (Level 3): Enemies receive only a +1 bonus to attack you when flanking you instead of a +2. You also gain blindsense (sound) with a range of 10 feet.

Mk 2 (Level 6): You are unflankable and gain blindsense (sound) with a range of 60 feet.

Mk 3 (Level 12): You are unflankable and gain blindsight (sound) with a range of 30 feet.


Endearing Ears, Mk 2

Level: 6 | Price: 4500 | Bulk: L Capacity: 20 charges | Usage: 2/minute Source: EN pg. 156

Originally sold as a fashion accessory and child’s toy, the creators of Endearing Ears recently found a way to market these devices to spacefaring adventurers. Built to resemble the ears of pet squoxes, ebrilares, or other adorable creature companions, these headphone-attachments worn atop the head make tiny movements when they detect sound, helping the wearer pinpoint nearby activity. Each model provides the listed benefits upon activation as a free action.

Mk 1 (Level 3): Enemies receive only a +1 bonus to attack you when flanking you instead of a +2. You also gain blindsense (sound) with a range of 10 feet.

Mk 2 (Level 6): You are unflankable and gain blindsense (sound) with a range of 60 feet.

Mk 3 (Level 12): You are unflankable and gain blindsight (sound) with a range of 30 feet.


Endearing Ears, Mk 3

Level: 12 | Price: 38000 | Bulk: L Capacity: 20 charges | Usage: 1/round Source: EN pg. 156

Originally sold as a fashion accessory and child’s toy, the creators of Endearing Ears recently found a way to market these devices to spacefaring adventurers. Built to resemble the ears of pet squoxes, ebrilares, or other adorable creature companions, these headphone-attachments worn atop the head make tiny movements when they detect sound, helping the wearer pinpoint nearby activity. Each model provides the listed benefits upon activation as a free action.

Mk 1 (Level 3): Enemies receive only a +1 bonus to attack you when flanking you instead of a +2. You also gain blindsense (sound) with a range of 10 feet.

Mk 2 (Level 6): You are unflankable and gain blindsense (sound) with a range of 60 feet.

Mk 3 (Level 12): You are unflankable and gain blindsight (sound) with a range of 30 feet.


Energel food pellet

Level: 1 | Price: 5 | Bulk: - Source: GEM, p. 40

Energel food pellets are easy-to-swallow meals in pill form, capable of staving off starvation, though they lack the appropriate nutrient profile needed for long-term sustenance. You can substitute one pack of food pellets for a day’s food. If you’re already starving when you consume energel food pellets, you automatically succeed at your Constitution check to avoid nonlethal damage that day, but the effects of starvation resume the following day. You cannot benefit from consuming more than two packs of energel food pellets per week.


Engineer's Puzzle Box

Level: 3 | Price: 1500 | Bulk: 1 Source: AR pg. 103

This small box is covered with various circuits, electronic locks, gears, and other mechanisms that you must unlock or bypass in order to reach the box’s hollow center. The mechanisms shift and rearrange automatically, allowing for a multitude of combinations to keep the box from opening. Once unlocked, the box resets itself and reorders the mechanisms, starting the process over. Using an engineer’s puzzle box to improve your skills requires 1 hour and a DC 25 Engineering check. If you succeed at the check, you reduce the time required to disable devices using the Engineering skill by 2 rounds (to a minimum of 1 round). This bonus lasts for 24 hours. You can benefit from only one engineer’s puzzle box at a time.

Some engineering organizations and mechanics’ societies are known to put prizes or certificates in the center of an engineer’s puzzle box as a final test for applicants.

Capacity  20; Usage  1/hour


Entanglement Badges

Level: 15 | Price: 110000 | Bulk: - Source: AA3 pg. 81

Entanglement badges are crafted in pairs and link those who wear them at a quantum level. An entanglement badge can be activated or deactivated as a single action, and both badges must be worn and activated to function properly. In addition, the wearers of the two badges must be within 200 feet of each other to use them. When the wearer of the linked badge takes damage, you can, as a reaction, reduce the amount of damage they take by half, taking that amount of damage yourself; you can’t reduce this damage in any way. Once per day as a reaction, you can use the result of the linked badge’s wearer’s saving throw for an effect that affects you both instead of your own.

Each entanglement badge uses a battery, and each hour of use consumes 2 charges.

Usage  2/use


Environmental Field Collar, Huge or larger

Level: 1 | Price: 300 | Bulk: 3 Source: AA3 pg. 147

Environmental field collars, or EF collars, are a common form of protection for creature companions that accompany their owners into dangerous situations. These simple bands, often affixed to a neck or limb, automatically activate in hazardous environs, generating an environmental field around a creature companion of a particular size. This field provides the same Environmental protections as a suit of armor (Core Rulebook 196), except that the duration of these protections is based on the collar’s battery usage rather than its item level. as a 3-action activity, you can affix an EF collar to (or remove one from) an adjacent creature companion, either yours or a willing or unconscious ally’s. While worn, the bulk of the collar does not count as bulk carried.

Capacity  10; Usage  1/day


Environmental Field Collar, Large

Level: 1 | Price: 75 | Bulk: 1 Source: AA3 pg. 147

Environmental field collars, or EF collars, are a common form of protection for creature companions that accompany their owners into dangerous situations. These simple bands, often affixed to a neck or limb, automatically activate in hazardous environs, generating an environmental field around a creature companion of a particular size. This field provides the same Environmental protections as a suit of armor (Core Rulebook 196), except that the duration of these protections is based on the collar’s battery usage rather than its item level. as a 3-action activity, you can affix an EF collar to (or remove one from) an adjacent creature companion, either yours or a willing or unconscious ally’s. While worn, the bulk of the collar does not count as bulk carried.

Capacity  10; Usage  1/day


Environmental Field Collar, Medium

Level: 1 | Price: 25 | Bulk: l Source: AA3 pg. 147

Environmental field collars, or EF collars, are a common form of protection for creature companions that accompany their owners into dangerous situations. These simple bands, often affixed to a neck or limb, automatically activate in hazardous environs, generating an environmental field around a creature companion of a particular size. This field provides the same Environmental protections as a suit of armor (Core Rulebook 196), except that the duration of these protections is based on the collar’s battery usage rather than its item level. as a 3-action activity, you can affix an EF collar to (or remove one from) an adjacent creature companion, either yours or a willing or unconscious ally’s. While worn, the bulk of the collar does not count as bulk carried.

Capacity  10; Usage  1/day


Environmental Field Collar, Small or smaller

Level: 1 | Price: 10 | Bulk: - Source: AA3 pg. 147

Environmental field collars, or EF collars, are a common form of protection for creature companions that accompany their owners into dangerous situations. These simple bands, often affixed to a neck or limb, automatically activate in hazardous environs, generating an environmental field around a creature companion of a particular size. This field provides the same Environmental protections as a suit of armor (Core Rulebook 196), except that the duration of these protections is based on the collar’s battery usage rather than its item level. as a 3-action activity, you can affix an EF collar to (or remove one from) an adjacent creature companion, either yours or a willing or unconscious ally’s. While worn, the bulk of the collar does not count as bulk carried.

Capacity  10; Usage  1/day


Envoy's Mouthpiece

Level: 8 | Price: 9000 | Bulk: L Source: AR pg. 103

Popularized by successful lashunta diplomats, an envoy’s mouthpiece is an elegant circlet with slender arms that reach down along the jaw. Two thin earpieces extend from the band to slip unobtrusively into your ears once the mouthpiece is donned. When created, an envoy’s mouthpiece is encoded with one specific language. Whenever the language is spoken within 30 feet of you, the mouthpiece translates that language into Common. In addition, any words you speak in Common are transformed by the mouthpiece into the encoded language, allowing conversation to take place between you and speakers of the encoded language. An envoy’s mouthpiece cannot be used to translate languages other than the one it has been programmed to translate, although devices that translate into languages other than Common do exist. An envoy’s mouthpiece automatically records any words it translates, allowing anything translated through the device to be replayed through its earpiece at the touch of a button located on the lower right side. Up to 10 continuous hours can be recorded in this manner. Holding the button down for a full round erases any currently stored conversations.

Capacity  20; Usage 2/hour


Evenfire Unit

Level: 2 | Price: 550 | Bulk: L Source: AR pg. 103

Crafted of chemicals found on sweltering jungle worlds, this dull-brown cylindrical unit is no larger than a datapad. When an evenfire unit is activated, an electric current causes the chemicals to emit steady heat, but not light, within a 30-foot radius. Over 1 minute, the temperature of this area increases by 60° F, to a maximum of 80° F. The effects of multiple active evenfire units do not stack. This heat dissipates once the unit is shut off. An evenfire’s heat is consistent throughout the area and is no hotter closer to the unit than at the edge of its area of effect. Anyone in the heated area gains a +2 circumstance bonus to Fortitude saves against environmental cold dangers. In moderate or strong winds, an evenfire’s temperature increase is reduced to 30° F, and the circumstance bonus to Fortitude saves is reduced to +1.

In severe or stronger winds, an evenfire unit provides no temperature increase or save bonus.

Capacity  20; Usage  2/hour


Explosion inhibitor

Level: 14 | Price: 75000 | Bulk: 1 Capacity: 10 charges | Usage: 1/round Source: TR pg. 65

Tech Relics

This 8-inch bronze ovoid has a single round button on its wide end. Activating the device is a free action. For 1 round, the skin of the ovoid heaves and roils in waves that seem to be constantly falling in toward the ovoid and never rising out of it, yet the ovoid remains the same size. When an explosion or a weapon with the explode special property detonates within 30 feet of the explosion inhibitor, its explosion radius is halved (rounded down to the nearest increment of 5 feet, minimum radius of 5 feet). An explosion inhibitor can’t be harmed by explosives or weapons with the explode special property, regardless of the type of damage the explosion deals. An explosion inhibitor’s internal battery can’t be recharged by ordinary means, but when it’s within an explosion that deals at least 50 damage, it regains 1d6 charges, to a maximum of 10.


Extreme Hoverskates

Level: 13 | Price: 46000 | Bulk: 1 Capacity: 40 charges | Usage: 4/minute10 Source: PoC pg. 63

Extreme hoverskates are for advanced enthusiasts of the sport, allowing for more intense maneuvers. They function identically to Hoverskates (Starfinder Armory 104), suspending you approximately 1 inch off the ground when worn and activated. However, when you overcharge your extreme hoverskates, the bonus increase to your speed is 30 feet (instead of 20 feet), and you gain a +2 circumstance bonus to Acrobatics checks to balance and Athletics checks to jump during that single action; this stacks with the bonus granted to your Athletics check for your increase in speed.


Fashion infosite subscription

Level: 2 | Price: 450 | Bulk: 0 Source: TR pg. 48

Many infosphere fashion sites thrive in the Pact Worlds and are constantly updated by designers with the latest curated collections, and offer subscriptions to ensure their followers are always up-to-date. Each subscription is associated with a specific organization or subculture, such as the Stewards, Pact Worlds dance clubs, or Veskarium corporate culture. The subscription takes form of physical chip you can add to a tier-0 or higher computer (such as a comm unit). As long as you check it briefly each day, you gain a +4 bonus to Culture checks made to recall knowledge related to the associated group’s apparel and fashion.


Feelings lockbox

Level: 11 | Price: 24000 | Bulk: L Source: TR pg. 65

Tech Relics

This lacquered box has no hinges or lid; instead, a clear window displays its empty interior, next to which is a toggle switch marked “unlock” and “lock.” Despite these labels, the box doesn’t open. The toggle is difficult to move, so switching it is a 2-action activity. When you switch the toggle to “lock,” you can spend 1 Focus Point to draw your emotions into the box, causing a ghostly image of your face to swirl within it. You experience virtually no emotion while your feelings are locked within; you can’t benefit from morale bonuses, and you roll twice for saving throws against emotion, fear, mind-affecting, and pain effects, taking the higher result. If the higher result succeeds but the lower result fails, your image in the box visibly displays the effect, such as grimacing in pain, and the box gains an Emotion Point. You can’t be detected by blindsight (emotion) or blindsense (emotion) while your emotions are in the feelings lockbox, but the box is detectable.

When the switch is flipped to “unlock,” you immediately recover your emotions in a powerful rush, no matter your distance from the box or even if the box is on another plane. The switch flips back on its own after 24 hours, or as soon as the box gains 4 Emotion Points. Unlocking your emotions resets the box’s Emotion Points to 0 and gives you a penalty to your Will saves equal to the number of Emotion Points that were in the box. Every 24 hours, this penalty is reduced by 1, although powerful effects such as miracle, psychic surgery, and wish can eliminate the penalty prematurely. While you have this penalty, you can’t activate a feelings lockbox.


Fire Extinguisher

Level: 1 | Price: 15 | Bulk: L Capacity: 20 charges | Usage: 1/round Source: Core Rulebook

as a 2-action activity, you can deploy a fire extinguisher to end a burn effect on any one creature or object of Medium or smaller size. Extinguishing a Large creature or object takes 2 rounds, and the number of rounds required doubles with each size category beyond Large. A fire extinguisher can function for 20 rounds (which need not be consecutive) and can be recharged for 10% of the purchase price.


Fitting jacket

Level: 7 | Price: 7000 | Bulk: L Source: TR pg. 66

Tech Relics

This ordinary gray suit jacket automatically tailors itself to fit your body, but it can’t be worn with heavy or powered armor. It contains miniscule pheromone emitters and holo-psychic transmitters to help you fit in as an ordinary member of any fairly large organization where the members don’t all know one another well, like a mercenary company or employees in a corporate office. Generally, any organization with at least 50 members qualifies, but the GM makes the final decision. When you spend at least a minute interacting with an organization member, you can attempt a DC 25 Culture check. On a success, you learn enough for the fitting jacket to attune its emissions to that organization. Rank-and-file members of the organization have a starting attitude of indifferent toward you; to them, you appear to be wearing the appropriate uniform, have the appropriate credentials, and so on, even though you can’t detect those details. The jacket can’t make you appear as any specific individual, but you gain a +10 circumstance bonus to Disguise checks to appear as a member of the chosen organization. If you fail the Culture check, the jacket can’t attune to that organization for 24 hours.

A fitting jacket can only be attuned to one organization at a time. Successfully attuning it to a new organization causes it to lose its attunement to the prior organization.


Flash Shield Generator

Level: 12 | Price: 32000 | Bulk: 1 Source: AR pg. 103

This scepter-like device coalesces atmosphere into a crystalline sheet. When you activate a flash shield generator, you select one edge of a square within 10 feet of you and create a 5-footsquare vertical sheet of translucent crystal on that edge, providing partial cover against attacks coming from one side of the sheet (your choice). The flash shield must be supported by the ground or another structure when it is created, and it can’t support any weight. You can make the flash shield cloudy when you create it, which causes it to block line of sight. The flash shield is delicate and easy to break; it has an AC of 10, hardness 0, and 10 Hit Points. A flash shield disintegrates on its own after 24 hours. If you create a new flash shield within 100 feet of an existing shield, the old shield disappears, its material evaporated and transformed to create the new shield. A flash shield generator does not function where there is no atmosphere.

Capacity  100; Usage  10/use


Flushbuster

Level: 8 | Price: 1300 | Bulk: L Source: TR pg. 48, AP #16 pg. 47

A flushbuster is a palm-sized, malleable, one-use satchel charge designed to travel easily through any water-propagated waste-removal system (such as the flushing toilet found on many planets with standard gravity and aboard some starships). It resembles a vacuum-sealed plastic bag divided into two pouches, one containing a substance that looks like purple clay, and the other containing a substance that resembles green gelatin. The bag itself is made of a time-release polymer that disintegrates after 1d4 minutes of immersion in water, allowing the two volatile substances to mix into a composite explosive that immediately detonates. Once the bag disintegrates, the mixture of the composite explosive and water generates a massive pressurized explosion that overloads the pipe system, causing any toilet or latrine within 100 feet of the device and connected to it via pipe to explode violently. Each creature or object within a 10-foot radius of any exploding toilet takes 4d6 bludgeoning damage (Reflex DC 12 half) and watery sewage begins flooding into the room (filling a 15-foot-by-15-foot room with 1 foot of water per round). A creature that begins its turn within this sewage must succeed at a DC 12 Fortitude save or gain the sickened condition for 1 minute. Any creature adjacent to an exploded toilet can spend a 3-action activity to attempt a DC 20 Engineering check to stop the flooding in that specific room.


Formation Boots

Level: 1 | Price: 100 | Bulk: L Source: AP #19 pg. 44

Fairly standard issue to the Suskillon Defense Forces and sold to military organizations in other systems, these pressure-sensitive gel boots fit beneath normal armor and can also be worn separately. It takes 2 hours of walking in them before the wearer gains their benefit, but after that time, they conform to the wearer’s feet and provide a +2 bonus to Constitution saves to avoid taking damage from a forced march.


Frosthiker soles

Level: 1 | Price: 35 | Bulk: L Source: GEM, p. 40

These tough hiking boots include retractable ice spikes that provide crucial grip. as a single action, the wearer can click their heels together to extend or retract the spikes. While wearing the boots with extended spikes, your speed is reduced by 5 feet, but you can move across relatively even icy surfaces as though they were not difficult terrain, and the DCs for Acrobatics checks you attempt on ice are increased by 2 rather than 5.


Fungal Bomb

Level: 10 | Price: 2750 | Bulk: L Source: AP #28 pg. 52

These sealed and pressurized glass tubes are filled with a substance derived from dycepskian spores. Each can be used only once. When a fungal bomb explodes, it releases a cloud of modified spores in a 20-foot-radius spread. This is a Disease effect. Creatures in this area must succeed at a Fortitude save or be Sickened for 1 day. If a Sickened creature spends Resolve to recover Hit Points, it can attempt this saving throw again, ending the Sickened condition on a success.


Geckopad Gloves

Level: 1 | Price: 325 | Bulk: 1 Source: AP #15 pg. 52

These subtle yet stylish black gloves have fingers tipped in a complex microscopic texture that mimics the setae of a gecko’s foot pads, allowing you to adhere to most small objects with ease. When you wear a pair of geckopad gloves, you gain a +2 circumstance bonus to Sleight of Hand checks to palm an object, and you reduce the DC of Sleight of Hand checks to pick pockets by 5.

You must be wearing both gloves to gain their benefits, but they don’t prevent you from holding other objects or wielding weapons with those hands. Geckopad gloves don’t require a battery to function.


Gnomish Any-Tool Mk 1

Level: 2 | Price: 480 | Bulk: 1 Source: AP#50, pg. 50

A Gnomish anytool is a versatile piece of equipment that looks like an almost featureless rod less than a foot long when first purchased. as a 3-action activity, though, you can twist and pull at the rod’s movable parts to form one of the anytool’s individual items, depending on the item’s model. You can change the anytool back into the rod or into another item with another 3-action activity. When it appears as a rod, a gnomish anytool looks harmless, granting you a +4 circumstance bonus to Sleight of Hand checks to hide it on your person. Any powered piece of equipment uses that item’s usage, though they all share a single battery of the highest capacity either device uses. Weapon fusions can be placed on an anytool weapon, using the level of the anytool to determine pricing.

Gnomish anytools that function as different weapons or tool kits are possible, but the following are the most common.

A mk 1 anytool can function as a flashlight, set of navigator’s tools, survival knife, or tactical gnome scout gun.


Gnomish Any-Tool Mk 2

Level: 8 | Price: 8500 | Bulk: 1 Source: AP#50, pg. 50

A Gnomish anytool is a versatile piece of equipment that looks like an almost featureless rod less than a foot long when first purchased. as a 3-action activity, though, you can twist and pull at the rod’s movable parts to form one of the anytool’s individual items, depending on the item’s model. You can change the anytool back into the rod or into another item with another 3-action activity. When it appears as a rod, a gnomish anytool looks harmless, granting you a +4 circumstance bonus to Sleight of Hand checks to hide it on your person. Any powered piece of equipment uses that item’s usage, though they all share a single battery of the highest capacity either device uses. Weapon fusions can be placed on an anytool weapon, using the level of the anytool to determine pricing.

Gnomish anytools that function as different weapons or tool kits are possible, but the following are the most common.

A mk 2 anytool can function as an Advanced gnome scout gun, emergency beacon, engineering tool kit, flashlight, lantern, set of navigator’s tools, set of trapsmith’s tools, tactical knife.


Gnomish Any-Tool Mk 3

Level: 13 | Price: 45750 | Bulk: 1 Source: AP#50, pg. 50

A Gnomish anytool is a versatile piece of equipment that looks like an almost featureless rod less than a foot long when first purchased. as a 3-action activity, though, you can twist and pull at the rod’s movable parts to form one of the anytool’s individual items, depending on the item’s model. You can change the anytool back into the rod or into another item with another 3-action activity. When it appears as a rod, a gnomish anytool looks harmless, granting you a +4 circumstance bonus to Sleight of Hand checks to hide it on your person. Any powered piece of equipment uses that item’s usage, though they all share a single battery of the highest capacity either device uses. Weapon fusions can be placed on an anytool weapon, using the level of the anytool to determine pricing.

Gnomish anytools that function as different weapons or tool kits are possible, but the following are the most common.

A mk 3 anytool can function as an Elite gnome scout gun, emergency beacon, engineering tool kit, flashlight, hacking kit, lantern, set of navigator’s tools, set of trapsmith’s tools, survival straw, ultrathin dagger.


Grappler

Level: 2 | Price: 700 | Bulk: L Source: CRB pg. 219

A grappler is a high-tech anchoring device that can be attached to a cable line as a single action. The cable line can instead be threaded through the grappler, which takes 1 minute but adds the cable line’s hardness and HP to the hardness and HP of the grappler (and vice versa). A grappler has clamps that can slide from its base along a cable line attached to it, allowing it to be climbed as easily as a knotted rope (see Athletics on page 136).

You can attach a grappler through which a cable line is threaded to an immobile object that’s at least 5 feet in width with a ranged attack against AC 5. If the grappler is fired at a moving object or a smaller object, you must hit that object’s KAC + 8 to attach the grappler to the object. After it’s attached, the grappler remains anchored until either you give a release command as a single action, the grappler is pried free with an Athletics check equal to the attack roll you made to attach it, or the grappler is destroyed. If a cable line attached to or threaded through a grappler is destroyed but the grappler itself was not damaged, the cable line is destroyed, but the grappler is unharmed. In this case, the grappler loses the excess hardness and HP that a threaded cable line added to it.

You can also target a creature with the grappler. This is resolved as a grapple combat maneuver, but a creature struck with the grappler can still use its hands, and its movement is only restricted to remain within range of the length of the grappler’s cable. In addition to the normal rules for escaping a grapple, the target can pry itself loose with a successful Athletics check (DC equal to your attack roll to grapple the target). Or, it can perform a sunder combat maneuver against the grappler. Even if the combat maneuver doesn’t destroy the attached cable, the creature escapes the grapple.

A grappler can be thrown as a grenade or set over the muzzle of a ranged weapon that targets AC, in which case it has half the normal range increment of the weapon, and you use any weapon proficiency and bonuses to attack you have with that weapon. A grappler can be reused.


Gray Comm Unit, Planetary

Level: 3 | Price: 1500 | Bulk: 1 Source: AP #26 pg. 15

A gray comm unit, a bizarre device made of smoky crystal and wires of gold and silver, functions like a normal comm unit, except it sends only telepathic signals. You must identify the receiver, who must also have a gray comm unit, which notifies the receiver of an incoming message. To send or receive the message, you must have limited telepathy or telepathy, or you must cast mindlink (an exception to that spell’s normal targeting) or telepathy targeting the gray comm unit. Either spell retains its other parameters, such as duration. A mystic using the mindlink class feature can target a gray comm unit with the spell any number of times per day, even if the message comes from or goes to the same creature. Three kinds of gray comm unit units see use.

This bulky handheld unit can reach another unit on the same planet or on an object orbiting the same planet.


Gray Comm Unit, System-wide

Level: 8 | Price: 9000 | Bulk: 40 Source: AP #26 pg. 15

A gray comm unit, a bizarre device made of smoky crystal and wires of gold and silver, functions like a normal comm unit, except it sends only telepathic signals. You must identify the receiver, who must also have a gray comm unit, which notifies the receiver of an incoming message. To send or receive the message, you must have limited telepathy or telepathy, or you must cast mindlink (an exception to that spell’s normal targeting) or telepathy targeting the gray comm unit. Either spell retains its other parameters, such as duration. A mystic using the mindlink class feature can target a gray comm unit with the spell any number of times per day, even if the message comes from or goes to the same creature. Three kinds of gray comm unit units see use.

A gray comm unit with a system-wide range typically takes up 10 or so cubic feet, much of it a network of wire and crystals set within a wall unit.


Gray Comm Unit, Unlimited

Level: 14 | Price: 72000 | Bulk: 120 Source: AP #26 pg. 15

A gray comm unit, a bizarre device made of smoky crystal and wires of gold and silver, functions like a normal comm unit, except it sends only telepathic signals. You must identify the receiver, who must also have a gray comm unit, which notifies the receiver of an incoming message. To send or receive the message, you must have limited telepathy or telepathy, or you must cast mindlink (an exception to that spell’s normal targeting) or telepathy targeting the gray comm unit. Either spell retains its other parameters, such as duration. A mystic using the mindlink class feature can target a gray comm unit with the spell any number of times per day, even if the message comes from or goes to the same creature. Three kinds of gray comm unit units see use.

Few have seen these massive gray comm unit units, which take up a small room and highjack Drift beacons to transmit their telepathic signals across interstellar distances.


Grenade Scrambler, Mk 1

Level: 1 | Price: 250 | Bulk: 1 Source: AR pg. 106

When activated as a single action, this unit emits a wireless signal that interferes with the detonation sequence of grenades within 30 feet. Grenades that would successfully land at an intersection in the area have a 50% chance to miss, and any grenade that targets an intersection in the area and misses lands 1d6 squares away (instead of 1d4). A grenade scrambler affects only grenades whose item level is equal to or lower than its own level. If an affected grenade’s level is at least 5 levels lower than the grenade scrambler’s, it automatically misses. Affects grenades with an item level of 1 or lower. Capacity  20; Usage  5/round


Grenade Scrambler, Mk 2

Level: 4 | Price: 2100 | Bulk: 1 Source: AR pg. 106

When activated as a single action, this unit emits a wireless signal that interferes with the detonation sequence of grenades within 30 feet. Grenades that would successfully land at an intersection in the area have a 50% chance to miss, and any grenade that targets an intersection in the area and misses lands 1d6 squares away (instead of 1d4). A grenade scrambler affects only grenades whose item level is equal to or lower than its own level. If an affected grenade’s level is at least 5 levels lower than the grenade scrambler’s, it automatically misses.

Affects grenades with an item level of 4 or lower.

Capacity  40; Usage  5/round


Grenade Scrambler, Mk 3

Level: 8 | Price: 9300 | Bulk: 1 Source: AR pg. 106

When activated as a single action, this unit emits a wireless signal that interferes with the detonation sequence of grenades within 30 feet. Grenades that would successfully land at an intersection in the area have a 50% chance to miss, and any grenade that targets an intersection in the area and misses lands 1d6 squares away (instead of 1d4). A grenade scrambler affects only grenades whose item level is equal to or lower than its own level. If an affected grenade’s level is at least 5 levels lower than the grenade scrambler’s, it automatically misses. Affects grenades with an item level of 8 or lower. Affected grenades with an item level of 3 or lower automatically miss. Capacity  40; Usage  5/round


Grenade Scrambler, Mk 4

Level: 12 | Price: 35000 | Bulk: 1 Source: AR pg. 106

When activated as a single action, this unit emits a wireless signal that interferes with the detonation sequence of grenades within 30 feet. Grenades that would successfully land at an intersection in the area have a 50% chance to miss, and any grenade that targets an intersection in the area and misses lands 1d6 squares away (instead of 1d4). A grenade scrambler affects only grenades whose item level is equal to or lower than its own level. If an affected grenade’s level is at least 5 levels lower than the grenade scrambler’s, it automatically misses. Affects grenades with an item level of 12 or lower. Affected grenades with an item level of 7 or lower automatically miss. Capacity  40; Usage  5/round


Grenade Scrambler, Mk 5

Level: 16 | Price: 165000 | Bulk: 1 Source: AR pg. 106

When activated as a single action, this unit emits a wireless signal that interferes with the detonation sequence of grenades within 30 feet. Grenades that would successfully land at an intersection in the area have a 50% chance to miss, and any grenade that targets an intersection in the area and misses lands 1d6 squares away (instead of 1d4). A grenade scrambler affects only grenades whose item level is equal to or lower than its own level. If an affected grenade’s level is at least 5 levels lower than the grenade scrambler’s, it automatically misses. Affects grenades with an item level of 16 or lower. Affected grenades with an item level of 11 or lower automatically miss. Capacity  100; Usage  5/round


Grenade Scrambler, Mk 6

Level: 20 | Price: 815000 | Bulk: 1 Source: AR pg. 106

When activated as a single action, this unit emits a wireless signal that interferes with the detonation sequence of grenades within 30 feet. Grenades that would successfully land at an intersection in the area have a 50% chance to miss, and any grenade that targets an intersection in the area and misses lands 1d6 squares away (instead of 1d4). A grenade scrambler affects only grenades whose item level is equal to or lower than its own level. If an affected grenade’s level is at least 5 levels lower than the grenade scrambler’s, it automatically misses. Affects grenades with an item level of 20 or lower. Affected grenades with an item level of 15 or lower automatically miss. Capacity  100; Usage  5/round


Grounding Boots

Level: 15 | Price: 105000 | Bulk: L Source: AR pg. 103

When activated, these heavy boots create an electromagnetic field around you that disperses electrical current into the ground. You gain electricity resistance 15, and as long as you are standing on any surface larger than you are, creatures adjacent to you gain electricity resistance 5.

Capacity  100; Usage  1/minute


Gun Emplacement

Level: 3 | Price: 1350 | Bulk: 3 Source: AP #19 pg. 44

This sturdy, metallic tripod can turn almost any gun into a semi-mobile turret, allowing soldiers to guard areas without putting themselves in harm’s way. It takes 10 minutes to attach or detach a non-analog longarm or heavy weapon to the emplacement; when attached to an emplacement, the gun can’t be wielded normally and can be fired only using the included wireless remote control that functions as a tier 1 computer with a control module. As long as the remote control is within 100 feet of the gun emplacement, you can use it to see through the emplacement’s camera (which has darkvision with a range of 30 feet) and operate the attached gun, either using your own ranged attack bonus with the attached weapon or allowing the computer to make the attack roll; the computer has a ranged attack bonus of +1 and proficiency with the attached weapon. Any weapon special properties and critical hit effects apply. When a gun emplacement gains the broken condition, you can no longer fire the attached gun.

A gun emplacement uses a battery and consumes 1 charge per hour of use (or fraction thereof).

Capacity  20; Usage  1/hour


Habitat Box

Level: 1 | Price: 375 | Bulk: 4 Source: AR pg. 107

A habitat box is a powered container used to store small creatures or plant samples. Habitat boxes are typically used by explorers and naturalists to preserve samples, but couriers and smugglers also find them useful. The box has an adjustable temperature and humidity to keep the interior at a consistent environment, and food and water dispensers can sustain creatures stored within for as long as the box has power. The standard habitat box is a cube 2 feet square, although interior dividers allow you subdivide the box into several smaller compartments, each with their own isolated environment.


Havoc charge, mk 1

Level: 2 | Price: 130 | Bulk: L Source: TR pg. 68

Demolitions

Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels

This explosive creates devastating shockwaves that fling debris and white-hot heat to damage structures and bystanders alike. Treat the result of any Engineering check as 10 higher for the purpose of determining whether a havoc charge causes collateral damage; as a result, a havoc charge can cause collateral damage even if the Engineering check is not high enough to damage or outright destroy the target structure. Treat the result of any Engineering check as 10 higher for the purpose of calculating the damage and size of any collateral damage effect, and increase maximum damage the collateral blast can deal to twice the structure’s break DC

Maximum Result: 20


Havoc charge, mk 2

Level: 5 | Price: 430 | Bulk: L Source: TR pg. 68

Demolitions

Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels

This explosive creates devastating shockwaves that fling debris and white-hot heat to damage structures and bystanders alike. Treat the result of any Engineering check as 10 higher for the purpose of determining whether a havoc charge causes collateral damage; as a result, a havoc charge can cause collateral damage even if the Engineering check is not high enough to damage or outright destroy the target structure. Treat the result of any Engineering check as 10 higher for the purpose of calculating the damage and size of any collateral damage effect, and increase maximum damage the collateral blast can deal to twice the structure’s break DC

Maximum Result: 25


Havoc charge, mk 3

Level: 8 | Price: 1325 | Bulk: L Source: TR pg. 68

Demolitions

Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels

This explosive creates devastating shockwaves that fling debris and white-hot heat to damage structures and bystanders alike. Treat the result of any Engineering check as 10 higher for the purpose of determining whether a havoc charge causes collateral damage; as a result, a havoc charge can cause collateral damage even if the Engineering check is not high enough to damage or outright destroy the target structure. Treat the result of any Engineering check as 10 higher for the purpose of calculating the damage and size of any collateral damage effect, and increase maximum damage the collateral blast can deal to twice the structure’s break DC

Maximum Result: 30


Havoc charge, mk 4

Level: 11 | Price: 3600 | Bulk: L Source: TR pg. 68

Demolitions

Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels

This explosive creates devastating shockwaves that fling debris and white-hot heat to damage structures and bystanders alike. Treat the result of any Engineering check as 10 higher for the purpose of determining whether a havoc charge causes collateral damage; as a result, a havoc charge can cause collateral damage even if the Engineering check is not high enough to damage or outright destroy the target structure. Treat the result of any Engineering check as 10 higher for the purpose of calculating the damage and size of any collateral damage effect, and increase maximum damage the collateral blast can deal to twice the structure’s break DC

Maximum Result: 35


Havoc charge, mk 5

Level: 14 | Price: 10300 | Bulk: L Source: TR pg. 68

Demolitions

Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels

This explosive creates devastating shockwaves that fling debris and white-hot heat to damage structures and bystanders alike. Treat the result of any Engineering check as 10 higher for the purpose of determining whether a havoc charge causes collateral damage; as a result, a havoc charge can cause collateral damage even if the Engineering check is not high enough to damage or outright destroy the target structure. Treat the result of any Engineering check as 10 higher for the purpose of calculating the damage and size of any collateral damage effect, and increase maximum damage the collateral blast can deal to twice the structure’s break DC

Maximum Result: 45


Havoc charge, mk 6

Level: 17 | Price: 35000 | Bulk: L Source: TR pg. 68

Demolitions

Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels

This explosive creates devastating shockwaves that fling debris and white-hot heat to damage structures and bystanders alike. Treat the result of any Engineering check as 10 higher for the purpose of determining whether a havoc charge causes collateral damage; as a result, a havoc charge can cause collateral damage even if the Engineering check is not high enough to damage or outright destroy the target structure. Treat the result of any Engineering check as 10 higher for the purpose of calculating the damage and size of any collateral damage effect, and increase maximum damage the collateral blast can deal to twice the structure’s break DC

Maximum Result: 55


Havoc charge, mk 7

Level: 20 | Price: 118000 | Bulk: L Source: TR pg. 68

Demolitions

Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels

This explosive creates devastating shockwaves that fling debris and white-hot heat to damage structures and bystanders alike. Treat the result of any Engineering check as 10 higher for the purpose of determining whether a havoc charge causes collateral damage; as a result, a havoc charge can cause collateral damage even if the Engineering check is not high enough to damage or outright destroy the target structure. Treat the result of any Engineering check as 10 higher for the purpose of calculating the damage and size of any collateral damage effect, and increase maximum damage the collateral blast can deal to twice the structure’s break DC

Maximum Result: 65


Hazmat synthsleeves

Level: 1 | Price: 30 | Bulk: L Capacity: 10 charges | Usage: 1/hour Source: GEM, p. 40

This canister of quick-dry spray-on polymer provides protection for anyone handling dangerous materials but can’t afford to have their fine motor control impeded by gloves. Applying the polymer to your arms and hands takes a 3-action activity, and the polymer lasts for 1 hour before flaking away. While coated, you gain resistance 10 to acid, cold, electricity, and fire damage, as well as immunity to contact poisons, drugs, and other toxins. The polymer protects you in this way only from objects you’re handling—such as scooping up lava, handling toxic chemicals, or manipulating high-voltage wires—but not from other attacks or effects. One canister holds enough liquid polymer for 10 applications.


Headphones, Basic

Level: 1 | Price: 5 | Bulk: - Source: EN pg. 156

While modern armor can incorporate personal comm units into their functionality, not everybody walks around in battle-dress at all hours. For those wishing to consume their chosen entertainment media, tried-and-true headphones of all varieties are still the galactic standard, as are speaker systems for those who enjoy sharing with others.

Basic (Level 1): Basic headphones are available in hundreds of colors, patterns, and styles, each adaptable for members of all species. These vary from earbuds to ear covers that are connected with thin-but-flexible wires to their host comm units or media players. Some think this makes them old-fashioned, but audiophiles across the cosmos swear that their sound-quality is better than wireless varieties.

Wireless (Level 1): Wireless headphones have the same variety as their basic counterparts, though they lack the wire that connects them to the device they’re linked to. The lack of tethering means there is no chance of getting anything tangled up, but it also increases the chances of electromagnetic interference or the risk of losing an earbud or ear cover.

Noise-Canceling (Level 2): Available in basic or wireless varieties, noise-canceling headphones see widespread use in crowded places such as the spaceports of Absalom Station and the ever-open markets of Verces. At GM discretion, noise-canceling headphones can reduce penalties to skill checks due to loud distractions, though the same reduction applies to sound-based Perception checks.


Headphones, Noise-Cancelling

Level: 2 | Price: 420 | Bulk: - Source: EN pg. 156

While modern armor can incorporate personal comm units into their functionality, not everybody walks around in battle-dress at all hours. For those wishing to consume their chosen entertainment media, tried-and-true headphones of all varieties are still the galactic standard, as are speaker systems for those who enjoy sharing with others.

Basic (Level 1): Basic headphones are available in hundreds of colors, patterns, and styles, each adaptable for members of all species. These vary from earbuds to ear covers that are connected with thin-but-flexible wires to their host comm units or media players. Some think this makes them old-fashioned, but audiophiles across the cosmos swear that their sound-quality is better than wireless varieties.

Wireless (Level 1): Wireless headphones have the same variety as their basic counterparts, though they lack the wire that connects them to the device they’re linked to. The lack of tethering means there is no chance of getting anything tangled up, but it also increases the chances of electromagnetic interference or the risk of losing an earbud or ear cover.

Noise-Canceling (Level 2): Available in basic or wireless varieties, noise-canceling headphones see widespread use in crowded places such as the spaceports of Absalom Station and the ever-open markets of Verces. At GM discretion, noise-canceling headphones can reduce penalties to skill checks due to loud distractions, though the same reduction applies to sound-based Perception checks.


Headphones, Wireless

Level: 1 | Price: 40 | Bulk: - Source: EN pg. 156

While modern armor can incorporate personal comm units into their functionality, not everybody walks around in battle-dress at all hours. For those wishing to consume their chosen entertainment media, tried-and-true headphones of all varieties are still the galactic standard, as are speaker systems for those who enjoy sharing with others.

Basic (Level 1): Basic headphones are available in hundreds of colors, patterns, and styles, each adaptable for members of all species. These vary from earbuds to ear covers that are connected with thin-but-flexible wires to their host comm units or media players. Some think this makes them old-fashioned, but audiophiles across the cosmos swear that their sound-quality is better than wireless varieties.

Wireless (Level 1): Wireless headphones have the same variety as their basic counterparts, though they lack the wire that connects them to the device they’re linked to. The lack of tethering means there is no chance of getting anything tangled up, but it also increases the chances of electromagnetic interference or the risk of losing an earbud or ear cover.

Noise-Canceling (Level 2): Available in basic or wireless varieties, noise-canceling headphones see widespread use in crowded places such as the spaceports of Absalom Station and the ever-open markets of Verces. At GM discretion, noise-canceling headphones can reduce penalties to skill checks due to loud distractions, though the same reduction applies to sound-based Perception checks.


Heatsink Cravat

Level: 21 | Price: 300 | Bulk: - Source: AP #13 pg. 52

This garment is worn over the exterior of armor, often around the neck or head. Woven from golden nanotubes, a heatsink cravat converts heat energy into cold. It functions like a set of heat climate environmental clothing without consuming any charges. If you gain the Burning condition while wearing the cravat, it activates automatically, reducing the amount of damage you take from the Burning condition each round by 1 (minimum 0) for as long as it is active. In addition, while a heatsink cravat is active, you gain a +2 circumstance bonus to Reflex saves to end the Burning condition, which stacks with any bonus from previously failed attempts to end the Burning condition.

A heatsink cravat uses a battery, and each round of use consumes 1 charge.

Capacity  20; Usage  1/round


Helping hand

Level: 2 | Price: 75 | Bulk: L Source: GEM, p. 40

This foot-wide circular platform generates a weak anti-gravity field when activated, causing it to hover up to 4 feet above any solid surface like a small floating table. A helping hand can support up to 1 bulk; twice this value causes the device to gently descend, and any more causes it to plummet to the ground. It cannot move horizontally unless pushed or pulled. The helping hand requires a battery and uses 1 charge per 10 minutes of use.


Holdall Raiment

Level: 4 | Price: 2000 | Bulk: L Source: AP #5 pg. 40

Though this ivory-white frock is tailored for kishalee physiology, most humanoids can wear it with little to no discomfort. A holdall raiment features a dozen pockets, each of which can access a series of linked extradimensional pockets. Each pocket can hold a single item that weighs up to 1 bulk, though any item stored within the raiment can be retrieved from any pocket as a single action, but only by the wearer of the raiment. The stored items cannot be detected by anyone searching or frisking you. Relic These rare items are bits of lost technology or unique items less powerful than artifacts. A relic has an item level but can be sold for 100% of the item’s price (like trade goods). A relic cannot be crafted without the means of a specific formula, which is almost always long lost, and often requires specific materials. A relic that became understood well enough to be reproduced, standardized, and mass-marketed might lose its relic status.


Holographic Sashimono

Level: 1 | Price: 300 | Bulk: L Source: AR pg. 107

This lightweight, shoulder-mounted hologram projector displays the image of a banner or crest in the air above and slightly behind you. Some use these to broadcast their beliefs, while others employ them as personal advertisements. Most holographic sashimonos display images up to 2 feet wide and 3 feet tall, and these images can be programmed to be static (such as a military insignia) or short looping animations (such as roaring flames). A holographic sashimono grants you a +2 insight bonus to Profession checks to earn a living.

Capacity  20; Usage  1/hour


Holographic strike sign

Level: 1 | Price: 275 | Bulk: 1 Source: AP #38 pg. 55

A holographic strike sign consists of a small projection unit attached to a dowel; it displays a holographic image or message programmed by the user. A holographic strike sign grants its holder a +2 circumstance bonus to Intimidate checks to bully individuals attempting to move past them. If used as an improvised weapon, a holographic strike sign deals an extra 1 point of electricity damage on a critical hit but then breaks.

A holographic strike sign requires one hand to hold, but two to wield as an improvised weapon. It uses a battery and consumes 2 charges per hour of use.


Holoshroud

Level: 3 | Price: 1300 | Bulk: 2 Source: AR pg. 104

This loose mesh of wire and miniature holographic projectors is used to disguise the presence of creatures or objects. Holoshroud comes in 10-foot-by-10-foot square sheets. When you hide under an activated holoshroud, you gain a +2 insight bonus to Stealth checks as long as you remain immobile and Prone. Covering yourself with holoshroud is a 3-action activity requiring a successful DC 10 Survival check (failure means you do not cover yourself correctly with the holoshroud and do not gain its bonus to Stealth checks). You have the Entangled condition when using a holoshroud, except you do not take a penalty to initiative or Stealth checks from this condition. Taking off a holoshroud is a single action, or you can take off the holoshroud as part of the single action to stand up from a Prone position. A creature with the blindsense ability ignores the effect of a holoshroud. You cannot hide under a holoshroud that is not activated; if the holoshroud runs out of charges while you are underneath it, you are visible as normal.

You can spend 1 minute covering a Medium or smaller object with a holoshroud, making it appear to be a natural part of the surrounding terrain. For example, you can conceal a hoverbike as a rock or patch of brush. Covering a Large object requires two holoshrouds. Covering a Huge or Gargantuan object requires five holoshrouds and takes 10 minutes of work. Camouflaging a Colossal object depends on its shape but generally requires at least 10 holoshrouds and takes 1 hour of work. The DC of Perception checks to notice or search for an object covered by a holoshroud is increased by 10. Any creature within 10 feet of a Large or larger object hidden by holoshrouds automatically recognizes it as a camouflaged object.

Capacity 20; Usage 1/hour


Holoskin

Level: 2 | Price: 500 | Bulk: L Source: CRB pg. 219

This holographic projector is generally mounted to a belt or arm strap. It can be programmed using the Disguise skill to project a different appearance. When you use a holoskin, you can disguise major features, race, or creature type without the DC of your Disguise check increasing, except against Perception checks that involve physical examination.


Horizon Shield

Level: 7 | Price: 6500 | Bulk: 1 Source: AP #5 pg. 40

A horizon shield slips over one hand much like a set of brass knuckles with a touch-sensitive control pad resting in your palm. Activating or deactivating a horizon shield is a single action. When activated, a horizon shield forms a nearly invisible barrier that warps space around you, making you more difficult to hit with ranged attacks. Any ranged attack targeting you treats you as if are 60 feet farther away than you actually are. This might impart a range increment penalty to the attack roll or even make the attack impossible altogether. You must be aware of the attacker and can’t be holding anything else in the hand equipped with the horizon shield. This effect doesn’t stack with effects from other horizon shields. A horizon shield has a capacity of 20 and uses 1 charge per round that it is active. Relic These rare items are bits of lost technology or unique items less powerful than artifacts. A relic has an item level but can be sold for 100% of the item’s price (like trade goods). A relic cannot be crafted without the means of a specific formula, which is almost always long lost, and often requires specific materials. A relic that became understood well enough to be reproduced, standardized, and mass-marketed might lose its relic status.


Hoverchair, athletic

Level: 2 | Price: 850 | Bulk: 4 Capacity: 20 charges | Usage: 1/hour Source: TR pg. 50

Hoverchairs Hoverchairs are mobility aids similar to wheelchairs, providing ease and comfort when traveling and scaling inclines. Typical hoverchairs hover thanks to efficient antigravity projectors mounted along the base of a lightweight yet tough frame. The chair itself includes comfortable, supportive padding as well as adjustable armrests and footrests, and hoverchair technology has evolved to suit a wide range of user sizes and body shapes.

A creature operating an active hoverchair can move at their full land speed while floating a short distance above the ground, in the process ignoring certain terrain hazards dependent on the hoverchair’s model. Each hoverchair can carry its user in addition to an amount of additional bulk based on the model. If its bulk limit is surpassed, the chair powers down and must be restarted. Also, each hoverchair features one or more compartments for storing gear (again, based on the model), as well as several utility slots that can each be fitted with a technological item of light or negligible bulk that requires at most one hand to operate. Through the control panel, the user can operate these technological items as though they were being held.

Operating a hoverchair takes no additional actions beyond those used to move, though the device does require one hand to operate the control panel. However, by spending 10 minutes experimenting with a hoverchair and updating its settings, a user can operate that hoverchair as a device that requires no hands through a combination subtly shifted weight, nerve impulses, or telepathic commands.

Effects that would forcibly move the user (such as combat maneuvers) can either move the user with their hoverchair or just the user. However, each hoverchair includes several adjustable seatbelts that strap waist and legs to keep the user seated securely; securing these takes a free action, and they can be released as a reaction. While strapped in, the user gains a +8 circumstance bonus to saving throws and KAC against effects that would separate them from the hoverchair. If knocked prone in a hoverchair, the device’s antigravity features allow the user to end the prone condition normally. Athletic (Level 2) The athletic hoverchair model’s stronger propulsion system and sleeker design are tailored for action-packed lifestyles. The hoverchair can hover up to 3 feet above the ground, and by temporarily increasing its usage to 1/minute, the hoverchair can hover over dense fluids (like deep water) that couldn’t otherwise support it. This model includes three easily accessible compartments that can each store up to 1 bulk worth of items, and it includes three utility gear slots. In addition, the hoverchair includes one armor upgrade slot that can be used only to install weapons with the integrated weapon special property, which the user can operate.


Hoverchair, basic

Level: 1 | Price: 350 | Bulk: 8 Capacity: 20 charges | Usage: 1/hour Source: TR pg. 50

Hoverchairs Hoverchairs are mobility aids similar to wheelchairs, providing ease and comfort when traveling and scaling inclines. Typical hoverchairs hover thanks to efficient antigravity projectors mounted along the base of a lightweight yet tough frame. The chair itself includes comfortable, supportive padding as well as adjustable armrests and footrests, and hoverchair technology has evolved to suit a wide range of user sizes and body shapes.

A creature operating an active hoverchair can move at their full land speed while floating a short distance above the ground, in the process ignoring certain terrain hazards dependent on the hoverchair’s model. Each hoverchair can carry its user in addition to an amount of additional bulk based on the model. If its bulk limit is surpassed, the chair powers down and must be restarted. Also, each hoverchair features one or more compartments for storing gear (again, based on the model), as well as several utility slots that can each be fitted with a technological item of light or negligible bulk that requires at most one hand to operate. Through the control panel, the user can operate these technological items as though they were being held.

Operating a hoverchair takes no additional actions beyond those used to move, though the device does require one hand to operate the control panel. However, by spending 10 minutes experimenting with a hoverchair and updating its settings, a user can operate that hoverchair as a device that requires no hands through a combination subtly shifted weight, nerve impulses, or telepathic commands.

Effects that would forcibly move the user (such as combat maneuvers) can either move the user with their hoverchair or just the user. However, each hoverchair includes several adjustable seatbelts that strap waist and legs to keep the user seated securely; securing these takes a free action, and they can be released as a reaction. While strapped in, the user gains a +8 circumstance bonus to saving throws and KAC against effects that would separate them from the hoverchair. If knocked prone in a hoverchair, the device’s antigravity features allow the user to end the prone condition normally. Basic (Level 1) The basic hoverchair model can hover up to 1 foot above the ground, allowing it to traverse stairs and low obstacles, as well as avoid surface obstacles like oil slicks. The antigravity technology in a basic hoverchair requires a firm surface, and the hoverchair can’t hover over surfaces that can’t support its weight (such as deep water). This model includes two utility gear slots and two easily accessible compartments that can each store up to 1 bulk worth of items.

At the GM’s discretion, a disabled PC with limited mobility receives a hoverchair at no cost as part of character creation.


Hoverchair, elite

Level: 6 | Price: 4300 | Bulk: 6 Capacity: 80 charges | Usage: 2/hour Source: TR pg. 50

Hoverchairs Hoverchairs are mobility aids similar to wheelchairs, providing ease and comfort when traveling and scaling inclines. Typical hoverchairs hover thanks to efficient antigravity projectors mounted along the base of a lightweight yet tough frame. The chair itself includes comfortable, supportive padding as well as adjustable armrests and footrests, and hoverchair technology has evolved to suit a wide range of user sizes and body shapes.

A creature operating an active hoverchair can move at their full land speed while floating a short distance above the ground, in the process ignoring certain terrain hazards dependent on the hoverchair’s model. Each hoverchair can carry its user in addition to an amount of additional bulk based on the model. If its bulk limit is surpassed, the chair powers down and must be restarted. Also, each hoverchair features one or more compartments for storing gear (again, based on the model), as well as several utility slots that can each be fitted with a technological item of light or negligible bulk that requires at most one hand to operate. Through the control panel, the user can operate these technological items as though they were being held.

Operating a hoverchair takes no additional actions beyond those used to move, though the device does require one hand to operate the control panel. However, by spending 10 minutes experimenting with a hoverchair and updating its settings, a user can operate that hoverchair as a device that requires no hands through a combination subtly shifted weight, nerve impulses, or telepathic commands.

Effects that would forcibly move the user (such as combat maneuvers) can either move the user with their hoverchair or just the user. However, each hoverchair includes several adjustable seatbelts that strap waist and legs to keep the user seated securely; securing these takes a free action, and they can be released as a reaction. While strapped in, the user gains a +8 circumstance bonus to saving throws and KAC against effects that would separate them from the hoverchair. If knocked prone in a hoverchair, the device’s antigravity features allow the user to end the prone condition normally. Elite (Level 6) The elite hoverchair caters to the wealthy thrill-seeker, sporting a truly powerful propulsion system on par with that of a jetpack. This hoverchair can hover up to 5 feet above the ground and can hover over liquid surfaces as easily as solid surfaces. By temporarily increasing its usage to 2/round, the hoverchair can move with a fly speed of 30 feet (average maneuverability). This model includes three easily accessible compartments that can each store up to 1 bulk worth of items, and it includes three utility gear slots. In addition, the hoverchair includes two armor upgrade slots that can be used only to install weapons with the integrated weapon special property, which the user can operate.


Hoverskates

Level: 8 | Price: 8500 | Bulk: 1 Capacity: 20 charges | Usage: 1/minute10 Source: AR pg. 104

These stylish boots contain antigravity circuitry that, when activated, suspends you approximately 1 inch off the ground. You do not count as flying when using hoverskates; you move at your normal land speed when wearing them. You can walk both overland and over water (but not underwater), and you can ignore difficult terrain. When you take a single action to move your speed, you can increase your land speed by 20 feet by overcharging your hoverskates. This extra movement is treated as an enhancement bonus. The hoverskates must cool down for 1 minute before you can overcharge them again.

Hoverskates do not function if you’re Encumbered or Overburdened.

Capacity  20; Usage  1/10 minutes


Hushing wire

Level: 7 | Price: 7000 | Bulk: 0 Source: TR pg. 66

Tech Relics

This spool of monofilament wire is wrapped around a statuette of a stylized hand with an upraised index finger. The wire attaches to the base of the statuette and measures 20 feet long. You can only wrap the wire around a helpless, pinned, or willing creature that is Huge or smaller as a 2-action activity. Once bound, the target has the entangled condition and can’t speak or make any other noise, even by knocking or slamming into objects. The first time each turn it attempts to do so, the hushing wire contracts around it, dealing the target 4d4 slashing damage. Another creature can unwind the wire as a 3-action activity to free the target; otherwise, the target must succeed at a DC 30 Acrobatics check to free itself.


Imaginarium projector, advanced

Level: 11 | Price: 25000 | Bulk: 0 Capacity: 40 charges | Usage: 4/hour Source: TR pg. 48

This minuscule, nondescript plastic cube can be affixed to any interior surface of a building or ship. When activated, the imaginarium projector projects images onto the surrounding area. By customizing your imaginarium projector, you can effectively change the surface appearance of an area and the objects within it—a blank wall can become a tropical rainforest scene and a chair can become a throne, for instance.

Basic (Level 1): A basic imaginarium projector creates two-dimensional images in a 20-foot-radius area that it projects on relatively flat surfaces like walls, ceilings, and furniture. These images don’t provide meaningful concealment, and while the visuals can provide good aesthetic effect, their artificial nature is apparent.

Advanced (Level 11): This model projects holographic elements within a 20-foot-radius area, including freestanding, three-dimensional images of equipment, structures, and vehicles. This effect functions as holographic terrain, except the projector only creates visual elements, and it can only change the appearance of equipment, structures, and vehicles to appear as something of roughly the same or larger dimensions; it cannot hide those features altogether. The Will save DC to disbelieve the illusion is 17.


Imaginarium projector, basic

Level: 1 | Price: 150 | Bulk: 0 Capacity: 20 charges | Usage: 1/hour Source: TR pg. 48

This minuscule, nondescript plastic cube can be affixed to any interior surface of a building or ship. When activated, the imaginarium projector projects images onto the surrounding area. By customizing your imaginarium projector, you can effectively change the surface appearance of an area and the objects within it—a blank wall can become a tropical rainforest scene and a chair can become a throne, for instance.

Basic (Level 1): A basic imaginarium projector creates two-dimensional images in a 20-foot-radius area that it projects on relatively flat surfaces like walls, ceilings, and furniture. These images don’t provide meaningful concealment, and while the visuals can provide good aesthetic effect, their artificial nature is apparent.

Advanced (Level 11): This model projects holographic elements within a 20-foot-radius area, including freestanding, three-dimensional images of equipment, structures, and vehicles. This effect functions as holographic terrain, except the projector only creates visual elements, and it can only change the appearance of equipment, structures, and vehicles to appear as something of roughly the same or larger dimensions; it cannot hide those features altogether. The Will save DC to disbelieve the illusion is 17.


Imposter drone

Level: 6 | Price: 4500 | Bulk: 12 Capacity: 100 charges | Usage: 1/hour Source: TR pg. 66

Tech Relics

This robot is a Medium remote drone designed to mimic its controller. Each has the shape of a lumpy, melted humanoid made of soft metal with a maker’s stamp reading “Balalaika Industries” and a model number. This corporation doesn’t exist in any registry, leading to assumptions that these drones were created by a company that arose and vanished during the Gap, or else were sent into this galaxy from an alternate timeline. A socket in the back of the drone’s head stores a remote-control pad with which you can operate it as if you were a 1st-level mechanic. An imposter drone has the same statistics as the combat drone of a 1st-level mechanic, except it has the camera, enhanced senses, hardened AI, and manipulator arms mods rather than a combat drone’s normal initial mods. It doesn’t gain any feats or other mods and it can’t make any attacks. Its skill unit is Perception and it understands Common.

When you activate the imposter drone, its features flow and shift until it looks like an exact duplicate of you. It becomes Small if you are Small or smaller and remains Medium if you are Medium or larger. It has a +15 modifier to Disguise checks to appear as you, although it gains no bonus against tactile examination since it still feels like soft metal. The imposter drone gains the ability to speak Common in your voice, though it’s incapable of forming any speech that isn’t phrased as a question and has a tendency to repeat questions multiple times, even when given a satisfactory answer. It returns to its normal, half-melted form when it runs out of charges or when you cease controlling it.

An imposter drone uses standard batteries, but the batteries must be heated until they’re partially melted before they can power the drone, making them unusable for any other purpose.


Inductive Bandolier

Level: 10 | Price: 19000 | Bulk: L Source: AR pg. 104

This heavy bandolier’s large, flat buckle is a metallic charging pad that charges synced devices that are within a few inches of your body, including light or heavy armor or armor upgrades installed in light or heavy armor. While the bandolier is activated, you can tap a rechargeable item to the pad to sync the item to the bandolier (the item must use charges or a battery; the inductive bandolier can’t recharge other items). The synced item regains 1 charge per minute until it is fully charged or until the synced item is more than a few inches from your body. In either case, the item is no longer synced and the bandolier vibrates slightly to alert you to the lost connection. The inductive bandolier expends its charges as long as it is activated, whether or not an item is synced to it.

Capacity  40; Usage  4/round


Inertial-Reinforcement Belt

Level: 4 | Price: 2200 | Bulk: L Source: AR pg. 104

When activated, an inertial-reinforcement belt anchors you in place, protecting you against outside forces that would move you. This effect grants you a +4 bonus to your AC against bull rush, reposition, and trip combat maneuvers, consuming 1 charge per minute. If you fall from a height greater than 10 feet, the inertial-reinforcement belt automatically activates just prior to impact and reduces your falling damage by half, consuming 1 charge per die of falling damage. If the belt has fewer remaining charges than the number of dice, the damage is reduced only by a number of dice equal to the number of charges remaining. Damage from landing on hazardous objects such as spikes is not reduced.

Capacity 20; Usage Varies


Infaux sphere, advanced

Level: 12 | Price: 32500 | Bulk: 2 Capacity: 80 charges | Usage: 4/minute Source: TR pg. 48

This portable data drive contains an insidious program that broadcasts a fake infosphere, causing any computer in the area to access this infosphere’s misleading data rather than any legitimate network. This deception is automatic for any computer whose tier doesn’t exceed a certain value based on the infaux sphere’s model. When a computer of a higher tier accesses the infosphere, the infaux sphere attempts a Computers check against that computer, using the computer’s DC to hack. If the check succeeds, the computer accesses the fake infosphere. However, if the check fails, the computer accesses a real infosphere instead, and if the check fails by 10 or more, the computer’s user also identifies that something tried to interfere with their infosphere access. A creature using the fake infosphere can also discern the forgery with a successful Computers check (with a DC based on the infaux sphere’s model) attempted once per hour, or more frequently if presented with definitively contradictory information (such as a map displaying streets or traffic where the user clearly sees there is none). If the check succeeds, the user recognizes the fake infosphere but must still spend one minute and succeed at a DC 20 Computers check to access the real infosphere.

A new infaux sphere includes a wealth of casually misleading directories and sites that can reprogram themselves slightly to better camouflage as a local infosphere. The device’s owner can install specific misdirections—such as maps that include specific detours to set up an ambush or news briefs that muddle a historical event in a particular way—by creating and installing secure data modules.

To function properly, an infaux sphere must be activated and remain immobile for 1 minute. If moved more than 5 feet, the device must spend an additional minute recalibrating and re-establishing control over the area.

Basic (Level 8): This infaux sphere affects a 500-foot radius and automatically deceives computers of tier 1 or lower. Its Computers check modifier is +21, and the Computers check DC to identify the fake infosphere is 31.

Advanced (Level 12): This infaux sphere affects a 750-foot radius and automatically deceives computers of tier 2 or lower. Its Computers check modifier is +27, and the Computers check DC to identify the fake infosphere is 37.

Elite (Level 16): This infaux sphere affects a 1,000-foot radius and automatically deceives computers of tier 4 or lower.Its Computers check modifier is +33, and the Computers check DC to identify the fake infosphere is 43.


Infaux sphere, basic

Level: 8 | Price: 8500 | Bulk: 2 Capacity: 80 charges | Usage: 4/minute Source: TR pg. 48

This portable data drive contains an insidious program that broadcasts a fake infosphere, causing any computer in the area to access this infosphere’s misleading data rather than any legitimate network. This deception is automatic for any computer whose tier doesn’t exceed a certain value based on the infaux sphere’s model. When a computer of a higher tier accesses the infosphere, the infaux sphere attempts a Computers check against that computer, using the computer’s DC to hack. If the check succeeds, the computer accesses the fake infosphere. However, if the check fails, the computer accesses a real infosphere instead, and if the check fails by 10 or more, the computer’s user also identifies that something tried to interfere with their infosphere access. A creature using the fake infosphere can also discern the forgery with a successful Computers check (with a DC based on the infaux sphere’s model) attempted once per hour, or more frequently if presented with definitively contradictory information (such as a map displaying streets or traffic where the user clearly sees there is none). If the check succeeds, the user recognizes the fake infosphere but must still spend one minute and succeed at a DC 20 Computers check to access the real infosphere.

A new infaux sphere includes a wealth of casually misleading directories and sites that can reprogram themselves slightly to better camouflage as a local infosphere. The device’s owner can install specific misdirections—such as maps that include specific detours to set up an ambush or news briefs that muddle a historical event in a particular way—by creating and installing secure data modules.

To function properly, an infaux sphere must be activated and remain immobile for 1 minute. If moved more than 5 feet, the device must spend an additional minute recalibrating and re-establishing control over the area.

Basic (Level 8): This infaux sphere affects a 500-foot radius and automatically deceives computers of tier 1 or lower. Its Computers check modifier is +21, and the Computers check DC to identify the fake infosphere is 31.

Advanced (Level 12): This infaux sphere affects a 750-foot radius and automatically deceives computers of tier 2 or lower. Its Computers check modifier is +27, and the Computers check DC to identify the fake infosphere is 37.

Elite (Level 16): This infaux sphere affects a 1,000-foot radius and automatically deceives computers of tier 4 or lower.Its Computers check modifier is +33, and the Computers check DC to identify the fake infosphere is 43.


Infaux sphere, elite

Level: 16 | Price: 148000 | Bulk: 2 Capacity: 100 charges | Usage: 4/minute Source: TR pg. 48

This portable data drive contains an insidious program that broadcasts a fake infosphere, causing any computer in the area to access this infosphere’s misleading data rather than any legitimate network. This deception is automatic for any computer whose tier doesn’t exceed a certain value based on the infaux sphere’s model. When a computer of a higher tier accesses the infosphere, the infaux sphere attempts a Computers check against that computer, using the computer’s DC to hack. If the check succeeds, the computer accesses the fake infosphere. However, if the check fails, the computer accesses a real infosphere instead, and if the check fails by 10 or more, the computer’s user also identifies that something tried to interfere with their infosphere access. A creature using the fake infosphere can also discern the forgery with a successful Computers check (with a DC based on the infaux sphere’s model) attempted once per hour, or more frequently if presented with definitively contradictory information (such as a map displaying streets or traffic where the user clearly sees there is none). If the check succeeds, the user recognizes the fake infosphere but must still spend one minute and succeed at a DC 20 Computers check to access the real infosphere.

A new infaux sphere includes a wealth of casually misleading directories and sites that can reprogram themselves slightly to better camouflage as a local infosphere. The device’s owner can install specific misdirections—such as maps that include specific detours to set up an ambush or news briefs that muddle a historical event in a particular way—by creating and installing secure data modules.

To function properly, an infaux sphere must be activated and remain immobile for 1 minute. If moved more than 5 feet, the device must spend an additional minute recalibrating and re-establishing control over the area.

Basic (Level 8): This infaux sphere affects a 500-foot radius and automatically deceives computers of tier 1 or lower. Its Computers check modifier is +21, and the Computers check DC to identify the fake infosphere is 31.

Advanced (Level 12): This infaux sphere affects a 750-foot radius and automatically deceives computers of tier 2 or lower. Its Computers check modifier is +27, and the Computers check DC to identify the fake infosphere is 37.

Elite (Level 16): This infaux sphere affects a 1,000-foot radius and automatically deceives computers of tier 4 or lower.Its Computers check modifier is +33, and the Computers check DC to identify the fake infosphere is 43.


Infiltration charge, mk 1

Level: 2 | Price: 115 | Bulk: L Source: TR pg. 68

Demolitions

Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels

This ordinance relies on fast-acting chemical agents to corrode an object before delivering a quiet burst of concussive force. Noticing an infiltration charge’s detonation requires a successful DC 10 Perception check, though circumstances such as distance and intervening obstacles could significantly increase or decrease the DC

Maximum Result: 20


Infiltration charge, mk 2

Level: 5 | Price: 415 | Bulk: L Source: TR pg. 68

Demolitions

Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels

This ordinance relies on fast-acting chemical agents to corrode an object before delivering a quiet burst of concussive force. Noticing an infiltration charge’s detonation requires a successful DC 10 Perception check, though circumstances such as distance and intervening obstacles could significantly increase or decrease the DC

Maximum Result: 25


Infiltration charge, mk 3

Level: 8 | Price: 1300 | Bulk: L Source: TR pg. 68

Demolitions

Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels

This ordinance relies on fast-acting chemical agents to corrode an object before delivering a quiet burst of concussive force. Noticing an infiltration charge’s detonation requires a successful DC 10 Perception check, though circumstances such as distance and intervening obstacles could significantly increase or decrease the DC

Maximum Result: 30


Infiltration charge, mk 4

Level: 11 | Price: 3500 | Bulk: L Source: TR pg. 68

Demolitions

Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels

This ordinance relies on fast-acting chemical agents to corrode an object before delivering a quiet burst of concussive force. Noticing an infiltration charge’s detonation requires a successful DC 10 Perception check, though circumstances such as distance and intervening obstacles could significantly increase or decrease the DC

Maximum Result: 35


Infiltration charge, mk 5

Level: 14 | Price: 9800 | Bulk: L Source: TR pg. 68

Demolitions

Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels

This ordinance relies on fast-acting chemical agents to corrode an object before delivering a quiet burst of concussive force. Noticing an infiltration charge’s detonation requires a successful DC 10 Perception check, though circumstances such as distance and intervening obstacles could significantly increase or decrease the DC

Maximum Result: 45


Infiltration charge, mk 6

Level: 17 | Price: 34000 | Bulk: L Source: TR pg. 68

Demolitions

Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels

This ordinance relies on fast-acting chemical agents to corrode an object before delivering a quiet burst of concussive force. Noticing an infiltration charge’s detonation requires a successful DC 10 Perception check, though circumstances such as distance and intervening obstacles could significantly increase or decrease the DC

Maximum Result: 55


Infiltration charge, mk 7

Level: 20 | Price: 115000 | Bulk: L Source: TR pg. 68

Demolitions

Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels

This ordinance relies on fast-acting chemical agents to corrode an object before delivering a quiet burst of concussive force. Noticing an infiltration charge’s detonation requires a successful DC 10 Perception check, though circumstances such as distance and intervening obstacles could significantly increase or decrease the DC

Maximum Result: 65


Ion Tape

Level: 3 | Price: 275 | Bulk: L Source: AR pg. 105

Ion tape is a ribbon of material tightly wound around a spindle. A roll of ion tape fits in the palm of a Human hand and comes in a wide range of colors. A single roll contains 50 feet of tape. A single strip of tape is easy to cut through or tear. It has a weak adhesive that keeps the tape in place when wrapped around an object. When ion tape is exposed to an electrical charge of any power (including a jolt from a zipstick), the tape bonds into a single mass of plastic-like material, gaining hardness 8 and 15 Hit Points. When used to bind a creature, a few strips of activated ion tape require a successful DC 28 Strength check to break. A second jolt from an electrical source causes the tape to revert to its weaker ribbon state, at which point it can be torn easily. A strip of ion tape can hold about 5 pounds of weight normally, but when activated via a jolt, a single hardened strip can support up to 300 pounds. The uses for ion tape are many: it can be used to construct basic objects (such as a ladder), patch holes, bind prisoners, and so on.


Jammer charge

Level: 4 | Price: 375 | Bulk: 1 Source: TR pg. 49, AP #15 pg. 53

A jammer charge can be set as an explosive with the Engineering skill (with a detonator) or thrown like a grenade. When it detonates, a jammer charge silently releases a pulse of magnetic energy that interferes with broadcasting electronics. Computers and video cameras (such as security cameras and the scanners) within a 15-foot-radius burst become nonfunctional for 30 seconds, losing both their recording and displaying capabilities. Enemies, such as security guards, typically have no way to detect the detonation itself, but may become suspicious if their video feeds are reduced to static for no apparent reason.

Any video recording, data saving, or file transferring that would happen during the 30-second duration is interrupted and canceled, but data that may have existed on the cameras or computers before the grenade was detonated still exist, and regular functions resume after the duration ends. Like a grenade, a jammer charge is consumed upon detonation.


Junk Drone

Level: 3 | Price: 1200 | Bulk: 1 Capacity: 20 charges | Usage: 1/minute Source: SA:JD pg. 56

A junk drone is a Small remote drone designed to help sort through rubbish. It acts as the stealth drone of a 1st-level mechanic, except it has the climbing claws and manipulator arms mods instead of the stealth drone’s normal initial mods. When activated, you control t as if you were a 1st-level mechanic, using its remote control or a computer with an added control module. It cannot make attacks, and has no weapon mounts, no feats, and no ability to add drone mods. An activated junk drone can move its speed and use its manipulator arms to perform simple tasks (such as opening a door, typing on a keypad, or picking up an object of no greater than 5 bulk). It can’t speak, nor does it understand speech. When in an area that contains a lot of garbage (such as a junkyard), a junk drone gains a +4 circumstance bonus to its Stealth checks.

Capacity 20; Usage  1/minute


Laser Designator

Level: 5 | Price: 3200 | Bulk: 1 Capacity: 20 charges | Usage: 1/round Source: EN pg. 156

Originally exclusive to military operators, a laser designator can focus a precise, invisible beam on a target, helping others to pinpoint it in their sights. Only creatures with darkvision or who can see the infrared spectrum (using infrared sensors, darkvision capacitors, or something similar) can detect this beam. as a 3-action activity, you can attempt to aim the laser designator at a target within 1,000 feet by making a ranged attack roll against that target’s EAC – 5. Until the start of your next turn, allies who can see the laser gain a +1 circumstance bonus to attack rolls against that target.

Effect: Laser Designated


Laser Drill

Level: 1 | Price: 200 | Bulk: L Capacity: 20 charges | Usage: 1/minute Source: Armory

A laser drill is a handheld item that resembles a snub-nosed pistol. as a 2-action activity, you can use the drill to create a hole 1 inch in diameter and 1 inch deep in stationary and unattended materials with a hardness of 15 or less, such as concrete, plastic, or wood. At the GM’s discretion, you might be able to use a laser drill on harder materials as a 3-action activity or longer. Detecting a laser drill at work requires a successful DC 15 Perception check. A laser drill isn’t generally useful in combat, but it can deal 1 fire damage with a successful melee attack as an improvised weapon.


Lock, Average

Level: 3 | Price: 1000 | Bulk: L Source: CRB pg. 219

Locks are extremely advanced reusable devices, able to secure any fastening or closure by bonding with its surface and then holding fast. Locks usually open with a code, security chip, or voice command. Successful Engineering checks can disable locks. Locks come in four levels of quality—simple, average, good, and superior—which determine the DC of Engineering checks to open them without the proper key or code. A lock takes two hands to secure or open with a security chip. For more information on locks, including the Engineering DCs to open them, see the Engineering skill on page 141.


Lock, Good

Level: 6 | Price: 3600 | Bulk: L Source: CRB pg. 219

Locks are extremely advanced reusable devices, able to secure any fastening or closure by bonding with its surface and then holding fast. Locks usually open with a code, security chip, or voice command. Successful Engineering checks can disable locks. Locks come in four levels of quality—simple, average, good, and superior—which determine the DC of Engineering checks to open them without the proper key or code. A lock takes two hands to secure or open with a security chip. For more information on locks, including the Engineering DCs to open them, see the Engineering skill on page 141.


Lock, Simple

Level: 1 | Price: 100 | Bulk: L Source: CRB pg. 219

Locks are extremely advanced reusable devices, able to secure any fastening or closure by bonding with its surface and then holding fast. Locks usually open with a code, security chip, or voice command. Successful Engineering checks can disable locks. Locks come in four levels of quality—simple, average, good, and superior—which determine the DC of Engineering checks to open them without the proper key or code. A lock takes two hands to secure or open with a security chip. For more information on locks, including the Engineering DCs to open them, see the Engineering skill on page 141.


Lock, Superior

Level: 14 | Price: 60000 | Bulk: L Source: CRB pg. 219

Locks are extremely advanced reusable devices, able to secure any fastening or closure by bonding with its surface and then holding fast. Locks usually open with a code, security chip, or voice command. Successful Engineering checks can disable locks. Locks come in four levels of quality—simple, average, good, and superior—which determine the DC of Engineering checks to open them without the proper key or code. A lock takes two hands to secure or open with a security chip. For more information on locks, including the Engineering DCs to open them, see the Engineering skill on page 141.


Machimind

Level: 4 | Price: 2000 | Bulk: 0 Capacity: 20 charges | Usage: 2/minute Source: DC pg. 61

This lattice of wires and sensors is worn atop the head. You can activate or deactivate a machimind as a free action. While worn and active, a machimind lets you telepathically communicate with creatures within 60 feet that have machine telepathy or the technological subtype. You can also communicate through unprotected technological devices (or those to which you already have access), such as a datapad or comm unit, at a range of 30 feet.


Magboots

Level: 2 | Price: 750 | Bulk: 1 Capacity: 20 charges | Usage: 1/hour Source: Pact Worlds

Used by the brave souls who venture onto the exterior of Absalom Station to conduct repairs, these sturdy boots have powerful electromagnets built directly into the soles. These magnets can be activated as a single action, providing you a +5 circumstance bonus to Athletics checks made to climb metal surfaces, as well as +2 circumstance bonus to KAC against bull rush and trip combat maneuvers when you are standing on a metal surface. In areas of zero gravity, while wearing a pair of magboots, you can move your land speed across metal surfaces without having to attempt skill checks, and as long as you are adjacent to an appropriate surface, you do not automatically move at the beginning of your turn each round. Magboots function until they run out of power or until you deactivate them as a single action, whichever comes first.


Magnegloves

Level: 4 | Price: 1950 | Bulk: 1 Source: AR pg. 105

These heavy, durable gloves have powerful electromagnets built directly into the palms and are designed to be worn either directly on the body, or over armor or protective gear. These magnets can be activated as a single action, providing you a +2 insight bonus to Athletics checks to climb metal surfaces, as well as a +4 circumstance bonus to AC against attempts to disarm you (per the disarm combat maneuver) of metal items that you’re holding, consuming 1 charge every hour.

as a single action while you are grappling a creature, you can cause the magnegloves to draw together more powerfully, increasing the DC of the Acrobatics check to escape your grapple or pin by 2, or by 5 if the creature is wearing metal armor, carrying a significant amount of metal, or made of metal. You can unbind the magnegloves as a free action. While set to draw together, the magnegloves consume 1 charge each round.

Capacity  20; Usage  Varies


Magniscope

Level: 4 | Price: 2000 | Bulk: L Source: PW pg. 198

A magniscope is a set of goggles equipped with automated magnification-adjustment algorithms. A magniscope grants the same benefit as binoculars, but using it requires only one hand and no actions.

Capacity  20; Usage  1/hour


Mechaflora

Level: 4 | Price: 2000 | Bulk: 2 Capacity: 10 charges | Usage: 1/hour Source: TR pg. 49

This plantlike model sways gently in artificial or natural light, and its synthetic fronds change color on command from its remote control or a simple control module easily added to any computer. A mechaflora functions as a 1st-level mechanic’s hover drone, except it has no initial mods, no weapon mounts, no feats, and no ability to gain drone mods. Its skill unit is always Acrobatics. It cannot speak, but it does understand one language (chosen by you at the time of purchase). You control it as if you were a 1st-level mechanic. A mechaflora cannot attack, but once a day as a 2-action activity it can accelerate its growth to fill an adjacent 10-foot cube with artificial floral growths resembling saplings, shrubs, and vines. This area grants partial cover against attacks that pass through it. The fake plants have 20 Hit Points and take double damage from area effects; once reduced to 0 Hit Points or after 10 minutes, the growths no longer provide partial cover and crumble into powder that the mechaflora can easily sweep up and recycle.

The mechaflora has a nonreplaceable battery that has 10 charges, and it uses 1 charge per hour it’s activate. In addition to other recharging methods, the mechaflora’s battery recharges using solar panels, at a rate of 1 charge per 10 minutes in an area of at least normal light level.


Mechakata

Level: 4 | Price: 2000 | Bulk: 6 Source: AP #14 pg. 45

This lionlike model can let out a tiny roar with a push of a button on its remote control or a computer with an added module that allows you to control it. A mechakata functions as a 1st-level mechanic’s combat drone, except it is Small and has no initial mods, no weapon mounts, no feats, and no ability to gain drone mods. Its skill unit is always Athletics. It cannot speak, but it does understand one language (chosen by you at time of purchase). You control it as if you were a 1st-level mechanic. A mechakata has a bite attack that deals 1d4 nonlethal piercing damage, and it is proficient with its bite attack (but it does not gain specialization with its bite attack). In addition, it can carry an item of light bulk or less in its jaws. It cannot make bite attacks while it is holding an item in its mouth.

The mechakata uses a nonreplaceable battery that has 20 charges, and it uses 1 charge per hour it is activated. The mechakata’s battery recharges using solar panels, at a rate of 1 charge per 10 minutes the toy spends in an area of at least normal light level.

Capacity 20; Usage  1/hour


Medical Lab

Level: 7 | Price: 7000 | Bulk: 50 Source: CRB pg. 219

A full medical lab contains beds, diagnostic equipment, sensors, and tools, and even a small surgical theater. A medical lab is not generally portable unless installed in a starship or vehicle of Huge or larger size. It allows you to treat up to three patients at once, and you can use the treat deadly wounds task of the Medicine skill twice per day on each patient. It otherwise functions as an advanced medical kit.


Medkit, Advanced

Level: 5 | Price: 2700 | Bulk: 1 Source: Core Rulebook

The advanced medkit adds more-advanced and specialized tools to diagnose and treat ailments. The advanced medkit can be used in the same way as a basic medkit, but the DC to treat deadly wounds is only 20, and you gain a +2 insight bonus to Medicine checks to treat Drugs, Diseases, and Poisons. Additionally, you can use an advanced medkit to set up a temporary one-patient medical lab, though this requires 10 minutes. You can then provide long-term care to a single patient using the temporary medical lab, with a DC 30 Medicine check.


Medkit, Basic

Level: 1 | Price: 100 | Bulk: 1 Source: Core Rulebook

The basic medkit has spray antiseptic, bandages, and handheld instruments designed to examine, explore, and treat common ailments. The basic medkit allows you to attempt DC 25 Medicine checks to treat deadly wounds.


Medpatch

Level: 1 | Price: 50 | Bulk: L Source: Core Rulebook

A medpatch is a simple, all-in-one, disposable medical device designed to be slapped onto a wound or area of concern (such as a clearly diseased or poisoned section of the body) with little skill required. A medpatch allows you to attempt a Medicine check untrained with a +10 circumstance bonus, but only for the first aid, long-term stability, treat disease, and treat Drugs or poison tasks.


Memory Expunger

Level: 13 | Price: 50000 | Bulk: L Source: AA1 pg. 57

This metal-and-glass disk is 4 inches in diameter and has a small red button along its perimeter. By presenting the disk to a creature within 10 feet and pressing the button (all a 2-action activity), you can erase the last 5 minutes of that creature’s memory as per modify memory by introducing a series of flashing lights into its visual sensors that directly affects the brain. The creature can attempt a DC 20 Will save to negate this effect. A creature currently being threatened by you or your allies receives a +4 circumstance bonus to the save. A creature that succeeds at the save is instead Dazzled for 1d4+4 rounds. This is a Mind-affecting Sense-dependent effect.

A memory expunger uses a standard battery, and each use expends 5 charges.


Message Slime

Level: 1 | Price: 50 | Bulk: - Source: AP #29 pg. 53

Message slime is a transparent, programmable ooze that comes in an egg-shaped container and is used to deliver clandestine or surprise messages. Any creature with a personal comm unit or other computer can use it to program a message slime with a message up to 5 minutes in length—including both audio and visual components—and requirements that activate the slime’s message. The criteria for activating the message must be simple and detectable with vision or hearing. For example, the slime might be programmed to activate as soon as a creature comes within 30 feet, or as soon as a Shirren says the word “hello.” The slime is then spread on a surface, such as a wall, countertop, or door. As soon as the activating conditions are met, the slime’s surface displays its message. Message slime that has not yet been activated can be detected with a successful DC 20 Perception check. Once spread over a surface, message slime cannot be reprogrammed. It continues to play its message every time it is activated for 1 month or until removed. After this time, the slime dries into an inert, flaky substance.

Organic technological items can regain HP from effects that restore HP, such as a mystic cure spell, and they regain a number of HP equal to their item level each day.


Meteorological reader

Level: 2 | Price: 100 | Bulk: L Source: GEM, p. 40

This handheld sensor collects detailed analytics about surrounding atmospheric conditions such as barometric pressure, temperature, and humidity. Interpreting the data still requires a degree of technical expertise. While using a meteorological reader, you can use Physical Science in place of Survival when making checks to predict weather.


Microgoggles

Level: 2 | Price: 900 | Bulk: 1 Capacity: 20 charges | Usage: 1/hour Source: Core Rulebook

This bulky set of goggles functions as a lighted magnifying glass or microscope, allowing you to see exceptionally small details with adjustable levels of magnification. Microgoggles provide a +2 insight bonus to any skill use that benefits from exceedingly close vision, such as detecting complicated forgeries or crafting Drugs or medicinals.


Microjets

Level: 2 | Price: 150 | Bulk: - Source: AP #36 pg. 50

This single-use, miniature jet pack can be attached to a thrown weapon (including a grenade) to increase its thrown range underwater to 60 feet (instead of the normal limitation of 5 feet). You can use the microjets as part of an action to make a ranged attack; this attack uses your Dexterity modifier instead of your Strength modifier.


Micro tap, mk 1

Level: 1 | Price: 200 | Bulk: 0 Source: TR pg. 49, AP #15 pg. 53

MODEL LEVEL PRICE INSTALLATION DC RANGE

Mk 1 1 200 18 300 ft.

Mk 2 3 400 22 1,200 ft.

Mk 3 5 750 30 Global

A micro tap is a compact copper disk roughly the size of a fingernail. A micro tap can be installed into a comm unit or datapad to intercept both incoming and outgoing audio or digital communication. The micro tap is used in tandem with a receiving datapad that downloads intercepted data as audio or text files, which are then stored on the receiving datapad’s hard drive.

Installing a micro tap into a datapad or comm unit requires a successful Engineering check and 10 minutes of work. The level, installation DC, price, and range at which the intercepted data can be downloaded vary depending on the micro tap’s mark (see above). Failing the Engineering check to install a micro tap by 10 or more destroys the tap. At the GM’s discretion, it might also damage the comm unit or datapad that is being tapped.


Micro tap, mk 2

Level: 3 | Price: 400 | Bulk: 0 Source: TR pg. 49, AP #15 pg. 53

MODEL LEVEL PRICE INSTALLATION DC RANGE

Mk 1 1 200 18 300 ft.

Mk 2 3 400 22 1,200 ft.

Mk 3 5 750 30 Global

A micro tap is a compact copper disk roughly the size of a fingernail. A micro tap can be installed into a comm unit or datapad to intercept both incoming and outgoing audio or digital communication. The micro tap is used in tandem with a receiving datapad that downloads intercepted data as audio or text files, which are then stored on the receiving datapad’s hard drive.

Installing a micro tap into a datapad or comm unit requires a successful Engineering check and 10 minutes of work. The level, installation DC, price, and range at which the intercepted data can be downloaded vary depending on the micro tap’s mark (see above). Failing the Engineering check to install a micro tap by 10 or more destroys the tap. At the GM’s discretion, it might also damage the comm unit or datapad that is being tapped.


Micro tap, mk 3

Level: 5 | Price: 750 | Bulk: 0 Source: TR pg. 49, AP #15 pg. 53

MODEL LEVEL PRICE INSTALLATION DC RANGE

Mk 1 1 200 18 300 ft.

Mk 2 3 400 22 1,200 ft.

Mk 3 5 750 30 Global

A micro tap is a compact copper disk roughly the size of a fingernail. A micro tap can be installed into a comm unit or datapad to intercept both incoming and outgoing audio or digital communication. The micro tap is used in tandem with a receiving datapad that downloads intercepted data as audio or text files, which are then stored on the receiving datapad’s hard drive.

Installing a micro tap into a datapad or comm unit requires a successful Engineering check and 10 minutes of work. The level, installation DC, price, and range at which the intercepted data can be downloaded vary depending on the micro tap’s mark (see above). Failing the Engineering check to install a micro tap by 10 or more destroys the tap. At the GM’s discretion, it might also damage the comm unit or datapad that is being tapped.


Mimic Imager, Helmet-Mounted

Level: 6 | Price: 4150 | Bulk: L Source: AR pg. 105

Mimic Imager A mimic imager functions as both an image scanner and a holographic projector.

The most common mimic imagers are mounted to a helmet on a swiveling, telescoping rod. When you activate the mimic imager, it takes 1 round to circle you and scan your current appearance. The round after you activate the mimic imager, it creates a holographic duplicate of you in a square (or squares, if you are a Large creature) within 20 feet that you designate. This hologram includes minor sounds but not understandable speech. The hologram then mimics your actual movements (walking forward as you walk forward, raising a gun as you do, and so on) while maintaining the same distance from you. You must always remain within 20 feet of the image and maintain line of sight to it, or the image winks out with a flash of static. Detecting the duplicate as being a hologram requires a single action and a successful DC 20 Perception check. If you deactivate the mimic imager or it runs out of charges, the mimic imager must rescan you the next time it is activated.

Capacity 40; Usage  4/round


Mimic Imager, Hovering

Level: 11 | Price: 24500 | Bulk: L Source: AR pg. 105

Mimic Imager A mimic imager functions as both an image scanner and a holographic projector.

A hovering mimic imager is a 2-inch-wide spherical microbot with more sophisticated imaging software and data on your movements, speech, and mannerisms. The hovering mimic imager operates as the helmet-mounted version, except that the hologram created by the hovering mimic imager can also mimic speech in your voice, and the DC of Perception checks to identify the hologram is 30. As the hovering mimic imager isn’t attached to you, the image can be up to 100 feet from you and doesn’t require line of sight to you (although it must be within 20 feet of and have line of sight to the microbot). The hovering mimic imager can receive your directions by voice or via a signal from a personal comm unit or a datapad with a control module installed. The hovering mimic imager has sound baffling and a light-shifting shell to avoid detection, but a creature can notice it with a successful DC 25 Perception check. Detecting the microbot doesn’t automatically reveal that your duplicate is a hologram, but its presence can provide creatures a clue that something unusual is going on. The hovering mimic imager is a Tiny technological construct with an AC of 20, hardness 8, 10 Hit Points, and a fly speed of 40 feet with perfect maneuverability. It cannot make attacks, and it fails any saving throw it is required to make. When the mimic imager has only 4 charges remaining, the hologram winks out and the hovering mimic imager immediately returns to you if it can. Your communication with a hovering mimic imager uses a wireless signal, and is therefore vulnerable to countermeasures such as signal jammers.

Capacity 40; Usage  4/round


Miniature Sun

Level: 3 | Price: 1200 | Bulk: 1 Source: AP #13 pg. 52

A photonic inducer set in a brass-frame inset with glass similar to a lantern, a miniature sun is a portable light that exudes an area of bright light in a 30-foot radius. Thanks to a comfortable insulated handle, it requires only one hand to hold. After 1 minute of use, the exterior of a miniature sun becomes incredibly hot to the touch. When it is this hot, you can use a miniature sun as an improvised melee weapon that deals 1d3 fire damage, but each successful attack made in this way deals twice as much damage to the item, ignoring hardness.

A miniature sun requires only one hand to operate, uses a battery, and consumes 1 charge per each hour of use (or fraction thereof).

Capacity  20; Usage  1/hour


Multiverse Mirror

Level: 3 | Price: 1300 | Bulk: 10 Source: AP #26 pg. 51

Until it is activated, a multiverse mirror functions as normal full-length mirror. When activated, the reflective surface vibrates slightly, blurring the image. Once per day, you can spend 1 minute focusing on an activated mirror while contemplating a skill in which you have no ranks. As you do so, the image comes into focus, showing you a different version of yourself (presumably from an alternate reality) who is trained in that skill. The quantum energy released via the mirror briefly entangles you with this parallel self. Until the next time you take a full night’s rest, you can attempt one check with the chosen skill as if you had a number of ranks in that skill equal to your level. For that same period of time, the first time you roll a natural 20 for a skill check in a skill you are trained in, you must reroll that check and take the second result.


Musical Instrument, Basic

Level: 1 | Price: 100 | Bulk: - Source: AR pg. 108

Musical instruments are popular throughout the galaxy and come in a dizzying array of styles, such as autohorns, electropaizo synth keyboards, monofilament guitars, and psychoactive wave plates. All but the most traditional and classical instruments use modern technology to amplify their sound, provide musical accompaniment, or connect wirelessly to other instruments in a band or orchestra.

Basic musical instruments can vary widely in quality and dimensions, but all can be played to provide a +2 insight bonus to Profession (musician) checks to earn a living. At the GM’s discretion, this bonus might also apply to similar Profession skills. Basic portable instruments are generally 1 bulk in size and can be held in one hand, even if they require two hands to play.

Capacity  20; Usage  1/10 minutes


Musical Instrument, Euphonic

Level: 6 | Price: 4500 | Bulk: - Source: AR pg. 108

Musical instruments are popular throughout the galaxy and come in a dizzying array of styles, such as autohorns, electropaizo synth keyboards, monofilament guitars, and psychoactive wave plates. All but the most traditional and classical instruments use modern technology to amplify their sound, provide musical accompaniment, or connect wirelessly to other instruments in a band or orchestra.

These instruments are specifically designed to stir nearby listeners with thrumming chords and subliminal riffs that most races find uplifting. While playing an activated euphonic musical instrument, you can attempt a DC 20 Profession (musician) check as a single action; on a success, you can suppress the fascinated or shaken condition on allies within 30 feet for 1 round, plus 1 additional round for every 5 by which your check exceeds the check’s DC. This doesn’t change the duration of the condition; if the duration would continue after your uplifting performance ends, the ally immediately regains the condition that was suppressed.

Capacity  80; Usage  1/10 minutes


Nanite Hypopen, Black

Level: 6 | Price: 650 | Bulk: L Source: AR pg. 106

Nanite hypopens are simple-to-use, one-shot, preloaded devices roughly the size of a writing stylus that inject specialized nanites into a creature’s body to heal many sorts of mental and physical injuries. Seven types of nanite hypopens exist along a color-coded scale, as detailed below. as a 2-action activity, you can use a nanite hypopen on yourself or an adjacent willing or unconscious living creature. Each nanite hypopen has a different effect, determined by its color; these are technological effects that function as the specific spells indicated on the chart below (using your ranks in Medicine in place of caster level when needed, such as when using a white nanite hypopen to remove a disease). A nanite hypopen can be used only once, after which it has no value. Table 1-24: Nanite Hypopen

Color Level Effect

Brown 2 Lesser remove condition

Purple 5 Remove condition

Black 6 Lesser restoration

White 9 Remove affliction

Gray 11 Remove radioactivity

Green 12 Restoration

Red 14 Greater remove condition


Nanite Hypopen, Brown

Level: 2 | Price: 160 | Bulk: L Source: AR pg. 106

Nanite hypopens are simple-to-use, one-shot, preloaded devices roughly the size of a writing stylus that inject specialized nanites into a creature’s body to heal many sorts of mental and physical injuries. Seven types of nanite hypopens exist along a color-coded scale, as detailed below. as a 2-action activity, you can use a nanite hypopen on yourself or an adjacent willing or unconscious living creature. Each nanite hypopen has a different effect, determined by its color; these are technological effects that function as the specific spells indicated on the chart below (using your ranks in Medicine in place of caster level when needed, such as when using a white nanite hypopen to remove a disease). A nanite hypopen can be used only once, after which it has no value. Table 1-24: Nanite Hypopen

Color Level Effect

Brown 2 Lesser remove condition

Purple 5 Remove condition

Black 6 Lesser restoration

White 9 Remove affliction

Gray 11 Remove radioactivity

Green 12 Restoration

Red 14 Greater remove condition


Nanite Hypopen, Gray

Level: 11 | Price: 3500 | Bulk: L Source: AR pg. 106

Nanite hypopens are simple-to-use, one-shot, preloaded devices roughly the size of a writing stylus that inject specialized nanites into a creature’s body to heal many sorts of mental and physical injuries. Seven types of nanite hypopens exist along a color-coded scale, as detailed below. as a 2-action activity, you can use a nanite hypopen on yourself or an adjacent willing or Unconscious living creature. Each nanite hypopen has a different effect, determined by its color; these are technological effects that function as the specific spells indicated on the chart below (using your ranks in Medicine in place of caster level when needed, such as when using a white nanite hypopen to remove a disease). A nanite hypopen can be used only once, after which it has no value. Table 1-24: Nanite Hypopen

Color Level Effect

Brown 2 Lesser remove condition

Purple 5 Remove condition

Black 6 Lesser restoration

White 9 Remove affliction

Gray 11 Remove radioactivity

Green 12 Restoration

Red 14 Greater remove condition


Nanite Hypopen, Green

Level: 12 | Price: 5600 | Bulk: L Source: AR pg. 106

Nanite hypopens are simple-to-use, one-shot, preloaded devices roughly the size of a writing stylus that inject specialized nanites into a creature’s body to heal many sorts of mental and physical injuries. Seven types of nanite hypopens exist along a color-coded scale, as detailed below. as a 2-action activity, you can use a nanite hypopen on yourself or an adjacent willing or unconscious living creature. Each nanite hypopen has a different effect, determined by its color; these are technological effects that function as the specific spells indicated on the chart below (using your ranks in Medicine in place of caster level when needed, such as when using a white nanite hypopen to remove a disease). A nanite hypopen can be used only once, after which it has no value. Table 1-24: Nanite Hypopen

Color Level Effect

Brown 2 Lesser remove condition

Purple 5 Remove condition

Black 6 Lesser restoration

White 9 Remove affliction

Gray 11 Remove radioactivity

Green 12 Restoration

Red 14 Greater remove condition


Nanite Hypopen, Purple

Level: 5 | Price: 450 | Bulk: L Source: AR pg. 106

Nanite hypopens are simple-to-use, one-shot, preloaded devices roughly the size of a writing stylus that inject specialized nanites into a creature’s body to heal many sorts of mental and physical injuries. Seven types of nanite hypopens exist along a color-coded scale, as detailed below. as a 2-action activity, you can use a nanite hypopen on yourself or an adjacent willing or Unconscious living creature. Each nanite hypopen has a different effect, determined by its color; these are technological effects that function as the specific spells indicated on the chart below (using your ranks in Medicine in place of caster level when needed, such as when using a white nanite hypopen to remove a disease). A nanite hypopen can be used only once, after which it has no value. Table 1-24: Nanite Hypopen

Color Level Effect

Brown 2 Lesser remove condition

Purple 5 Remove condition

Black 6 Lesser restoration

White 9 Remove affliction

Gray 11 Remove radioactivity

Green 12 Restoration

Red 14 Greater remove condition


Nanite Hypopen, Red

Level: 14 | Price: 11500 | Bulk: L Source: AR pg. 106

Nanite hypopens are simple-to-use, one-shot, preloaded devices roughly the size of a writing stylus that inject specialized nanites into a creature’s body to heal many sorts of mental and physical injuries. Seven types of nanite hypopens exist along a color-coded scale, as detailed below. as a 2-action activity, you can use a nanite hypopen on yourself or an adjacent willing or unconscious living creature. Each nanite hypopen has a different effect, determined by its color; these are technological effects that function as the specific spells indicated on the chart below (using your ranks in Medicine in place of caster level when needed, such as when using a white nanite hypopen to remove a disease). A nanite hypopen can be used only once, after which it has no value. Table 1-24: Nanite Hypopen

Color Level Effect

Brown 2 Lesser remove condition

Purple 5 Remove condition

Black 6 Lesser restoration

White 9 Remove affliction

Gray 11 Remove radioactivity

Green 12 Restoration

Red 14 Greater remove condition


Nanite Hypopen, White

Level: 9 | Price: 2300 | Bulk: L Source: AR pg. 106

Nanite hypopens are simple-to-use, one-shot, preloaded devices roughly the size of a writing stylus that inject specialized nanites into a creature’s body to heal many sorts of mental and physical injuries. Seven types of nanite hypopens exist along a color-coded scale, as detailed below. as a 2-action activity, you can use a nanite hypopen on yourself or an adjacent willing or Unconscious living creature. Each nanite hypopen has a different effect, determined by its color; these are technological effects that function as the specific spells indicated on the chart below (using your ranks in Medicine in place of caster level when needed, such as when using a white nanite hypopen to remove a Disease). A nanite hypopen can be used only once, after which it has no value. Table 1-24: Nanite Hypopen

Color Level Effect

Brown 2 Lesser remove condition

Purple 5 Remove condition

Black 6 Lesser restoration

White 9 Remove affliction

Gray 11 Remove radioactivity

Green 12 Restoration

Red 14 Greater remove condition


Neuropoppet

Level: 14 | Price: 65000 | Bulk: 1 Source: AP #16 pg. 47

A neuropoppet is a small simulacrum of a featureless humanoid creature, composed of a malleable eggshell-white polymer that is wirelessly linked to a tiny needle-shaped neural receiver. The receiver can be loaded into any ranged weapon that uses darts as ammunition, though it deals no damage to a target when fired (nor can it impose any critical hit effects). Instead, the receiver embeds into the target’s body, injecting a small numbing agent into the target’s bloodstream, making them unaware of the embedded receiver unless they or an adjacent ally succeeds at a Perception check (DC = the result of your attack roll to embed the receiver). Once found, the receiver can be removed with a 2-action activity and a successful DC 30 Medicine check. The signal sent from a neuropoppet to the neural receiver can be jammed with a signal jammer.

While the neural receiver is embedded in a living humanoid target within 60 feet, you can manipulate the neuropoppet as a 3-action activity with two hands (this uses up one of the item’s charges), causing the receiver to send subtle electrical signals through the target’s nervous system. You can then designate the target’s next 2-action activity, chosen from the list below.

Attempt a combat maneuver of your choice against the creature nearest to the target (determined randomly). Distract a creature of your choice using harrying fire. Take the total defense action.

After the target creature attempts the action you designate, it can attempt a DC 25 Will save. If the save is successful, the neural receiver sends a blast of haptic feedback to the neuropoppet, dealing 6d6 electricity damage to you (Reflex DC 25 half).

Capacity  40; Usage  1/use


Noise dampener

Level: 6 | Price: 4300 | Bulk: - Capacity: 40 charges | Usage: 1/minute Source: AP #37 pg. 29

A small, nondescript disc about the size of a keycard, a noise dampener controls sound within in its area using specialized sonic waves. as a 2-action activity, you can activate a noise dampener by attaching it to a flat surface. Once activated, it affects a 30-foot radius. Sounds within this radius can’t be heard beyond the radius, and sounds beyond the radius can’t be heard within it. V-Spec agents often use noise dampeners during covert assassinations or classified discussions.


Ooze Stasis Flask

Level: 5 | Price: 2800 | Bulk: 1 Source: AP #26 pg. 45

An ooze stasis flask is a transparent cylinder 12 inches long and 3 inches in diameter. One end of the cylinder features a latched and hinged flap. Designed to contain an ooze, the flask is reinforced on the interior with invisible force fields that harmlessly compress such a creature, which is usually inserted via the means of a funnel or other implements (a prod is often required to force the ooze to comply).

An ooze stasis flask can hold one Medium or smaller ooze of CR 3 or lower. When the flask is sealed, the contents are placed in a stasis field, preventing the ooze from aging or needing any sort of sustenance. An ooze stasis flask can be thrown as an improvised grenade-like weapon as a 2-action activity, or manually poured out as a 3-action activity. If thrown, the flask is destroyed and its contents immediately expelled.

An ooze stasis chamber uses a standard battery and expends 1 charge per day.

Capacity 20; Usage 1/day


Organic Printing Vat

Level: 7 | Price: 5400 | Bulk: 3 Source: AP #20 pg. 44

This container made of transparent glass is about the size of a backpack (and can be worn like one, though it can’t store any items). An organic printing vat allows you to craft technological devices (including weapons and armor) and computers out of biological matter. You still need to have the requisite number of ranks in Computers or Engineering and an amount of UPBs equal to the price of the item to be created, and the process takes the same amount of time, but the organic printing vat counts as the necessary tools and workshop space. You can craft only items of 2 bulk or less, but any item you craft gains the analog and living weapon special properties and isn’t considered a manufactured item (and is therefore immune to spells such as entropic grasp). If an item created with an organic printing vat is destroyed, it dissolves into a biological sludge that counts as a number of UPBs equal to 15% of the item’s value that can be used to create another item with the organic printing vat.

An organic printing vat uses a high-capacity battery and consumes 1 charge per hour of use.

Capacity  40; Usage  1/hour


Paint Remover

Level: 4 | Price: 2000 | Bulk: L Capacity: 10 charges | Usage: 1/action Source: PoC pg. 63

Much more practical-looking than an Albitta’s paint sprayer, a paint remover isn’t much more than a plastic canister with a spray nozzle. A paint remover is filled with a special chemical compound that can dissolve most paint almost instantaneously. as a 2-action activity, you can use a paint remover to spray this solution in a 15-foot cone, covering all creatures and objects in the area. A sighted creature in this area gains the dazzled condition until the beginning of your next turn unless it succeeds at a @Checktype:reflex{DC 15 Reflex save}; the creature can also take a single action on its turn to wipe the chemical from its eyes, removing the condition. In addition, any paint on affected creatures and objects (such as that from a paint sprayer) slowly dissolves and is completely gone by the beginning of your next turn. This renders a partially visible creature covered in paint invisible again and might have other effects at the GM’s discretion. A paint remover’s canister can be refilled with the specialized chemical for 20 credits.


Passthrough cloak

Level: 11 | Price: 25000 | Bulk: L Capacity: 5 charges | Usage: 1/round Source: TR pg. 67

Tech Relics

Created with sivv quantum manipulation technology, a passthrough cloak has several large, flat pads entangled with each other on a quantum level. When you activate the passthrough cloak, anything that contacts one of the pads immediately exits from a corresponding pad on the cloak’s far side without having traveled through your space. Creatures making attacks through your square don’t count the space you occupy toward their range or reach. While the cloak is active, you benefit from a 20% miss chance as if you had concealment, but you can’t use this concealment to hide. An attack that misses you due to this miss chance continues through your space and might affect a creature adjacent to you and opposite the direction of the incoming attack; the attacker rerolls the attack roll against the new target, and you don’t provide cover for this attack. Effects that block dimensional travel prevent the passthrough cloak from functioning.

A passthrough cloak can’t be recharged normally. When placed in an extradimensional space for at least 24 hours, it recovers all its charges.


Personal Comm Module 1-20

Level: 1 | Price: 100 | Bulk: - Source: EN p. 156

While anyone can increase the functionality of personal comm units through standard upgrades (Core Rulebook 219), many businesses and paramilitary organizations strive to better secure their lines of communication. Each of the following comm modules is a miniscule circuit board containing advanced programming that adapts to any model of comm unit. To add a comm module to a personal comm unit, you must have a number of ranks in Engineering equal to or greater than the level of the module. Installation requires an engineering tool kit and takes 10 minutes. All the comm modules listed below are available at any item level from 1 to 20 and can be purchased for a price equal to 100 credits × the square of the item level of the module. Personal comm units that have been modified by any number of these modules use twice as many charges as normal.

Level Varies; Price Level squared x 100

Usage twice as many charges as normal

Boosting module: Boosting modules are designed to make sure that their users can bypass natural barriers to communication and data transmission, as well as break through artificial interference. A boosted comm module enables its host comm unit to automatically bypass a signal jammer of its level or lower, and to overcome other elements such as physical barriers or intense weather events at GM discretion.

Secure module: Secure comm modules are often found installed in the hands of industrial executives, government officials, and high-ranking military officers. They draw extra power to scramble outgoing signals so that only the intended recipients can clearly understand what’s being transmitted. Secure comm modules can’t encrypt incoming messages, so if only one participant is making use of them, the rest of the conversation can still become compromised. If someone tries to decode messages from or determine the location of a secure comm unit, they must first succeed at a Computers or Engineering check with a DC of 20 + the secure comm module’s level. Attempting this check takes 5 minutes.

Signal scanner module: Where a signal jammer can be activated to block all transmissions across one specific medium (radio, wireless, etc.), a signal scanner module can be used to listen in on private communications. Any level of signal scanner can allow a character to pick up the local news, and higher level modules can be programmed to search for broadcasts with specific keywords. A signal scanner module automatically bypasses the protections of secure modules that are lower than the scanner’s level. Activating this module takes 1 minute; this time can be reduced to 1 round with a successful Computers or Engineering check (DC = 20 + the signal scanner module’s level).


Personal Phase Shifter

Level: 18 | Price: 380000 | Bulk: 1 Source: AR pg. 106

A personal phase shifter works on a subatomic level to allow atoms to pass out of phase with one another. In practice, this allows the affected material to exist without interacting with other physical material. A personal phase shifter is a formfitting jumpsuit that can be worn over most clothing and light armor, but not over heavy armor or powered armor. When you activate a personal phase shifter, you are incorporeal (Core Rulebook 264) except you do not gain the ability to move at full speed if you otherwise could not do so. The phase shifter contains antigravity repulsors that grant you a fly speed of 30 feet with average maneuverability. You cannot hold any items while incorporeal, and your nonmagical attacks deal half damage. Magical attacks are unaffected, and you can use magic items and other equipment worn under the jumpsuit as normal.

Capacity  100; Usage  10/round


Phrenic Scrambler, Clear

Level: 5 | Price: 3000 | Bulk: - Source: AR pg. 106

This fist-sized object consists of a psychoactive crystal set within a specially powered housing. It can be activated or deactivated as a single action to cause the crystal to resonate in a fashion that impedes psychic ability. Within 30 feet of any phrenic scrambler, limited telepathy does not function and other telepathic communication is hopelessly garbled unless both the sender and the recipient share a language. The color of a phrenic scrambler’s crystal determines its abilities as follows.

This is the most basic phrenic scrambler.

Capacity  40; Usage  5/round


Phrenic Scrambler, Violet

Level: 13 | Price: 49000 | Bulk: - Source: AR pg. 106

This fist-sized object consists of a psychoactive crystal set within a specially powered housing. It can be activated or deactivated as a single action to cause the crystal to resonate in a fashion that impedes psychic ability. Within 30 feet of any phrenic scrambler, limited telepathy does not function and other telepathic communication is hopelessly garbled unless both the sender and the recipient share a language. The color of a phrenic scrambler’s crystal determines its abilities as follows.

A phrenic scrambler with a violet crystal instead imparts a –2 penalty to saving throws against spells or effects with the emotion, fear, mind-affecting, or pain descriptor within 30 feet and allows you to set whether certain descriptors are included or excluded from this penalty as a single action (for example, you can impart the penalty against emotion and pain descriptors only).

Capacity  40; Usage  5/round


Phrenic Scrambler, Viridian

Level: 9 | Price: 1300 | Bulk: - Source: AR pg. 106

This fist-sized object consists of a psychoactive crystal set within a specially powered housing. It can be activated or deactivated as a single action to cause the crystal to resonate in a fashion that impedes psychic ability. Within 30 feet of any phrenic scrambler, limited telepathy does not function and other telepathic communication is hopelessly garbled unless both the sender and the recipient share a language. The color of a phrenic scrambler’s crystal determines its abilities as follows.

A phrenic scrambler with a viridian crystal also imparts a –1 penalty to saving throws against all spells or effects with the emotion, fear, mind-affecting, or pain descriptor within 30 feet.

Capacity  40; Usage  5/round


Plasma Diverter

Level: 6 | Price: 4300 | Bulk: 1 Source: AA2 pg. 101

This bandolier emits a low, crackling hum when activated. Whenever an attack from a plasma weapon hits the plasma diverter’s user, half of the electricity and half the fire damage (maximum 5 points of each) is prevented and instead restores a number of charges equal to the damage prevented to the plasma diverter’s battery. If this would restore more charges than the battery can hold, the battery must succeed at a DC 15 Fortitude save or be destroyed, dealing 1d6 damage to the plasma diverter per excess charge.

A plasma diverter uses a super-capacity battery, and each minute of use (or fraction thereof) consumes 10 charges.


Pocket linguist

Level: 2 | Price: 75 | Bulk: L Source: GEM, p. 41

This glassy disk developed by field linguists connects wirelessly to a nearby computer and scans any writing it’s passed over. The pocket linguist doesn’t actually translate text but instead analyzes characters and symbols to identify patterns and compare results to a library of writing samples, sending its realtime analytics to the linked computer or comm unit. If you use a pocket linguist while using Culture to decipher writing, you double the amount of time required but receive a +2 circumstance bonus to the Culture check.


Portable antigravity field

Level: 9 | Price: 13200 | Bulk: L Capacity: 20 charges | Usage: 5/round Source: TR pg. 49

This compact cartridge contains a minuscule artificial gravity suspender. When activated as a 2-action activity, a portable antigravity field temporarily decreases the gravitational forces in an area by one step (extreme to heavy, heavy to standard, standard to light, and light to zero gravity) in a 20-ft. radius burst. This effect lasts until the device runs out of charges or until it’s deactivated as a single action. This item has no effect in an area that already has zero gravity.


Portable condenser

Level: 1 | Price: 50 | Bulk: 1 Source: GEM, p. 41

This wearable device consists of a 1-quart tank, a coolant pack, a standard battery, and a hose. When powered, the tank absorbs and filters moisture from the surrounding atmosphere, condensing it into potable water. The device condenses 1 quart of water per hour, using 2 charges per hour, and shutting off automatically once the tank is full. In especially dry areas, this process takes twice as long, and the device cannot function in a vacuum or where there is no atmospheric moisture at all. Most deserts hold enough ambient moisture for the device to function at its slower rate.


Portable Gangway

Level: 5 | Price: 2700 | Bulk: 4 Source: AR pg. 106

When activated, this heavy, 1-foot-square metal box unfolds into a flat gangway up to 30 feet long and 10 feet wide that is capable of supporting up to 2 tons. The gangway is selfsupporting with struts that automatically unfold and brace it in place, as long as there is terrain to support the gangway on at least one end. The gangway can have an angle of up to 45 degrees when it is created, forming a ramp instead of a bridge. The portable gangway unfolds only partway if there isn’t room for the entire gangway, supporting as much of its size as can fit into the area. When a control stud at any of the gangway’s corners is pressed as a single action, the gangway refolds into a box around that stud, as long as there are no creatures or objects on the gangway.

Capacity  40; Usage  1/use


Portable gravity field

Level: 8 | Price: 9100 | Bulk: L Capacity: 20 charges | Usage: 5/round Source: TR pg. 49

This compact, spherical cartridge of black nanocarbon surrounds a central chamber that contains compressed dark matter. When activated as a 2-action activity, a portable gravity field temporarily increases the gravitational forces in an area by one step (zero to light, light to standard, standard to heavy, and heavy to extreme) in a 20-ft. radius burst. This effect lasts until the device runs out of charges or until it’s deactivated as a single action. This item has no effect in an area that already has extreme gravity.


Portable Grinder

Level: 3 | Price: 1500 | Bulk: 2 Source: AP #15 pg. 44

Based on protocite reclaimers, this grinder has flat-toothed discs that interlock and rotate toward one another. A multistage mechanism allows these grinders to break material down into junk or polyfluid. The initial stage renders 1 bulk of technological items into 1 bulk of inert electronic equipment suitable as a target for some spells, such as battle junkbot. Further grinding produces polyfluid that flows into a swappable tank that itself weighs 1 bulk empty. Polyfluid can be gleaned from both analog and technological items. In any case, the material you produce is worth 10% of the original item’s value. The weight of the polyfluid produced is determined by that monetary value.

A portable grinder requires a battery. It takes 1 charge and 1 minute to grind 1 bulk of items into junk. Another charge and minute are required to produce polyfluid.

Capacity  20; Usage  1/use


Portable Light, Beacon

Level: 1 | Price: 25 | Bulk: 1 Source: CRB pg. 219

Portable Light A portable light, sometimes called an electric torch, is one of several different devices that use batteries to create light sources. A portable light increases the light level by one step in an area determined by its model, as follows: flashlight (20- foot cone), lantern (10-foot radius), beacon (50-foot radius), and spotlight (100-foot cone).

Capacity  10; Usage  1/hour


Portable Light, Flashlight

Level: 1 | Price: 1 | Bulk: L Source: CRB pg. 219

Portable Light A portable light, sometimes called an electric torch, is one of several different devices that use batteries to create light sources. A portable light increases the light level by one step in an area determined by its model, as follows: flashlight (20- foot cone), lantern (10-foot radius), beacon (50-foot radius), and spotlight (100-foot cone).

Capacity  10; Usage  1/hour


Portable Light, Lantern

Level: 1 | Price: 1 | Bulk: L Source: CRB pg. 219

Portable Light A portable light, sometimes called an electric torch, is one of several different devices that use batteries to create light sources. A portable light increases the light level by one step in an area determined by its model, as follows: flashlight (20- foot cone), lantern (10-foot radius), beacon (50-foot radius), and spotlight (100-foot cone).

Capacity  10; Usage  1/hour


Portable Light, Spotlight

Level: 1 | Price: 25 | Bulk: 1 Source: CRB pg. 219

Portable Light A portable light, sometimes called an electric torch, is one of several different devices that use batteries to create light sources. A portable light increases the light level by one step in an area determined by its model, as follows: flashlight (20- foot cone), lantern (10-foot radius), beacon (50-foot radius), and spotlight (100-foot cone).

Capacity  10; Usage  1/hour


Portable power hub

Level: 1 | Price: 10 | Bulk: 1 Source: GEM, p. 41

This blocky charging device with four adapter cables can store a single battery of any capacity, allowing up to four connected devices to drain charges from the stored battery to recharge their own batteries. A connected device can transfer 1 charge per minute from the stored battery to the device’s battery, though a stored battery can recharge only devices whose batteries’ maximum capacity is equal to or lower than that of the stored battery. The adapters are unsuitable for military application and cannot be used to recharge weapons.


Portable Speaker, Pocket

Level: 1 | Price: 20 | Bulk: - Capacity: 20 charges | Usage: 1/hour Source: EN pg. 157

These small speakers have a clip allowing you to attach them to a pocket or sleeve. Using pocket portable speakers enables all those within 40 feet of you to clearly hear anything you broadcast from a connected personal comm unit, be it music or intercepted communications.


Portable Speaker, Shoulder

Level: 1 | Price: 150 | Bulk: L Capacity: 40 charges | Usage: 1/hour Source: EN pg. 157

Roughly oval in shape, this large, easily movable speaker allows those within 150 feet of you to clearly hear media you broadcast from a personal comm unit.


Portable Treadmill

Level: 3 | Price: 1400 | Bulk: 4 Capacity: 60 charges | Usage: 1/minute Source: EN pg. 157

After centuries spent studying the effects of living in space, countless scholars have definitively proven that living in microgravity can cause degradation in muscle mass and bone density in creatures who evolved in environments with gravity, and that a physical fitness regimen is the easiest way to avoid muscle atrophy.

A portable treadmill is a 5-foot square of track within a polymer housing, containing a computer that connects to a user’s comm unit, from which it can be controlled with an app. The treadmill can be secured to almost any surface. For every 5 minutes you spend running on the treadmill without interruption, you gain a circumstance bonus to Fortitude saves for 1 hour, up to a maximum of 12 hours. This bonus is +1 and increases to +2 at 10th level.

Effect: Portable Treadmill

Effect: Portable Treadmill (L10+)

Alternatively, you can rig a portable treadmill as trap as a 3-action activity. The next creature who enters the treadmill’s square must attempt a Reflex save (DC = 11 + your ranks in Engineering) or fall prone. A portable treadmill can be used continuously without expending charges if it is plugged into a starship or power grid.


Programmer’s plushie

Level: 3 | Price: 1100 | Bulk: L Capacity: 20 charges | Usage: 1/day Source: TR pg. 49

These adorable plush toys typically resemble cute mascot characters, fantastical alien creatures, or realistic animals, and each conceals advanced technology to assist its owner in working with computers. Each plushie houses a limited virtual intelligence that can analyze its owner’s code and basic biosigns, using this data to provide simple pointers or reassuring cheerleading as necessary. It also encrypts and stores password information with retinal scanning tech that allows it to recognize its owner. While your programmer’s plushie is adjacent to you and activated, reduce any total penalty to Computers checks by 1.


Proximity Helmet

Level: 4 | Price: 2050 | Bulk: L Source: AR pg. 107

This open-faced, blue polymer helmet includes a nylon strap and adjustable tinted visor capable of hiding all but your mouth and chin. The interior of the tinted faceplate provides a heads-up display when activated, and while the helmet is activated, its external motion sensors pick up on sudden movements and subtle visual cues, granting you a +2 insight bonus to Perception checks to notice moving targets within 60 feet. A secondary setting on the helmet adds an audible alarm that creates a chirping sound near your ear whenever a Small or larger corporeal creature approaches within 60 feet, although a creature undetectable to normal vision (such as an invisible creature) does not trigger the alarm. Reduce this distance by 20 feet for each interposing closed door and each substantial interposing wall. This noise is loud enough to automatically wake you from sleep, but not loud enough to awaken nearby sleepers.

Capacity  20; Usage 2/hour


Proximity switch mk 1

Level: 1 | Price: 80 | Bulk: 0 Source: TR pg. 69

This single-use device turns an explosive charge into a trap, triggering when it senses nearby motion. When arming a primary explosive charge while performing demolitions, you can install a proximity switch into the explosive charge instead of programming a detonator to activate the charge. as a 2-action activity, you can arm a proximity switch with a 1-minute countdown. An armed switch observes its surroundings with blindsight (vibration), automatically attempting Perception checks (with a bonus equal to 8 × its mk) to detect anything moving within 5 feet. If the device detects movement from a Tiny or larger creature or object, it detonates its explosive charges and is destroyed in the process. A proximity switch can be disabled as if it were a trap, triggering if the Engineering check fails by 5 or more.


Proximity switch mk 2

Level: 5 | Price: 2250 | Bulk: 0 Source: TR pg. 69

This single-use device turns an explosive charge into a trap, triggering when it senses nearby motion. When arming a primary explosive charge while performing demolitions, you can install a proximity switch into the explosive charge instead of programming a detonator to activate the charge. as a 2-action activity, you can arm a proximity switch with a 1-minute countdown. An armed switch observes its surroundings with blindsight (vibration), automatically attempting Perception checks (with a bonus equal to 8 × its mk) to detect anything moving within 5 feet. If the device detects movement from a Tiny or larger creature or object, it detonates its explosive charges and is destroyed in the process. A proximity switch can be disabled as if it were a trap, triggering if the Engineering check fails by 5 or more.


Proximity switch mk 3

Level: 11 | Price: 20000 | Bulk: 0 Source: TR pg. 69

This single-use device turns an explosive charge into a trap, triggering when it senses nearby motion. When arming a primary explosive charge while performing demolitions, you can install a proximity switch into the explosive charge instead of programming a detonator to activate the charge. as a 2-action activity, you can arm a proximity switch with a 1-minute countdown. An armed switch observes its surroundings with blindsight (vibration), automatically attempting Perception checks (with a bonus equal to 8 × its mk) to detect anything moving within 5 feet. If the device detects movement from a Tiny or larger creature or object, it detonates its explosive charges and is destroyed in the process. A proximity switch can be disabled as if it were a trap, triggering if the Engineering check fails by 5 or more.


Proximity switch mk 4

Level: 17 | Price: 190000 | Bulk: 0 Source: TR pg. 69

This single-use device turns an explosive charge into a trap, triggering when it senses nearby motion. When arming a primary explosive charge while performing demolitions, you can install a proximity switch into the explosive charge instead of programming a detonator to activate the charge. as a 2-action activity, you can arm a proximity switch with a 1-minute countdown. An armed switch observes its surroundings with blindsight (vibration), automatically attempting Perception checks (with a bonus equal to 8 × its mk) to detect anything moving within 5 feet. If the device detects movement from a Tiny or larger creature or object, it detonates its explosive charges and is destroyed in the process. A proximity switch can be disabled as if it were a trap, triggering if the Engineering check fails by 5 or more.


Pulse Ray

Level: 2 | Price: 600 | Bulk: L Source: AP #19 pg. 44

This small electronic device emits a high-frequency tone that can temporarily shock the nervous system of a creature that has telepathy or limited telepathy. Suskillon scientists use these devices to aid in capturing Swarm enemies alive in order to study them. Aiming and activating this handheld unit is a 2-action activity, and you can target a single creature within 30 feet of you. The target must succeed at a DC 14 Will save or be staggered for 1 round; a creature with limited telepathy gains a +1 circumstance bonus to this save.

A pulse ray requires only one hand to operate; it uses a battery, and each use consumes 2 charges.

Capacity 20; Usage 2/use


Purifying Puck

Level: 4 | Price: 2000 | Bulk: L Source: PW pg. 198

This circular device resembles the sort of tiny cleaning drone seen aboard space stations and larger vessels, but it has no independent programming. Law-enforcement officers use purifying pucks to clean up areas after they deploy smoke grenades and similar effects. as a 2-action activity, you can activate a purifying puck and slide it across the ground a maximum of 30 feet (difficult terrain reduces this distance to 15 feet, at the GM’s discretion). The purifying puck then sucks in all smoke and vapors within a 20-foot-radius spread over the next 4 rounds, completely dispersing the effect (such as from a smoke grenade or the fog cloud spell). If the radius of an effect is smaller than 20 feet, the time it takes a purifying puck to disperse the effect is reduced proportionally. If the effect contains any toxins (such as a cloud of poisonous gas), the time is doubled. A purifying puck can’t disperse an effect that has a radius larger than 20 feet.

Capacity  40; Usage  1/round


Quantum Boxes

Level: 17 | Price: 250000 | Bulk: 2 Source: AR pg. 107

These silvery boxes always come in pairs, and while powerful corporations use them to smuggle items of great value, their potential applications are virtually limitless. By spending 1 minute, you can seal one item of up to 1 bulk into each quantum box, subjecting the contents of each box to quantum entanglement. This uses 25 charges and causes both items to effectively cease to exist, including for the purposes of spells and effects such as detect magic. Anytime afterward, as long as both boxes are on the same plane, you can specify either of the two Entangled items and open one quantum box as a 2-action activity that consumes 25 charges. The named item immediately appears in the opened box, and the other item immediately appears in the paired box, no matter where it is. Effects that prevent dimensional travel block activation of a quantum box, but effects that block signals do not. If either box is destroyed or otherwise disabled, the contents of both are lost.

Capacity 100; Usage  See text


Quantum tunnelling coverall

Level: 13 | Price: 47800 | Bulk: 1 Capacity: 20 charges | Usage: 4/action Source: DC pg. 54

This heavy, form-fitting jumpsuit has battery nodes embedded across its surface. as a single action, you can activate the quantum tunneling coverall and become incorporeal until the end of your next turn.


Radiation Sweeper

Level: 2 | Price: 500 | Bulk: 1 Source: AR pg. 107

As radiation is deadly yet undetectable to most creatures’ senses, many races have invented sensors to detect its presence. A common sensor is the radiation sweeper, a handheld device capable of detecting radiation within 120 feet. The sweeper emits warning pings in different tones to indicate the presence of low, medium, high, or severe radiation and displays the areas of radiation on a screen at the top of the device. You must take a single action each round to use the radiation sweeper. A radiation sweeper cannot detect radiation through 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field.


Regeneration Table

Level: 16 | Price: 45000 | Bulk: 20 Source: CRB pg. 219

A regeneration table is a medical bed that uses the most advanced medical technology known in the Pact Worlds to restore a creature’s body to full function from nearly any mishap or injury, including death. It does this with quantumlocked nanites held in a suspended state from which they can become nearly any form of matter, including stem cells for biological creatures or mechanical components for artificial creatures like androids or Akiton’s anacites. The table both reads the creature’s own genetic code (or equivalent data) and uses supercomputing predictive algorithms to determine what damage or affliction is present, then attempts to restore the subject to perfect health based on that information.

A living creature using a regeneration table is affected as if a 6th-level mystic cure spell as well as the remove affliction and restoration spells were cast on it. A Dead creature is affected as if Raise Dead were cast on it. A regeneration table has an effective caster level of 20th.

As a result of its need to perfectly attune itself to one creature suffering one exact set of ailments and the expenditure of its quantum state particles, a regeneration table functions only once and is then inert and useless.


Relaxu

Level: 5 | Price: 2750 | Bulk: L Capacity: 20 charges | Usage: 1/minute10 Source: TR pg. 50

AbadarCorp’s new portable self-care device, the Relaxu is a padded collar that loosely covers the shoulders and lower neck, designed for busy professionals and distant explorers. It monitors a range of biometric data, which it uses to provide automated massages, aromatherapy, soft-spoken encouragement, or guided meditation. When using a Relaxu while resting 10 minutes to recover Hit Points, you also regain 1d4 Hit Points. Every 10 minutes you rest while using a Relaxu is treated as 1 hour of rest for the purpose of recovering from the exhausted and fatigued conditions.


Replenigel Megavitamin

Level: 4 | Price: 300 | Bulk: L Source: AP #16 pg. 48

Replenigel is a nutritional gelatin interwoven with nanites that bolster the immune system. Originally designed by Abadarcorp during the war between the Pact Worlds and the Veskarium, replenigel is intended to provide a soldier with all of their daily nutritional needs and an added resistance to Afflictions, while digesting slowly enough to require a soldier to eat only once per day. To minimize packaging costs, Abadarcorp commonly shipped replenigel to the front lines in 50-pound blocks that, unappetizingly, resembled marbled sulfur. After the conflict with the Veskarium ceased, the corporation found itself with a surplus of replenigel cubes and no way to sell them. A particularly savvy marketing executive realized that subtle tweaks to the product’s aesthetics could have a dramatic impact on its commercial viability. After extensive focus-group testing, Abadarcorp created Nutrimanders, reshaping the gelatin into sizable, 1-pound megavitamins molded to look like skittermanders and available in various artificial flavors and colors.

It takes 5 minutes to consume a replenigel megavitamin. You gain 10 temporary Hit Points and a +2 circumstance bonus to Fortitude saves against Diseases and Poisons for the next 24 hours. In addition, you don’t need to eat food or water for 24 hours. If you subsist on replenigel megavitamins for 5 consecutive days, you must attempt a DC 17 Fortitude save at the end of that fifth day and on each subsequent consecutive day you continue to eat these megavitamins; the bonus from the megavitamin doesn’t apply to this save. Failure means you develop a waxy sheen on your skin that makes you smell vaguely like a fermented version of the flavor of megavitamin you most recently consumed. Your skin remains this way for 1d4 days, during which time you take a –4 penalty to all Charismabased skill checks; if you consume another megavitamin during this time, the duration is increased by 1 day.


Restraints, Binders

Level: 1 | Price: 5 | Bulk: - Source: CRB pg. 219

Restraints Binders are simple, single-use, resin-cord restraints that can be placed only on helpless, Pinned, or willing creatures (a 2-action activity). A pair of binders immobilizes two limbs of your choice. A creature can escape binders with a successful Acrobatics check (DC = 20 + 1-1/2 × your level).

Manacles are reusable wrist restraints made of hardened metal or ceramics and keyed to open with a security chip, code, or voice command (determined when they are manufactured). Manacles can be placed only on helpless, Pinned, or willing creatures (a 2-action activity). Manacles prevent two arms from holding or using any object. A creature can escape manacles with a successful DC 30 Acrobatics check.


Restraints, Manacles

Level: 4 | Price: 350 | Bulk: 1 Source: CRB pg. 219

Restraints Binders are simple, single-use, resin-cord restraints that can be placed only on helpless, Pinned, or willing creatures (a 2-action activity). A pair of binders immobilizes two limbs of your choice. A creature can escape binders with a successful Acrobatics check (DC = 20 + 1-1/2 × your level).

Manacles are reusable wrist restraints made of hardened metal or ceramics and keyed to open with a security chip, code, or voice command (determined when they are manufactured). Manacles can be placed only on helpless, Pinned, or willing creatures (a 2-action activity). Manacles prevent two arms from holding or using any object. A creature can escape manacles with a successful DC 30 Acrobatics check.


Scanner, Enhanced Camera

Level: 3 | Price: 1375 | Bulk: L Source: AR pg. 107

Scanner Scanners are common items that allow you to extend your senses and record your experiences. Some specialized scanners can also provide other senses, such as blindsense or sense through, but these often require ongoing monitoring or impose other restrictions. Common examples include laser microphones, motion detectors, and x-ray visors.

An enhanced camera functions as a video camera, but it can view a wider band of wavelengths, including infrared wavelengths. Enhanced cameras have low-light vision and darkvision with a range of 60 feet. An enhanced camera can record up to 24 hours of footage.

Capacity  20; Usage  2/hour


Scanner, Laser Microphone

Level: 5 | Price: 2725 | Bulk: L Source: CRB pg. 219

Scanner Scanners are common items that allow you to extend your senses and record your experiences. Some specialized scanners can also provide other senses, such as blindsense or sense through, but these often require ongoing monitoring or impose other restrictions. Common examples include laser microphones, motion detectors, and x-ray visors.

This handheld sensor allows you to hear through normally sound-impervious materials at great range. It grants you sense through (hearing) with a range of 120 feet, but only through materials that are 1 inch thick or thinner, and each Perception check attempted using it takes a 3-action activity, during which you are Flat-footed.

Capacity  20; Usage  2/hour


Scanner, Motion Detector

Level: 7 | Price: 6000 | Bulk: L Source: CRB pg. 219

Scanner Scanners are common items that allow you to extend your senses and record your experiences. Some specialized scanners can also provide other senses, such as blindsense or sense through, but these often require ongoing monitoring or impose other restrictions. Common examples include laser microphones, motion detectors, and x-ray visors.

This handheld scanner is capable of detecting sweeping kinetic moves, such as the locomotion of creatures and vehicles. Motion detectors have blindsense (vibration) out to 30 feet, but you must take a single action each round to use the sensor.

Capacity  10; Usage  1/hour


Scanner, Shotgun Microphone

Level: 2 | Price: 625 | Bulk: L Source: AR pg. 107

Scanner Scanners are common items that allow you to extend your senses and record your experiences. Some specialized scanners can also provide other senses, such as blindsense or sense through, but these often require ongoing monitoring or impose other restrictions. Common examples include laser microphones, motion detectors, and x-ray visors.

A shotgun microphone amplifies your sense of hearing within a particular direction. You gain a +2 insight bonus to hearing-based Perception checks in a 60-foot cone, but you take a –2 penalty to hearing-based Perception checks from other areas. A shotgun microphone can record up to 12 hours of sound. You don’t need to take an action to use a shotgun microphone, but changing its direction requires a single action.

Capacity  20; Usage  2/hour


Scanner, True-Frame Camera

Level: 9 | Price: 12250 | Bulk: L Source: AR pg. 107

Scanner Scanners are common items that allow you to extend your senses and record your experiences. Some specialized scanners can also provide other senses, such as blindsense or sense through, but these often require ongoing monitoring or impose other restrictions. Common examples include laser microphones, motion detectors, and x-ray visors.

A true-frame camera functions as an enhanced camera, and it also has supplemental multispectrum programming designed to detect the slight errors in shading and lighting that are artifacts of holograms and illusions. True-frame cameras automatically shift to variant wavelengths to detect and image actual objects, identifying the holograms and illusions as such with overlay text or masking. True-frame cameras automatically identify holograms and illusions via sense through (vision), except for images that specifically fool cameras or other surveillance systems (such as holographic image and nondetection). Trueframe cameras do not automatically detect mundane or lowtech disguises.

Capacity  100; Usage  2/hour


Scanner, Video Camera

Level: 1 | Price: 275 | Bulk: L Source: AR pg. 107

Scanner Scanners are common items that allow you to extend your senses and record your experiences. Some specialized scanners can also provide other senses, such as blindsense or sense through, but these often require ongoing monitoring or impose other restrictions. Common examples include laser microphones, motion detectors, and x-ray visors.

The most typical scanner is a video camera, which requires one hand to use. A video camera has ordinary sight and is capable of seeing whatever an ordinary Human could see, with up to 10 times magnification. A video camera can record up to 4 hours of footage, which can be downloaded and viewed using nearly any computer.

Capacity  20; Usage  2/hour


Scanner, X-Ray Visor

Level: 9 | Price: 15000 | Bulk: L Capacity: 40 charges | Usage: 2/round Source: CRB pg. 219

Scanners are common items that allow you to extend your senses and record your experiences. Some specialized scanners can also provide other senses, such as blindsense or sense through, but these often require ongoing monitoring or impose other restrictions. Common examples include laser microphones, motion detectors, and x-ray visors.

This sensor is worn as an adjustable viewer resting over the eyes, like goggles or thick glasses. It sends out X-rays and interprets the information gathered as an image it imposes over your normal vision. This grants Sense Through (Su) (vision) with a range of 60 feet, though it is blocked by materials one-fifth as dense as those that block normal sense through (2 feet of wood or plastic, 1 foot of stone, 2 inches of common metal, or 1 inch of lead or any starmetal) and limits you to black-and-white vision while in use. You don’t gain the benefit of any other special visual senses (such as lowlight vision) while the visor is active, and you can’t attempt sight-based Perception checks beyond 60 feet. Activating or deactivating the sensor is a single action.

Capacity  40; Usage  2/round


Scorch Suture

Level: 1 | Price: 200 | Bulk: - Source: AP #13 pg. 52

This small, handheld medical device looks similar to a soldering iron. You can use it to end the Bleeding condition for a target within reach as a 2-action activity, melting the flesh on a cellular level to stanch further blood loss. Unfortunately, the target takes 1 fire damage as a result. A target with any form of fire resistance can’t benefit from a scorch suture.

A scorch suture requires only one hand to operate. It uses a battery, and each use consumes 2 charges.

Capacity  20; Usage  2


Seeker slime

Level: 2 | Price: 100 | Bulk: 0 Source: TR pg. 50

Seeker slime is an iridescent ooze programmed to detect and bond to minuscule gaps in a structure. Originally used by engineers and shipwrights to check for cracks invisible to the naked eye, many adventurers and criminals keep a wad of seeker slime in their pocket. as a 2-action activity, a creature can remove a seeker slime from its packaging and affix it to a surface such as a door or wall. The seeker slime begins moving over the surface at a rate of 1 foot per round; if there is a concealed door, technological trap, or hidden opening in a structure, the slime settles into it, allowing nearby creatures a +5 circumstance bonus to Perception checks made to locate the feature. Once the seeker slime settles or after 5 minutes, whichever comes first, the slime bonds to the surface and can be removed with a successful DC 10 Strength check. After this time, the slime congeals into an inert, useless putty.


Shock-Absorbing Helmet

Level: 8 | Price: 8800 | Bulk: l Capacity: 20 charges | Usage: 1/action Source: PoC pg. 63

While even professional hoverskaters are encouraged to wear simple safety gear when performing tricks, these advanced technological helmets are sold to those who attempt the most extreme stunts. When you fall while wearing a shock-absorbing helmet, you can convert the first 1d6 bludgeoning damage to nonlethal bludgeoning damage; this conversion is cumulative with damage reduced through deliberate jumps, successful Acrobatics checks, and other means (see shock-absorbing pads, below). This requires no charges. In addition, as a reaction when you’re struck by a wound critical hit effect that targets your brain, you can activate the shock-absorbing foam within the helmet, consuming 1 charge and allowing you to roll the Fortitude save twice and take the better result.


Shock-Absorbing Pads

Level: 8 | Price: 8800 | Bulk: l Capacity: 20 charges | Usage: 1/action Source: PoC pg. 63

Like a shock-absorbing helmet, these advanced technological knee and arm safety pads are generally sold to extreme athletes. When you fall while wearing shock-absorbing pads, you can convert the first 1d6 bludgeoning damage to nonlethal bludgeoning damage; this conversion is cumulative with damage reduced through deliberate jumps, successful Acrobatics checks, and other means (see shock-absorbing helmet, above). This requires no charges. In addition, as a reaction when you’re struck by a wound critical hit effect that targets your arm or leg, you can activate the high-tech shock-absorbing cushioning within the pads, consuming 1 charge and granting you a +2 circumstance bonus to the Fortitude save.


Shock Stick, Mk 1

Level: 1 | Price: 75 | Bulk: - Source: EN pg. 158

This item appears to be a simple credstick but is actually a charged capacitor ready to shock whoever picks it up. Though it was originally created as a prank item, engineers have devised much more dangerous models whose shocks can even be lethal. A character must be actively searching to be able to distinguish a shock stick from a real credstick and must succeed at a Perception check with a DC of 20 + the shock stick’s item level. Once a shock stick is activated as a 2-action activity, it is safe to handle or deactivate (another 2-action activity) for 1 minute, until it reaches full charge. After that, the first creature or metal object to touch it takes electricity damage based on the model (Reflex save for half). Rolling a natural 20 on the Reflex save negates all damage. The shock stick is destroyed upon discharge.

Mk 1 (Level 1): 2 electricity damage; DC 12

Mk 2 (Level 3): 1d6 electricity damage; DC 14

Mk 3 (Level 6): 2d6 electricity damage; DC 16

Mk 4 (Level 9): 3d6 electricity damage; DC 20

Mk 5 (Level 12): 6d6 electricity damage; DC 22


Shock Stick, Mk 2

Level: 3 | Price: 250 | Bulk: - Source: EN pg. 158

This item appears to be a simple credstick but is actually a charged capacitor ready to shock whoever picks it up. Though it was originally created as a prank item, engineers have devised much more dangerous models whose shocks can even be lethal. A character must be actively searching to be able to distinguish a shock stick from a real credstick and must succeed at a Perception check with a DC of 20 + the shock stick’s item level. Once a shock stick is activated as a 2-action activity, it is safe to handle or deactivate (another 2-action activity) for 1 minute, until it reaches full charge. After that, the first creature or metal object to touch it takes electricity damage based on the model (Reflex save for half). Rolling a natural 20 on the Reflex save negates all damage. The shock stick is destroyed upon discharge.

Mk 1 (Level 1): 2 electricity damage; DC 12

Mk 2 (Level 3): 1d6 electricity damage; DC 14

Mk 3 (Level 6): 2d6 electricity damage; DC 16

Mk 4 (Level 9): 3d6 electricity damage; DC 20

Mk 5 (Level 12): 6d6 electricity damage; DC 22


Shock Stick, Mk 3

Level: 6 | Price: 650 | Bulk: - Source: EN pg. 158

This item appears to be a simple credstick but is actually a charged capacitor ready to shock whoever picks it up. Though it was originally created as a prank item, engineers have devised much more dangerous models whose shocks can even be lethal. A character must be actively searching to be able to distinguish a shock stick from a real credstick and must succeed at a Perception check with a DC of 20 + the shock stick’s item level. Once a shock stick is activated as a 2-action activity, it is safe to handle or deactivate (another 2-action activity) for 1 minute, until it reaches full charge. After that, the first creature or metal object to touch it takes electricity damage based on the model (Reflex save for half). Rolling a natural 20 on the Reflex save negates all damage. The shock stick is destroyed upon discharge.

Mk 1 (Level 1): 2 electricity damage; DC 12

Mk 2 (Level 3): 1d6 electricity damage; DC 14

Mk 3 (Level 6): 2d6 electricity damage; DC 16

Mk 4 (Level 9): 3d6 electricity damage; DC 20

Mk 5 (Level 12): 6d6 electricity damage; DC 22


Shock Stick, Mk 4

Level: 9 | Price: 2000 | Bulk: - Source: EN pg. 158

This item appears to be a simple credstick but is actually a charged capacitor ready to shock whoever picks it up. Though it was originally created as a prank item, engineers have devised much more dangerous models whose shocks can even be lethal. A character must be actively searching to be able to distinguish a shock stick from a real credstick and must succeed at a Perception check with a DC of 20 + the shock stick’s item level. Once a shock stick is activated as a 2-action activity, it is safe to handle or deactivate (another 2-action activity) for 1 minute, until it reaches full charge. After that, the first creature or metal object to touch it takes electricity damage based on the model (Reflex save for half). Rolling a natural 20 on the Reflex save negates all damage. The shock stick is destroyed upon discharge.

Mk 1 (Level 1): 2 electricity damage; DC 12

Mk 2 (Level 3): 1d6 electricity damage; DC 14

Mk 3 (Level 6): 2d6 electricity damage; DC 16

Mk 4 (Level 9): 3d6 electricity damage; DC 20

Mk 5 (Level 12): 6d6 electricity damage; DC 22


Shock Stick, Mk 5

Level: 12 | Price: 5500 | Bulk: 1 Source: EN pg. 158

This item appears to be a simple credstick but is actually a charged capacitor ready to shock whoever picks it up. Though it was originally created as a prank item, engineers have devised much more dangerous models whose shocks can even be lethal. A character must be actively searching to be able to distinguish a shock stick from a real credstick and must succeed at a Perception check with a DC of 20 + the shock stick’s item level. Once a shock stick is activated as a 2-action activity, it is safe to handle or deactivate (another 2-action activity) for 1 minute, until it reaches full charge. After that, the first creature or metal object to touch it takes electricity damage based on the model (Reflex save for half). Rolling a natural 20 on the Reflex save negates all damage. The shock stick is destroyed upon discharge.

Mk 1 (Level 1): 2 electricity damage; DC 12

Mk 2 (Level 3): 1d6 electricity damage; DC 14

Mk 3 (Level 6): 2d6 electricity damage; DC 16

Mk 4 (Level 9): 3d6 electricity damage; DC 20

Mk 5 (Level 12): 6d6 electricity damage; DC 22


Shortwave Broadcaster

Level: 7 | Price: 5400 | Bulk: - Source: EN pg. 158

A shortwave broadcaster functions identically to a shortwave receiver (see below), but it also translates audio you transmit with the associated comm unit into shortwave communication


Shortwave Receiver

Level: 5 | Price: 3000 | Bulk: L Source: EN pg. 158

You can install a shortwave receiver into a comm unit, allowing you to hear and understand those using the shortwave ability (Alien Archive 10).


Signal Jammer

Level: 1 | Price: 1 gp (Starfinder equiv.) | Bulk: L Source: CRB pg. 219

This handheld device, originally designed by the Stewards for military uses, is used by corporations and criminals alike. Signal jammers are available at any item level from 1 to 20 and can be purchased for a price equal to 100 credits × the square of the item level of the jammer. When activated, a signal jammer interrupts broadcast signals within 4 miles. If attached to a larger broadcasting station (such as those found aboard a starship), the range increases to 12 miles. A signal jammer blocks all communication devices from sending and receiving broadcasts. Each signal jammer is designed to affect one specific broadcasting medium (such as radio or wireless). You can attempt a Computers or Engineering check to bypass a signal jammer’s effects or to determine the location of the jammer. The DC to bypass or locate a signal jammer is 15 + the signal jammer’s level, and attempting this check takes 1 minute.

Level  Varies; Price  Level squared x 100

Capacity 12; Usage  1/10 minute


Sleeping sentry

Level: 5 | Price: 2750 | Bulk: 15 Capacity: 20 charges | Usage: 1/hour Source: AP #16 pg. 48

The sleeping sentry is an exoskeletal harness equipped with an automated medical unit that can deliver pharmaceuticals intravenously, all mounted vertically atop a disk large enough for a Medium creature to stand on. Sleeping sentries are often used by eccentric corporations or military organizations that want round-the- clock non-automated security patrols but who don’t want to pay for multiple shifts. You activate a sleeping sentry by leaning back into the exoskeletal harness, allowing it to gently lock you into a standing position while supporting your neck, spine, legs, and arms. The automated medical unit then injects you with a cocktail of barbiturates that puts you instantly to sleep for the next 8 hours (or until awoken by the sleeping sentry); an unwilling creature forced into the harness can attempt a DC 17 Fortitude save to remain conscious. Shortly thereafter, antigravitry circuitry within the disc activates, suspending the entire structure approximately 1 inch off the ground and moving along a preprogrammed patrol route at a speed of 20 feet. The disc can move over land and over water, but not underwater. 

Creatures who come within 30 feet of an activated sleeping sentry must succeed at a DC 25 Stealth check to fool the sleeping sentry’s motion detectors, or else an integrated high-frequency proximity alarm sounds, waking you and releasing you from the harness to confront the threat. Any creature that is more than 30 feet away from a sleeping sentry must succeed at a DC 22 Perception check to recognize its occupant is asleep or a DC 20 Engineering check to identify the device.


Slick Module, Oil

Level: 5 | Price: 3000 | Bulk: - Source: EN pg. 158 + Errata

An oil slick module can be installed in the utility slot of any model of a hoverchair (Starfinder Tech Revolution 50). As part of taking a single action in the hoverchair, you can choose a 10-foot square that is adjacent to you before, during, or after your movement to be covered in slippery oil, as per the grease spell (DC = DC = your class DC or your ranks in Piloting, whichever is greater + your Dexterity modifier). You can additionally take a 2-action activity after the single action to cause the oil to catch fire, dealing [[/r 2d6]] fire damage to those in the area with a Reflex save for half damage (same DC as above). At the end of your next turn, all the oil is consumed and disappears along with the fire. Once you use this module, you must pay 1,200 credits to refuel it.


Smart Cable

Level: 1 | Price: 4000 | Bulk: L Source: AR pg. 107

This thick industrial cable of woven plastic contains special chains of chemicals that contract, expand, and twist when they receive electronic signals. A length of smart cable has a narrow battery pack near one end. When you activate the cable, you can change its shape by sending signals from a datapad or comm unit. You can command the smart cable to coil, uncoil, tie itself around objects, or go rigid. In addition, you can cause periodic sections of the cable to crimp, allowing creatures to treat it as a knotted rope for the purposes of using Athletics to climb. Commanding a smart cable requires a single action.

When inactive or out of charges, a smart cable cannot receive commands and is identical to an adamantine alloy cable line, except that its hardness and Hit Points are based on its level.

Price  4,000/10 ft.


Smart Scarf

Level: 2 | Price: 740 | Bulk: L Capacity: 20 charges | Usage: 2/action Source: EN pg. 158

This large square of intricately patterned fabric is woven-through with wires, each connected to a microchip at one of the four tassel-covered corners. A smart scarf always functions as dust storm environmental clothing (Core Rulebook 230) without consuming any charges. as a free action, you can issue a voice command to reconfigure the garment into one of two configurations: it can cover your face except for your eyes, giving you a +1 circumstance bonus to Disguise or Stealth checks, or it can shift itself to shade its wearer’s eyes from bright light, giving you a +1 circumstance bonus to Perception or Survival checks in bright light and to saves against effects that would dazzle or blind with light.


Snapshot sphere

Level: 2 | Price: 825 | Bulk: L Capacity: 20 charges | Usage: 5/action Source: DC pg. 79

Activated by clicking an inset button and tossing the sphere up to 30 feet, a snapshot sphere performs an instantaneous, 30-foot radius, 360-degree scan of its surroundings a second later. This image is uploaded to a designated comm unit as well as to a set of glasses included with the sphere (both of which must be within 30 feet of the sphere to receive the signal). While wearing the glasses, a creature gains telemetric insights that grant a +1 circumstance bonus to Perception checks and reduce the wearer’s miss chance due to concealment by 5% for any creatures or features in the area. The telemetry’s relevance fades quickly, and these benefits cease at the end of your next turn. A snapshot sphere is carefully weighted to not roll far on a level surface, and it doubles its hardness when resisting falling damage.


Solar Sheeting

Level: 4 | Price: 2000 | Bulk: 2 Source: AR pg. 107

When you take a 3-action activity to unfurl this thin, 5-foot-square black panel, it absorbs solar energy and converts it into power, acting as a recharging station. In direct sunlight, it takes solar sheeting 10 minutes to recharge 1 charge in a battery or power cell. In overcast daytime conditions, it takes 1 hour per charge restored.


Sonar helmet

Level: 1 | Price: 3000 | Bulk: 1 Source:

When you wear this advanced headgear underwater, you gain blindsight (sound) with a range of 30 feet, blindsense (sound) with a range of 100 feet, and the ability to detect the presence of Medium or larger creatures at a distance of up to 1,000 feet (depending on conditions and subject to GM discretion). These senses apply only to creatures and objects within the same body of water in which you have line of effect.


Soul camera

Level: 6 | Price: 4500 | Bulk: 1 Capacity: 20 charges | Usage: 1/minute Source: TR pg. 67

Tech Relics

This boxy, antiquated video camera (Armory 107) requires one hand to use and can see whatever an ordinary human could see. It can only be activated to record or play video. When activated to record, it records what it sees for its full capacity of 5 minutes onto an internal, solid-state data card. It stops recording automatically at the end of the 5 minutes and can’t be shut off prematurely. While you’re recording video with the soul camera, you can identify a single creature you can see in the recording (even one only seen momentarily or at a distance) as the subject.

When you activate the camera to play, the subject you designated, if any, appears smudged and grainy, even though the rest of the video is clear. If you play the full 5-minute video, when it concludes the subject feels an indefinable unease and must attempt a DC 15 Will save or take a –1 penalty to Intelligence-, Wisdom-, and Charisma-based skill checks as a portion of its essence becomes trapped within the camera. The subject must attempt this saving throw no matter where it is in relation to the camera, so long as it’s on the same plane. It must attempt this saving throw each time you replay the full video, increasing its penalty by 1 for each failed saving throw (to a maximum of –4). Nonmagical means can’t remove this penalty, but remove affliction or similar spells can.

The recorded video is erased from the camera if the subject succeeds at the Will save or 1 hour after it was recorded, whichever comes first. The camera also erases its video if you activate it to record again. When the video is erased, the subject’s essence returns and its penalties end. A soul camera uses ordinary batteries.


Spear of Fates

Level: 13 | Price: 102300 | Bulk: 2 Source: AP #6 pg. 30

WARNING: This entry contains spoilers for the Dead Sun Adventure Path. This unique weapon belonged to a Knight of Golarion who attempted to kill Serovox a few years before the signing of the Absalom Pact and the creation of the Corpse Fleet. It is a golden spear with a ruby blade and functions as both an inferno flame doshko and a white star plasma caster. It holds one ultra-capacity battery, which powers all uses of the weapon. Switching the weapon from melee functionality to ranged functionality (or vice versa) is a free action.


Sprayflesh

Level: 5 | Price: 440 | Bulk: L Capacity: 1 charges | Usage: 1/shot Source: Sun Divers

Sprayflesh is an advanced biotech medical device that sprays neutral biomass into a wound or area of concern (such as a clearly diseased or poisoned section of the body). If you have ranks in Medicine, a dose of sprayflesh allows you to attempt a check to treat deadly wounds on a creature that has already received its limit of treat deadly wound benefits for the day. If you succeed at a DC 25 Medicine check, the next time such a creature rests for 10 minutes and spends a Focus Points to regain Hit Points, it can instead gain the benefit of your Medicine check to treat deadly wounds. If you are not trained in Medicine, a dose of sprayflesh acts as a medpatch.


Spy Drone

Level: 6 | Price: 4550 | Bulk: L Capacity: 20 charges | Usage: 1/minute Source: CRB pg. 219

A spy drone is a Tiny remote drone designed specifically to make observations at a distance. This acts as the flight drone of a 1st-level mechanic (and you control it as if you were a 1st-level mechanic, using its remote control or a computer with an added module to control the spy drone), except it cannot make any attacks and it has no weapon mounts, no feats, and no ability to add drone mods. Its skill unit is always Stealth. It cannot speak, but it does understand one language (chosen by you at the time of purchase) and allows you to attempt Perception checks using your own bonus when you directly control it (as the master control ability of a mechanic drone).

A drone can be upgraded with any one of the following technological items by paying 125% of the item’s price: flashlight, grappler, lantern, laser microphone, motion detector, scanner, or X-ray visor. The price of buying and installing one upgrade includes the price of replacing an old upgrade on a drone, if applicable.

Capacity 20; Usage  1/minute


Stabilizar bracelets

Level: 1 | Price: 15 | Bulk: 1 Source: GEM, p. 41

This pair of neoprene bracelets— commonly sold at high-end sporting goods stores and marketed as a must-have for serious athletes— comes in an array of styles to fit almost any creature. Most serious explorers wouldn’t be caught dead wearing them. Each bracelet is weighted, making it slightly easier to keep your balance while you wear both on opposite arms. They provide a +1 circumstance bonus to Acrobatics checks made to balance and traverse narrow or uneven surfaces.


Stickyfinger gloves

Level: 6 | Price: 4100 | Bulk: L Capacity: 20 charges | Usage: 2/minute10 Source: TR pg. 50

Thousands of technological cilia cover these skintight gloves and lie flat along the palms and fingers. When you activate the gloves, the cilia animate to help you perform a variety of tasks by reading your hand movements or responding to voice commands. In first mode, the cilia twists into precise patterns, allowing you to use a Disguise check with a +2 circumstance bonus to bypass most biometric locks, in place of the usual Computers check. In second mode, the activated cilia provide exceptional grip, increasing your AC against disarm combat maneuvers by 1. In third mode, the gloves grant a +2 circumstance bonus to Slight of Hand checks to palm an object, reduce the DC of Sleight of Hand checks to pick pockets by 4, and allow you to attempt these checks untrained.


Strategy Game, Basic

Level: 1 | Price: 150 | Bulk: - Source: AR pg. 108

A staggering variety of board and computer games exists across the galaxy, from venerable board games to singleplayer computer games available on datapads or even comm units. Some are even revered pastimes in specific cultures. Only physical strategy games have bulk; computer games have no bulk but generally consume 1 charge per hour of play.

If two to six characters spend 1 hour playing a basic strategy game together, each can roll an Intelligence check, with the highest result determining the game’s winner (reroll ties). The next time the strategy game’s winner attempts to use aid another to assist any of the other players of that game session, the DC of the aid another check is reduced by 1. A single basic strategy game can provide this benefit only once per week.

Usage  Varies


Strategy game

Level: 1 | Price: 150 | Bulk: L Source: AR pg. 108

A staggering variety of board and computer games exists across the galaxy, from venerable board games to singleplayer computer games available on datapads or even comm units. Some are even revered pastimes in specific cultures. Only physical strategy games have bulk; computer games have no bulk but generally consume 1 charge per hour of play. D

Basic (Level 1): If two to six characters spend 1 hour playing a basic strategy game together, each can roll an Intelligence check, with the highest result determining the game’s winner (reroll ties). The next time the strategy game’s winner attempts to use aid another to assist any of the other players of that game session, the DC of the aid another check is reduced by 1. A single basic strategy game can provide this benefit only once per week.


Strategy game, imperial conquest

Level: 5 | Price: 2850 | Bulk: 2 Source: AR pg. 108

A staggering variety of board and computer games exists across the galaxy, from venerable board games to singleplayer computer games available on datapads or even comm units. Some are even revered pastimes in specific cultures. Only physical strategy games have bulk; computer games have no bulk but generally consume 1 charge per hour of play. D

 Imperial Conquest (Level 5): Imperial conquest is an ancient board game with deceptively simple rules and great strategic depth, and it is typically played via an elaborate holographic interface. Up to four people can play a game of imperial conquest, which generally takes 30 minutes per player. At the end of an uninterrupted game, each character who played attempts a DC 20 Intelligence check, with success granting tactical insights. For the next 8 hours, any character who succeeded at the Intelligence check gains a +1 bonus to AC against reactive Strikes; when two players who succeeded at the Intelligence check flank the same enemy during this time, the bonus to attack rolls from flanking increases by 1. You cannot gain the advantage from more than one game of imperial conquest at a time.


Subdermal Extractor

Level: 6 | Price: 3850 | Bulk: 1 Source: AR pg. 108

This vicious-looking clawed wand is used to detect and quickly remove foreign objects from under the skin. You can use the subdermal extractor only on an unconscious or willing target. The clawed end of the subdermal extractor contains a delicate sensor that evaluates the target’s genetic material and scans for foreign objects (including alien eggs, biotech and cybernetic augmentations, tracking chips, etc.). To detect an anomalous object, you take a single action and must succeed at a Computers or Medicine check with a DC equal to 15 or 10 + the level of the implanted item, whichever is higher. If the implanted material was injected as part of a creature’s attack, the DC is instead 15 + the CR of the attacking creature. as a 2-action activity, you can deploy the subdermal extractor to remove anomalous material you have detected. This typically requires a successful DC 25 Medicine check, but this DC might be lower or higher at the GM’s discretion (such as if the item is particularly small or if it has woven itself into the target’s interior physiology). Whether or not you succeed or fail at the check, the target takes 1d6 slashing damage from the attempt. Each detection attempt uses a charge from the subdermal extractor, as does each removal attempt. You can use a subdermal extractor on yourself, but the DCs of skill checks to use it are increased by 2.

Although a subdermal extractor can be used to quickly remove cybernetics or other augmentations, only the most disreputable back-alley shops use subdermal extractors for this purpose, and such augmentations still can’t be resold.

Capacity  20; Usage  1/use


Superposition Belt

Level: 16 | Price: 180000 | Bulk: - Source: AA3 pg. 81

A superposition belt contains a series of conductive filaments attached to a small, sturdy container that holds material collected from a quantum slime. When worn, you can activate the belt as a 2-action activity to teleport yourself to a square 30 feet away to which you have line of sight. After using this item, you can’t take any other actions until your next turn, but you gain the benefits of displacement until the end of your next turn.

A superposition belt uses a battery, and each use consumes 2 charges.

Usage  2/use


Survival Straw

Level: 2 | Price: 450 | Bulk: - Source: AR pg. 108

This thin tube contains nanomachines and several filters that destroy contaminants or trap them in a washable compartment in the middle of the straw. When you activate a survival straw, water-based liquids you drink through it are automatically filtered and purified, removing any Diseases, Drugs, and Poisons present in the liquid. A survival straw uses 1 charge per gallon of water filtered (or fraction thereof).

Capacity  20; Usage See text


Swarmproof Bangles, Advanced

Level: 7 | Price: 6500 | Bulk: - Source: AR pg. 108

These matching anklets and bracelets are light and comfortable and come in many fashionable styles. When activated, they produce a broad-spectrum field around your body that repels vermin, making it difficult for Diminutive and Fine vermin to make physical contact with you.

Advanced swarmproof bangles generate a more precise modulating field that impedes more than just vermin. You are not Entangled when using advanced swarmproof bangles, and you have resistance 10 to physical damage/— against the swarm attack of Fine creatures and resistance 5 to physical damage/— against the swarm attack of Diminutive creatures. You also gain a +4 bonus to your AC against attacks by nanites or nanobots, such as those created by the inject nanobots spells.

Capacity  40; Usage  1/minute


Swarmproof Bangles, Basic

Level: 2 | Price: 900 | Bulk: - Source: AR pg. 108

These matching anklets and bracelets are light and comfortable and come in many fashionable styles. When activated, they produce a broad-spectrum field around your body that repels vermin, making it difficult for Diminutive and Fine vermin to make physical contact with you.

While basic swarmproof bangles are active, you have the entangled condition, but you also have resistance 2 to physical damage/— against the swarm attack of Fine vermin and resistance 1 to physical damage/— against the swarm attack of Diminutive vermin.

Capacity  20; Usage  1/minute


Swivelshot

Level: 5 | Price: 3200 | Bulk: 1 Capacity: 20 charges | Usage: 4/hour Source: EN pg. 158

The universe can be a dangerous place for those who stick their heads around corners. Swivelshot was created both for reconnaissance as well as to keep its wielder safe during urban combat. This item is a two-part polymer frame with a swivel-mount in the middle. Any small arm can be mounted to the front half, aligned with a built-in video camera. The back half of the unit contains the camera’s viewscreen and includes a target reticle, plus a trigger connected to the small arm. This allows you to look and shoot around 90-degree corners you are adjacent to without exposing yourself. You can snap the swivel to a fixed position of up to 90 degrees to the left, right, or straight ahead as a free action. You can also replace the built-in camera with an enhanced or true-frame camera (Starfinder Armory 107), and you can operate the camera to look around corners without having a weapon mounted.

Firing a swivelshot-mounted weapon requires proficiency in longarms and imposes a –1 penalty to attacks when using only the camera to aim. An enemy can target your weapon with a successful attack against AC 13 + your Dexterity modifier, applying the weapon’s hardness as normal


Level: 14 | Price: 75000 | Bulk: L Source: AR pg. 108

These heavy headbands resemble woven insect chitin and always come in pairs. Each headband has a capacity of 100 and uses 5 charges per round. When you and another creature wear and activate the headband, you both benefit from a psychic communion that transmits information about danger between you instantaneously as long as you are within 60 feet of each other. While connected in this way, both wearers gain a +2 insight bonus to initiative and Perception checks. If one wearer is aware of a combatant, the other wearer is also aware of it, and a wearer cannot be surprised unless the other wearer is also surprised. If one wearer succeeds at a Will save to disbelieve an illusion effect, the other wearer also disbelieves that effect. This link does not otherwise allow thoughts or communication to be shared.

You can wear only one synaptic link at a time.

Capacity  100; Usage  5/round


Tactical Pumps

Level: 2 | Price: 840 | Bulk: 1 Capacity: 20 charges | Usage: 1/minute Source: AP#47, p. 48

While wearing tactical pumps, you gain a +2 circumstance bonus to Acrobatics checks and a +4 circumstance bonus to your AC against bull rush and trip combat maneuvers. Once per day as a single action, you can activate a magnetizing mechanism, allowing you to walk on and adhere to metal surfaces regardless of gravity. Releasing the mechanism is a free action, immediately ending the magnetizing effect.


Tactical Seismic Coupler, Mk 1

Level: 1 | Price: 400 | Bulk: L Capacity: 20 charges | Usage: 2/round Source: EN pg. 158

Drone cameras and magical scrying can do a great deal to illuminate the potential hazards present on a battlefield and to aid in the gathering of data during scientific surveys, but some situations require more grounded thinking. A tactical seismic coupler (TSC) is a spherical device resembling a grenade with six spikes protruding from it, each one connected to a three-component geophone housed inside it. You activate a TSC by making an attack as if it were a thrown weapon with a range increment of 20 feet, targeting an intersection with an AC of 5. Upon landing, the TSC sends near-surface seismic data back to a personal comm unit or datapad within 100 feet that you’re carrying, giving you the senses listed for each model while you are within the model’s listed radius of the targeted intersection. These benefits last 1 minute.

Mk 1 (Level 1): Blindsense (vibration) 10 feet

Mk 2 (Level 3): Blindsense (vibration) 20 feet

Mk 3 (Level 7): Blindsense (vibration) 30 feet, blindsight (vibration) 10 feet

Mk 4 (Level 9): Blindsense (vibration) 60 feet, blindsight (vibration) 15 feet

Mk 5 (Level 11): Blindsense (vibration) 100 feet, blindsight (vibration) 20 feet


Tactical Seismic Coupler, Mk 2

Level: 3 | Price: 1500 | Bulk: L Capacity: 20 charges | Usage: 2/round Source: EN pg. 158

Drone cameras and magical scrying can do a great deal to illuminate the potential hazards present on a battlefield and to aid in the gathering of data during scientific surveys, but some situations require more grounded thinking. A tactical seismic coupler (TSC) is a spherical device resembling a grenade with six spikes protruding from it, each one connected to a three-component geophone housed inside it. You activate a TSC by making an attack as if it were a thrown weapon with a range increment of 20 feet, targeting an intersection with an AC of 5. Upon landing, the TSC sends near-surface seismic data back to a personal comm unit or datapad within 100 feet that you’re carrying, giving you the senses listed for each model while you are within the model’s listed radius of the targeted intersection. These benefits last 1 minute.

Mk 1 (Level 1): Blindsense (vibration) 10 feet

Mk 2 (Level 3): Blindsense (vibration) 20 feet

Mk 3 (Level 7): Blindsense (vibration) 30 feet, blindsight (vibration) 10 feet

Mk 4 (Level 9): Blindsense (vibration) 60 feet, blindsight (vibration) 15 feet

Mk 5 (Level 11): Blindsense (vibration) 100 feet, blindsight (vibration) 20 feet


Tactical Seismic Coupler, Mk 3

Level: 7 | Price: 7000 | Bulk: L Capacity: 20 charges | Usage: 2/round Source: EN pg. 158

Drone cameras and magical scrying can do a great deal to illuminate the potential hazards present on a battlefield and to aid in the gathering of data during scientific surveys, but some situations require more grounded thinking. A tactical seismic coupler (TSC) is a spherical device resembling a grenade with six spikes protruding from it, each one connected to a three-component geophone housed inside it. You activate a TSC by making an attack as if it were a thrown weapon with a range increment of 20 feet, targeting an intersection with an AC of 5. Upon landing, the TSC sends near-surface seismic data back to a personal comm unit or datapad within 100 feet that you’re carrying, giving you the senses listed for each model while you are within the model’s listed radius of the targeted intersection. These benefits last 1 minute.

Mk 1 (Level 1): Blindsense (vibration) 10 feet

Mk 2 (Level 3): Blindsense (vibration) 20 feet

Mk 3 (Level 7): Blindsense (vibration) 30 feet, blindsight (vibration) 10 feet

Mk 4 (Level 9): Blindsense (vibration) 60 feet, blindsight (vibration) 15 feet

Mk 5 (Level 11): Blindsense (vibration) 100 feet, blindsight (vibration) 20 feet


Tactical Seismic Coupler, Mk 4

Level: 9 | Price: 14000 | Bulk: L Capacity: 20 charges | Usage: 2/round Source: EN pg. 158

Drone cameras and magical scrying can do a great deal to illuminate the potential hazards present on a battlefield and to aid in the gathering of data during scientific surveys, but some situations require more grounded thinking. A tactical seismic coupler (TSC) is a spherical device resembling a grenade with six spikes protruding from it, each one connected to a three-component geophone housed inside it. You activate a TSC by making an attack as if it were a thrown weapon with a range increment of 20 feet, targeting an intersection with an AC of 5. Upon landing, the TSC sends near-surface seismic data back to a personal comm unit or datapad within 100 feet that you’re carrying, giving you the senses listed for each model while you are within the model’s listed radius of the targeted intersection. These benefits last 1 minute.

Mk 1 (Level 1): Blindsense (vibration) 10 feet

Mk 2 (Level 3): Blindsense (vibration) 20 feet

Mk 3 (Level 7): Blindsense (vibration) 30 feet, blindsight (vibration) 10 feet

Mk 4 (Level 9): Blindsense (vibration) 60 feet, blindsight (vibration) 15 feet

Mk 5 (Level 11): Blindsense (vibration) 100 feet, blindsight (vibration) 20 feet


Tactical Seismic Coupler, Mk 5

Level: 11 | Price: 25000 | Bulk: L Capacity: 20 charges | Usage: 2/round Source: EN pg. 158

Drone cameras and magical scrying can do a great deal to illuminate the potential hazards present on a battlefield and to aid in the gathering of data during scientific surveys, but some situations require more grounded thinking. A tactical seismic coupler (TSC) is a spherical device resembling a grenade with six spikes protruding from it, each one connected to a three-component geophone housed inside it. You activate a TSC by making an attack as if it were a thrown weapon with a range increment of 20 feet, targeting an intersection with an AC of 5. Upon landing, the TSC sends near-surface seismic data back to a personal comm unit or datapad within 100 feet that you’re carrying, giving you the senses listed for each model while you are within the model’s listed radius of the targeted intersection. These benefits last 1 minute.

Mk 1 (Level 1): Blindsense (vibration) 10 feet

Mk 2 (Level 3): Blindsense (vibration) 20 feet

Mk 3 (Level 7): Blindsense (vibration) 30 feet, blindsight (vibration) 10 feet

Mk 4 (Level 9): Blindsense (vibration) 60 feet, blindsight (vibration) 15 feet

Mk 5 (Level 11): Blindsense (vibration) 100 feet, blindsight (vibration) 20 feet


Tent, portaledge

Level: 1 | Price: 75 | Bulk: 0 Source: TR pg. 50

A portaledge tent functions as a mobile hotelier, but can anchor to virtually any vertical wall or sheer surface. Setting up a portaledge tent typically takes 10 minutes. Once set up, this provides space for two people to rest comfortably and safely without risk of falling. It takes a DC 26 Strength check to pry a portaledge tent loose, or a DC 20 Survival check to remove it while anyone or anything with 2 or more bulk is still inside it.


Tetred Certified Translator

Level: 2 | Price: 500 | Bulk: L Source: SSRGG, Version 2.0 pg. 31

This elaborate datapad has several additional audio receptors to capture nearby sounds. If you don’t share a language with creatures you encounter, you can activate this device to collect basic linguistic information. The device requires 10 minutes of observed conversation to gain enough information to operate. The device then acts as a rudimentary translator. It does not allow you to converse with creatures with whom you don’t share a language, but it can relate very basic information. Examples of statements the device could interpret would be: “come with us,” “lower your weapons,” or “leave immediately.” The device cannot parse proper names, including personal designations or the names of items and places. Some extraordinary complex or obscure languages might not translate clearly with this device.

A Tetrad certified translator has 10 capacity and 1/hour usage.

Capacity 10; Usage 1/hour


Thief drone

Level: 5 | Price: 3000 | Bulk: 4 Source: TR pg. 50, AP #15 pg. 53

A thief drone is a specialized version of a Basic Domestic Drone (Armory 101). When activated, this Tiny drone acts as the hover drone of a 1st-level mechanic, and you control it as if you were a 1st-level mechanic (using either an included remote control or a computer with an added control), except it has the smuggler’s compartment drone mod instead of a weapons mount. The thief drone can’t make any attacks and has no feats and no ability to add drone mods beyond those specified in this entry. An activated thief drone can move its speed, but it can otherwise take only the actions specified in this description. A thief drone can understand one language (chosen at purchase), but it cannot speak. Some criminals disguise their thief drones to resemble ordinary drones, which allows these illegal models to blend in without raising suspicion.

If an activated thief drone is accessible to a creature attempting an Engineering check to disable a lock, that creature reduces the DC of the Engineering check by 5. Alternatively, the thief drone can attempt to disable a lock on its own with a –5 penalty. Its skill unit is Engineering. A thief drone has a usage of 1/hour with a capacity of 20.

A thief drone can be upgraded with any two of the following technological items by paying 125% of the item’s price: grappler, glass cutter, tool kit (hacking), or x-ray visor. The price of buying and installing an upgrade includes the price of replacing an old upgrade on a drone, if applicable.


Time-pit boots

Level: 11 | Price: 25000 | Bulk: 1 Capacity: 5 charges | Usage: 1/action Source: TR pg. 67

Tech Relics

These unwieldy metal boots resemble those used in primitive space suits, though they don’t impede your movement while worn. You must be standing on the ground when you activate the time-pit boots, and you can’t activate them in zero-g. Upon activating the boots, a rift in the fabric of time opens beneath your feet and sucks you in. The rift closes immediately behind you, and you can’t take any other creatures with you. You cease to exist for 1d4 rounds as you fall though time; you are undetectable and can’t be affected by any creature. You can’t take actions during this time, as it passes instantaneously for you. You’re then expelled through a momentary rift that appears above the space you occupied when you activated the boots (or the nearest random open space, if your original space is now occupied). You’re treated as having fallen 50 feet for every round you were gone, although if you can fly or otherwise mitigate the falling damage, you land uninjured.

Time-pit boots can’t be recharged normally. When worn by a creature under a haste effect countered by slow, or under a slow effect countered by haste, the boots latch onto the slight temporal displacement to begin recharging. They can’t be used for 24 hours, but recover all their charges at the end of that period.


Tool Kit, Akinzi Resources, Catalyst Rig

Level: 1 | Price: 200 | Bulk: L Source: TR pg. 50

Akinzi Resources, a startup company operating out of shared office space on Verces, produces a line of specialty toolkits that supplement those presented on page 221 of the Core Rulebook. These toolkits provide circumstance bonuses to one or more skills in specific situations and include the following: catalyst rig (increases your effective skill ranks by 2 for the purpose of determining how long it takes you to craft drugs, poisons, or medicinals).


Tool Kit, Akinzi Resources, Grifter’s Kit

Level: 1 | Price: 200 | Bulk: L Source: TR pg. 50

Akinzi Resources, a startup company operating out of shared office space on Verces, produces a line of specialty toolkits that supplement those presented on page 221 of the Core Rulebook. These toolkits provide circumstance bonuses to one or more skills in specific situations and include the following: grifter’s kit (grants a +4 bonus to Sleight of Hand checks made to entertain and pick pocket).


Tool Kit, Akinzi Resources, Gymnast’s Kit

Level: 1 | Price: 200 | Bulk: L Source: TR pg. 50

Akinzi Resources, a startup company operating out of shared office space on Verces, produces a line of specialty toolkits that supplement those presented on page 221 of the Core Rulebook. These toolkits provide circumstance bonuses to one or more skills in specific situations and include the following: gymnast’s kit (grants a +4 bonus to Acrobatics checks made to tumble).


Tool Kit, Akinzi Resources, Influencer Kit

Level: 1 | Price: 200 | Bulk: L Source: TR pg. 50

Akinzi Resources, a startup company operating out of shared office space on Verces, produces a line of specialty toolkits that supplement those presented on page 221 of the Core Rulebook. These toolkits provide circumstance bonuses to one or more skills in specific situations and include the following: influencer kit (grants a +4 bonus to Diplomacy checks made to change attitude for a specific subculture like mercenaries or augmentation enthusiasts).


Tool Kit, Akinzi Resources, Swimmer’s Kit

Level: 1 | Price: 200 | Bulk: L Source: TR pg. 50

Akinzi Resources, a startup company operating out of shared office space on Verces, produces a line of specialty toolkits that supplement those presented on page 221 of the Core Rulebook. These toolkits provide circumstance bonuses to one or more skills in specific situations and include the following: swimmer’s kit (grants a +4 bonus to Athletics checks made to swim).


Tool Kit, Akinzi Resources, Tourist’s Kit

Level: 1 | Price: 200 | Bulk: L Source: TR pg. 50

Akinzi Resources, a startup company operating out of shared office space on Verces, produces a line of specialty toolkits that supplement those presented on page 221 of the Core Rulebook. These toolkits provide circumstance bonuses to one or more skills in specific situations and include the following: tourist’s kit (grants a +4 bonus to Culture checks to recall knowledge about related to a specific planet).


Tool Kit, Akinzi Resources, Tracker's Kit

Level: 1 | Price: 200 | Bulk: L Source: TR pg. 50

Akinzi Resources, a startup company operating out of shared office space on Verces, produces a line of specialty toolkits that supplement those presented on page 221 of the Core Rulebook. These toolkits provide circumstance bonuses to one or more skills in specific situations and include the following: tracker’s kit (grants a +4 bonus to Survival checks made to follow tracks).


Tool Kit, Starfinder Armory, Animal Trainer’s Kit

Level: 1 | Price: 200 | Bulk: L Source: AR pg. 108

A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks.

In escalating efforts to remain ahead of their competitors, many corporations market specialty tool kits as the latest advances or essential devices. The following tool kits supplement those presented on page 221 of the Core Rulebook and provide circumstance bonuses to one or more skills in specific situations. These tool kits include the following: animal trainer’s kit (grants a +4 bonus to Survival checks to handle an animal or rear a wild animal).


Tool Kit, Starfinder Armory, Aura-Translation Kit

Level: 1 | Price: 200 | Bulk: L Source: AR pg. 108

A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks.

In escalating efforts to remain ahead of their competitors, many corporations market specialty tool kits as the latest advances or essential devices. The following tool kits supplement those presented on page 221 of the Core Rulebook and provide circumstance bonuses to one or more skills in specific situations. These tool kits include the following: aura-translation kit (grants a +4 bonus to Mysticism checks to identify a magic item).


Tool Kit, Starfinder Armory, Broad-Spectrum Scanning Kit

Level: 1 | Price: 200 | Bulk: L Source: AR pg. 108

A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks.

In escalating efforts to remain ahead of their competitors, many corporations market specialty tool kits as the latest advances or essential devices. The following tool kits supplement those presented on page 221 of the Core Rulebook and provide circumstance bonuses to one or more skills in specific situations. These tool kits include the following: broad-spectrum scanning kit (grants a +4 bonus to Perception checks to search).


Tool Kit, Starfinder Armory, Light-Scattering Sniper’s Blind

Level: 1 | Price: 200 | Bulk: L Source: AR pg. 108

A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks.

In escalating efforts to remain ahead of their competitors, many corporations market specialty tool kits as the latest advances or essential devices. The following tool kits supplement those presented on page 221 of the Core Rulebook and provide circumstance bonuses to one or more skills in specific situations. These tool kits include the following: light-scattering sniper’s blind (grants a +4 bonus to Stealth checks when sniping).


Tool Kit, Starfinder Armory, Mental Interpretation Kit

Level: 1 | Price: 200 | Bulk: L Source: AR pg. 108

A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks.

In escalating efforts to remain ahead of their competitors, many corporations market specialty tool kits as the latest advances or essential devices. The following tool kits supplement those presented on page 221 of the Core Rulebook and provide circumstance bonuses to one or more skills in specific situations. These tool kits include the following: mental interpretation kit (grants a +4 bonus to Sense Motive checks to discern a secret message out of combat).


Tool Kit, Starfinder Armory, Personal Gravitational Redistributor

Level: 1 | Price: 200 | Bulk: L Source: AR pg. 108

A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks.

In escalating efforts to remain ahead of their competitors, many corporations market specialty tool kits as the latest advances or essential devices. The following tool kits supplement those presented on page 221 of the Core Rulebook and provide circumstance bonuses to one or more skills in specific situations. These tool kits include the following: personal gravitational redistributor (grants a +4 bonus to Acrobatics checks to balance out of combat).


Tool Kit, Starfinder Armory, Thieves’ Tools

Level: 1 | Price: 200 | Bulk: L Source: AR pg. 108

A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks.

In escalating efforts to remain ahead of their competitors, many corporations market specialty tool kits as the latest advances or essential devices. The following tool kits supplement those presented on page 221 of the Core Rulebook and provide circumstance bonuses to one or more skills in specific situations. These tool kits include the following: thieves’ tools (grants a +4 bonus to Computers checks to hack a computer system that controls a door and a +4 bonus to Engineering checks to disable a mechanical or technological lock). When using a thieves’ tools tool kit for its specialized purpose, you don’t take the –2 penalty to Engineering checks if you don’t have an engineering kit.


Tool Kit, Xhinti Holdings, Climbing Kit

Level: 1 | Price: 200 | Bulk: L Source: PW pg. 198

A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks.

Xhinti Holdings, which has corporate offices on Salomo Station and factories on Akiton, produces a line of specialty tool kits that supplement those presented on page 221 of the Starfinder Core Rulebook. Xhinti tool kits include the following: a climbing kit (grants a +4 bonus to Athletics checks when climbing).


Tool Kit, Xhinti Holdings, Demolitionist’s Kit

Level: 1 | Price: 200 | Bulk: L Source: PW pg. 198

A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks.

Xhinti Holdings, which has corporate offices on Salomo Station and factories on Akiton, produces a line of specialty tool kits that supplement those presented on page 221 of the Starfinder Core Rulebook. Xhinti tool kits include the following: demolitionist’s kit (grants a +4 bonus to Engineering checks when arming and disarming explosives). When using a demolitionist’s kit or starship repair kit for its specialized purpose, you don’t take the –2 penalty to Engineering checks if you don’t have an engineering kit.


Tool Kit, Xhinti Holdings, Linguist’s Kit

Level: 1 | Price: 200 | Bulk: L Source: PW pg. 198

A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks.

Xhinti Holdings, which has corporate offices on Salomo Station and factories on Akiton, produces a line of specialty tool kits that supplement those presented on page 221 of the Starfinder Core Rulebook. Xhinti tool kits include the following: linguist’s kit (grants a +4 bonus to Culture checks when deciphering writing).


Tool Kit, Xhinti Holdings, Portable Weather Station

Level: 1 | Price: 200 | Bulk: L Source: PW pg. 198

A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks.

Xhinti Holdings, which has corporate offices on Salomo Station and factories on Akiton, produces a line of specialty tool kits that supplement those presented on page 221 of the Starfinder Core Rulebook. Xhinti tool kits include the following: portable weather station (grants a +4 bonus to Survival checks when predicting the weather).


Tool Kit, Xhinti Holdings, Starship Repair Kit

Level: 1 | Price: 200 | Bulk: L Source: PW pg. 198

A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks.

Xhinti Holdings, which has corporate offices on Salomo Station and factories on Akiton, produces a line of specialty tool kits that supplement those presented on page 221 of the Starfinder Core Rulebook. Xhinti tool kits include the following: starship repair kit (grants a +4 bonus to Engineering checks when repairing the hull of a starship). When using a demolitionist’s kit or starship repair kit for its specialized purpose, you don’t take the –2 penalty to Engineering checks if you don’t have an engineering kit.


Tool Kit, Xhinti Holdings, Survivalist’s Kit

Level: 1 | Price: 200 | Bulk: L Source: PW pg. 198

A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks.

Xhinti Holdings, which has corporate offices on Salomo Station and factories on Akiton, produces a line of specialty tool kits that supplement those presented on page 221 of the Starfinder Core Rulebook. Xhinti tool kits include the following: survivalist’s kit (grants a +4 bonus to Survival checks when enduring severe weather or living off the land).


Tracking Bug

Level: 6 | Price: 4250 | Bulk: L Source: PW pg. 199

This tiny tracking device contains a miniaturized transponder that makes it easier to follow and locate quarry. Tracking bugs are usually sold on Absalom Station to private detective agencies and suspicious family members. You can hide a tracking bug on a creature as a 2-action activity with a successful Sleight of Hand check to pick the creature’s pocket (this usually can’t be done during combat). You can hide a tracking bug on a vehicle or other conveyance as a 2-action activity with a successful Sleight of Hand check opposed by the Perception checks of anyone searching the vehicle; you gain a +4 circumstance bonus to this check due to the tracking bug’s size.

Once you plant a tracking bug, you can use a custom program (included in the tracking bug’s price) to follow the tracking bug with a successful DC 20 Computers check using a computer, a comm unit, a mechanic’s custom rig, or any similar computing device; the GM can alter this DC to reflect environmental conditions and other factors. The tracking bug’s transponder has a 500-foot-radius range, and you must be on the same plane as the tracking bug for the program to function. When a tracking bug runs out of power, you can no longer follow it.

Capacity  20; Usage  1/hour


Traction Holster

Level: 7 | Price: 6000 | Bulk: L Source: AR pg. 109

This flat, metal plate usually appears to be a simple rectangle about 1 foot long with a textile belt or armband firmly attached to one side. as a 3-action activity, you can activate a traction holster by pressing a longarm, one-handed melee weapon, small arm, or piece of equipment of no more than 1 bulk flat against it, creating a quasi-magnetic bond with the weapon. Only one weapon at a time can be paired in this way. Thereafter, when you drop the weapon or it would otherwise land adjacent to you, it is automatically drawn into the traction holster as though you had spent a single action to sheathe or holster it. The holster does not protect a paired weapon against disarm combat maneuvers. A traction holster operates until it runs out of charges or until you take a 3-action activity to break the connection between the traction holster and its current weapon by holding down a small reset button.

Capacity  80; Usage  10/minute


Treadsetter's guide

Level: 1 | Price: 25 | Bulk: L Source: GEM, p. 41

Countless travel guides promise the greatest getaways in the galaxy, yet the Treadsetter’s brand is so ubiquitous (and sufficiently accurate) as to be synonymous with travel literature. Each Treadsetter’s guide comes in physical and digital formats, corresponding to a specific planet, large moon, or other habitable astronomical object like an asteroid belt. There are hundreds of thousands of these volumes, representing most known and noteworthy worlds. By spending 1 minute referencing the guide while studying cultures, features, or creatures from its corresponding world, you gain a +2 circumstance bonus to Culture, Life Sciences, and Physical Sciences checks to recall knowledge and identify creatures.


Valai Band

Level: 2 | Price: 1100 | Bulk: L Capacity: 15 charges | Usage: 1/hour8 Source: IS, pg. 143

Developed by the Circle of Journeys to provide safer travel for young vlakas during valai season, this metal band is traditionally worn around the neck in an echo of the vlakan Leader’s Band, but can also be worn on an arm, leg, or similar appendage. When activated, it provides environmental protection within a 10-foot radius of the wearer that is equivalent to wearing armor (Core Rulebook 196). It may also, at the wearer’s discretion, emit a homing signal every 10 seconds for 24 hours at the cost of additional charge. The homing signal can be picked up by most devices capable of receiving signals and tracked back to the source with a successful DC 15 Engineering or Survival check. A single valai band’s homing signal has a range of 100 miles over flat terrain (halved in forests or hills and quartered in mountainous terrain or underwater). If multiple valai bands are present within the same 10-foot radius, the homing range increases by a factor of 2 for each additional band, to a maximum of a planetary range.


Vidgame, Basic VR, Starfighter Frenzy

Level: 2 | Price: 500 | Bulk: L Source: EN pg. 158

Consisting of a high-tech screen designed to fit over a user’s eyes and gloves with buttons built into them, these virtual reality devices connect to a user’s tier 4 or higher computer and provide the most realistic gaming experiences one can have without traveling to the furthest corners of the galaxy. Some VR games are designed to enhance a player’s hand-eye coordination in addition to providing entertainment and prove so effective that some militaries use them as training devices. The two games listed here are sold separately.

Starfighter Frenzy: The hottest-selling first-person spacefighter simulator in the Pact Worlds, this game allows for players to engage in zero-gravity or atmospheric ship-to-ship combat against computerized enemies, or to fly in squadrons by networking through the infosphere with other users. The game comes preloaded with dozens of fighters from both the Pact Worlds and Veskarium, and computerized enemies often take the form of Azlanti and Swarm vessels. After one hour spent playing Starfighter Frenzy, you gain a +2 circumstance bonus on the next check you make aboard a starship; you can receive this benefit only once per day.


Vidgame, Basic VR, Whelp Watch

Level: 2 | Price: 500 | Bulk: L Source: EN pg. 158

Consisting of a high-tech screen designed to fit over a user’s eyes and gloves with buttons built into them, these virtual reality devices connect to a user’s tier 4 or higher computer and provide the most realistic gaming experiences one can have without traveling to the furthest corners of the galaxy. Some VR games are designed to enhance a player’s hand-eye coordination in addition to providing entertainment and prove so effective that some militaries use them as training devices. The two games listed here are sold separately.

Whelp Watch: A game with unique viral marketing from an anonymous video game studio on Vesk-3, this game puts players in the role of Veskarium employees who are trying to avoid being buried beneath skittermander whelps. These skittermander babies, who want to provide “helping hugs,” are being tossed at them from all sides as the employees walk home from work. The player must use different shields to harmlessly bounce the playful baby skittermanders away before they latch on and cannot be removed. Leveling up sees the player advance from using a bureaucrat’s clipboard, chair, beach umbrella, and eventually skittertank mech to accomplish this. After 1 hour spent playing Whelp Watch, you gain the benefit of the Shield Proficiency feat (Character Operations Manual 118) for 1 hour.


Voice Distorter

Level: 1 | Price: 55 | Bulk: L Source: COM pg. 21

Kasathas who turn to crime, as well as those who value anonymity, sometimes wear masks that conceal their identities. A voice distorter worn over the mouth converts the user’s voice into an unrecognizable and obviously artificial tone. Any check attempted to identify the wearer’s voice takes a –5 penalty, and such identification can succeed only by relying on speech patterns, distinguishing phrases, and other idiosyncrasies of the wearer’s speech rather than the sound of the voice itself.

If the distorted voice is recorded, a character can remove the distortion and reveal the speaker’s original voice. Doing so requires a successful DC 21 Computers check. The decipherer gains a +4 circumstance bonus to this check with access to an undistorted recording of the same voice.


Warning Wire, Mk 1

Level: 4 | Price: 2000 | Bulk: L Source: AR pg. 109

This 50 feet of thin, nearly invisible wire is spooled around a dull-gray, flat metal cylinder. When any amount of the wire is unspooled and the cylinder is activated, the wire becomes exceptionally sensitive to vibration. The wire is often wrapped around valuable belongings or stretched as a trip wire across a doorway. When the activated wire is moved or touched, the cylinder emits a piercing alarm (though you can set it to send a silent alarm wirelessly to a comm unit or datapad instead). Noticing the warning wire requires a successful Perception check with a DC equal to 20 + the level of the warning wire, and bypassing it without setting it off usually requires a successful Acrobatics check at the same DC, though the GM might adjust the DC higher or lower as circumstances dictate. You can twist the cylinder in a preset pattern as a single action, deactivating the alarm and respooling the wire around the cylinder. Table 1-25: Warning Wire

Model Level DC to Notice

Mk 1 4 24

Mk 2 8 28

Mk 3 12 32

Mk 4 16 36

Capacity  40; Usage 1/hour


Warning Wire, Mk 2

Level: 8 | Price: 8800 | Bulk: L Source: AR pg. 109

This 50 feet of thin, nearly invisible wire is spooled around a dull-gray, flat metal cylinder. When any amount of the wire is unspooled and the cylinder is activated, the wire becomes exceptionally sensitive to vibration. The wire is often wrapped around valuable belongings or stretched as a trip wire across a doorway. When the activated wire is moved or touched, the cylinder emits a piercing alarm (though you can set it to send a silent alarm wirelessly to a comm unit or datapad instead). Noticing the warning wire requires a successful Perception check with a DC equal to 20 + the level of the warning wire, and bypassing it without setting it off usually requires a successful Acrobatics check at the same DC, though the GM might adjust the DC higher or lower as circumstances dictate. You can twist the cylinder in a preset pattern as a single action, deactivating the alarm and respooling the wire around the cylinder. Table 1-25: Warning Wire

Model Level DC to Notice

Mk 1 4 24

Mk 2 8 28

Mk 3 12 32

Mk 4 16 36

Capacity  40; Usage 1/hour


Warning Wire, Mk 3

Level: 12 | Price: 329000 | Bulk: L Source: AR pg. 109

This 50 feet of thin, nearly invisible wire is spooled around a dull-gray, flat metal cylinder. When any amount of the wire is unspooled and the cylinder is activated, the wire becomes exceptionally sensitive to vibration. The wire is often wrapped around valuable belongings or stretched as a trip wire across a doorway. When the activated wire is moved or touched, the cylinder emits a piercing alarm (though you can set it to send a silent alarm wirelessly to a comm unit or datapad instead). Noticing the warning wire requires a successful Perception check with a DC equal to 20 + the level of the warning wire, and bypassing it without setting it off usually requires a successful Acrobatics check at the same DC, though the GM might adjust the DC higher or lower as circumstances dictate. You can twist the cylinder in a preset pattern as a single action, deactivating the alarm and respooling the wire around the cylinder. Table 1-25: Warning Wire

Model Level DC to Notice

Mk 1 4 24

Mk 2 8 28

Mk 3 12 32

Mk 4 16 36

Capacity  40; Usage 1/hour


Waymarker ribbon

Level: 1 | Price: 3 | Bulk: L Source: GEM, p. 41

These bright reflective ribbons tear easily and are backed by an all-weather adhesive, making it easy to mark a trail while on the move. If you apply these to your path, you gain a +1 circumstance bonus to Survival checks to orienteer, and other creatures following your trail gain a +5 circumstance bonus to Survival checks to orienteer and follow your tracks. The ribbon’s adhesive usually lasts for one month before losing strength. One roll of waymarker ribbon is typically sufficient to mark 20 miles of trail.


Weightless footlocker

Level: 18 | Price: 340000 | Bulk: 2 Capacity: 100 charges | Usage: 1/hour Source: AR pg. 109

This metal chest is 2 feet long and can normally hold up to 1 item of 2 bulk, 4 items of 1 bulk, or up to 20 items of light bulk. When you close and activate the footlocker, sophisticated gravity-reversal units built into the chest’s frame reduce the bulk of any items in the chest to 0. Even superdense materials have their bulk negated, as long as they fit within the chest. You must deactivate the chest before opening it, which returns its contents to their normal weight.


Whisper Comm

Level: 5 | Price: 3000 | Bulk: - Source: AR pg. 109

This tight choker with a tiny earbud operates as a comm unit’s wireless communication device with planetary range, but you can control audio connections with slight neck movements and communicate via subvocalization. Anyone observing you using a whisper comm must succeed at a DC 20 Perception or Sense Motive check to realize you are using it to communicate.


White-Noise Generator

Level: 3 | Price: 1350 | Bulk: 1 Source: AR pg. 109

This small box produces random signals across multiple auditory and subauditory spectra. An activated white-noise generator increases the DC of sound-based Perception checks by 4 within 100 feet of the device. This increase is reduced by 1 for each additional 100 feet. The increase is doubled for checks that rely on technological listening, such as with a drone or microphone.

Capacity  20; Usage 1/10 minutes


Wingsuit

Level: 2 | Price: 800 | Bulk: L Source: AP #28 pg. 45

A wingsuit consists of a tight-fitting overall with smart-fabric membranes stretched between the arms and legs. When wearing a wingsuit, you can retract or deploy the membranes as a free action. When the membranes are deployed, your falling speed is slowed, reducing the maximum damage you could take from a fall to 10d6 (rather than 20d6), and you act as if you deliberately jumped instead of fell. The wingsuit grants you a +5 circumstance bonus to Acrobatics checks to reduce falling damage, as long as you are falling from a height of at least 30 feet. If you succeed at this check, you also don’t land Prone. If the result of this check exceeds 20, you reduce the damage by an additional 1d6, and if the result exceeds 30, you further reduce the damage by 2d6 (4d6 total). While falling with the membranes deployed, you can also make small adjustments to move yourself laterally, moving up to 10 feet for every round spent falling.


Wrist Leech

Level: 2 | Price: 125 | Bulk: - Source: AP #29 pg. 53

A wrist leech is a dark red, sluglike life-form about 3 inches long and 1/2 inch in thickness; one end of the creature ends in a circular sucker with tiny teeth. The leech can be applied to an individual’s skin, whereupon it attaches and begins sucking the individual’s bodily fluids. The wrist leech’s carefully designed physiology then filters the blood, removing toxins and other harmful chemicals from the bloodstream before returning it to the host’s body. An individual with an attached wrist leech gains a +4 circumstance bonus to saving throws against any injury affliction. A wrist leech requires no battery, but survives for only 4 hours once placed on the skin before it shrivels up and dies.

Organic technological items can regain HP from effects that restore HP, such as a mystic cure spell, and they regain a number of HP equal to their item level each day.


Zipstick

Level: 1 | Price: 10 | Bulk: - Source: AR pg. 109

A zipstick is a small pen-like device used to administer a small jolt of electricity. This jolt is enough to deal 1 electricity damage with a successful melee attack as an improvised weapon. A zipstick is most often used to activate or deactivate ion-bonding technology, such as ion tape.

Capacity  20; Usage  1/use



PART: HYBRID ITEMS

Starfinder Hybrid Items - Complete Reference

This document contains complete hybrid item information (items that blend magic and technology). Generated: 2026-01-13


Absolute compass, mk 1

Level: 1
Price: 250 credits
Bulk: L
Capacity: 1
Usage: 1/action
Source: GM pg. 44

Once per day as a 2-action activity, you can register the exact molecular makeup of a creature to anabsolute compassby opening a compartment on the device and inserting a small sample of the creature (such as a hair, scale, or drop of blood). Once the compass is registered this way, the compass needle points toward the creature, regardless of distance. If the registered creature dies or is on a different plane from the compass, the device’s needle wobbles indecisively. More sophisticated models can register more than one creature, and the wielder simply needs to think about the creature they want to locate to have the compass switch targets.

  • Mk 1 (Level 1): The compass can register one creature.
  • Mk 2 (Level 4): The compass can register up to four creatures

Attablossom

Level: 1
Price: 150 credits
Bulk: L
Capacity: 6
Usage: 1/minute10
Source: AP #14 pg. 14

Activating the attablossom is a 2-action activity, causing it to vibrate and hum pleasantly and almost inaudibly, filling a 20-foot-radius spread with a sense of ease. A creature in this area that fails a DC 13 Will save takes a –2 penalty to Perception checks and saving throws against effects that cause sleep. An attablossom operates on its own power for up to 1 hour per day, but any activation uses 10 minutes of this time. The device has a timer allowing it to activate automatically and to time its activation to a specific length.


Cleanliness Circuits

Level: 1
Price: 50 credits
Bulk:
Source: AP #37 pg. 53

Wearing white clothes means keeping them clean. This circuitry blends into your clothing and works to ensure that your outfit looks pristine even when it isn’t and cleans itself as fast as possible. Cleanliness circuits work by breaking up any substance that has attached to the clothing. If there’s more material than can be cleaned immediately, then a secondary feature removes the pigment from the material so that it at least blends in with the white clothing. Cleanliness circuits can be combined with Defensive threads and Sense silk in a single outfit (paying each cost separately), and such an outfit counts as only one worn hybrid item.


Defensive Threads, Mk 1

Level: 1
Price: 50 credits
Bulk: 2
Source: AP #37 pg. 53

One of the strictest taboos for a Kalistocrat is to touch or be touched by somebody that isn’t a fellow adherent. Defensive threads were designed to be sewn into clothing to detect when the wearer is about to be touched. While active, the threads automatically move the fabric to ensure that no skin stays exposed near any appendage belonging to another creature. The mk 2 version of this item provides even more protection; when you take the total defense action, the bonus to your Armor Class increases by 1. Defensive threads can be combined with Cleanliness circuits and Sense silk in a single outfit (paying each cost separately), and such an outfit counts as only one worn hybrid item.


Diplomat's Music Box

Level: 1
Price: 230 credits
Bulk: L
Source: EN pg. 160

Often given as gifts to dignitaries, this box can take a myriad of different forms depending on the intended recipient, but it always plays mystically calming music. You can turn a diplomat’s music box on or off as a single action, and doing so grants you a +2 circumstance bonus to Diplomacy checks against creatures who are within 10 feet of the box and can hear its music. In addition, you gain a +2 circumstance bonus for Survival checks to handle an animal that is within 10 feet of the box and can hear its music.


Dust Goggles

Level: 1
Price: 120 credits
Bulk: -
Source: AP #5 pg. 43

These goggles of smoked glass are used by membrane ghibranis of Elytrio to protect their eyes during the frequent dust storms in the wastes of their ravaged planet. When you wear a pair of dust goggles, the penalty to Perception checks from storms is removed and your visibility range isn’t reduced (see Weather on page 398 of the Starfinder Core Rulebook). In addition, you reduce your miss chance due to concealment from smoke and fog (including that produced by a Smoke grenade or an effect such as Fog Cloud) by 10% (to a minimum of 0%); this reduction doesn’t stack with any other ability that reduces miss chance due to concealment.

Dust goggles can also be installed in armor (or an Android’s armor upgrade slot) as an armor upgrade. This has no effect on weight or cost, but when installed in this way, they do not count toward a character’s limit of two worn magic or hybrid items at once.


Instant Ground

Level: 1
Price: 25 credits
Bulk: 1
Capacity: 1
Source: AP #21 pg. 42

Exiles on Atachuuva developed instant ground to expand their land. Following the Swarm’s attack on Atachuuva, survivors use instant ground to create patches of land to serve as new homes. Instant ground is water resistant but still somewhat biodegradable as a few of Atachuuva’s oversized insect species have developed a taste for it.

Each container holds a biochemical powder mixed with magically charged particles from the Plane of Earth. When poured into water as a 3-action activity that provokes reactive Strikes, the components react swiftly to form a stable, buoyant platform in a 5-foot radius, provided the amount of water large enough to allow this expansion. If the body of water is smaller than the resulting ground area, instant ground consumes the available water and fills the available space. Any remaining powder is rendered inert. The landmass is a hemisphere with its dome pointed downward, so the ground is flat and stays upright on rough water.


Locus Comm

Level: 1
Price: 11,500 credits
Bulk: 20
Source: SA:LoC pg. 21

A Locus comm is a system-wide comm unit fitted with a Locus crystal; it can communicate instantly with other Locus comms, regardless of distance. Both comms must be in the Locus system, within the outer edge of the Asteroid Sphere. Technological devices that scramble, block, or eavesdrop on normal comms don’t work on communications between two Locus comms


Planar flare

Level: 1
Price: 75 credits
Bulk: L
Capacity: 1
Usage: 1/shot
Source: DC pg. 93

These single-use emergency signaling devices have been developed since the Drift Crash and issued to starship crews who might find themselves stranded. Individuals lost in the Drift might attempt to craft aplanar flareto signal for help.

Aplanar flareis a pistol-shaped device that can store a single visual image such as a night sky, landmark, or map. The flare can be used to take this image, functioning as a digital camera, or the image can be uploaded from a personal comm. Once an image has been stored in the flare, the device can be set to transmit that image to one location anywhere in the galaxy. When used as a 2-action activity, aplanar flareemits a burst of planar energy and is reduced to dust, as magic sends the image through the Plane of Fire (or another plane) to its programmed destination. The stored image travels to its destination in 1d6+6 days. When it reaches the destination, the image appears, filling an area 30 feet in diameter for 1 minute before vanishing.

Aplanar flarecan be used as a small arm, dealing 1d6 fire damage. When used in this way, aplanar flarehas a range increment of 15 feet and the critical hit effect burn 1d4. Aplanar flareis consumed upon use.


Plant Shield Amulet

Level: 1
Price: 300 credits
Bulk: -
Source: AP #5 pg. 43

A plant shield amulet creates an energy field around you, resonating with magic frequencies that repel plants. You can move through undergrowth that acts as difficult terrain (such as bushes, fungal blooms, roots, and vines) at your normal speed and without taking damage from thorns or similar elements of the plant life. Plant creatures’ attacks and abilities, as well as spells and other magical effects such as the xenodruid’s Grasping Vines mystic connection power, affect you normally.


Sense silk, Mk 1

Level: 1
Price: 50 credits
Bulk: -
Source: AP #37 pg. 53

Kalistocrats have worn white since before they traveled among the stars, and certainly before those who possessed senses beyond the ones normally available to humans became Kalistocrats. This special silk can be woven into clothing to create a field around the wearer that signifies the clothing adheres to the Prophecies of Kalistrade’s standards of decency, cleanliness, and personal boundaries. This field is perceived by all the senses of living creatures within range, in much the same way that vision perceives the attire as white (a creature might sense a smell that indicates cleanliness or perceive a vibration that indicates peacefulness). Mk 1 sense silk has a range of 30 feet. Mk 2 sense silk has a range of 100 feet. Mk 3 sense silk also has a range of 100 feet, and you can communicate telepathically with any other wearer of sense silk within that range, as long as you share a language. Sense silk can be combined with Cleanliness circuits and Defensive threads in a single outfit (paying each cost separately), and such an outfit counts as only one worn hybrid item.


Shotalashu Saddle

Level: 1
Price: 300 credits
Bulk: -
Source: AA2 pg. 115

This traditional saddle for shotalashu riders is adorned with small, colorful gems and engraved with intricate images of lashunta culture. More than a simple decoration, however, a shotalashu saddle amplifies and solidifies the lashunta’s telepathic bond with its mount through a series of telepathic relays that serve as conductors from the rider’s body to the shotalashu’s. While riding a shotalashu saddle, you gain a +5 bonus on Survival checks to ride the shotalashu. While austere, mass-produced shotalashu saddles that provide the same benefit as handmade versions certainly exist, most lashuntas consider it disrespectful to their mount not to use a lovingly crafted artisanal saddle. Particularly beautiful saddles often serve as cherished heirlooms, passed down through generations, and it’s not uncommon for lashuntas to mark special milestones in their loved ones’ lives with the gift of a new shotalashu saddle. A functional shotalashu saddle costs 300 credits, though particularly elaborate or ancient specimens may be worth many times more.


Software Imp, Tier 1

Level: 1
Price: 400 credits
Bulk: -
Source: AR pg. 124

Whether or not it has attained true consciousness, a software imp is a perverse and illegal AI obnoxious enough that the question is academic. Software imps come on memory sticks so they remain isolated from your own systems. A software imp has a tier, and it is ineffective on any computer of a higher tier than its own.

You must have access to a computer to install a software imp on it, and you can do so as a 3-action activity. The imp renders its memory stick unusable on the way out, leaving no way to conclusively determine what was once stored there. Once installed, the software imp becomes an artificial personality on its host computer. If the computer already has an artificial personality, the imp finds and overwrites it if possible. Faced with an artificial personality to which it does not have access, the imp lies in wait until it gains access to that personality in order to replace it.

Initially, the imp can access information and modules that were accessible to you when you installed the imp. It can gain further access if a user unwittingly uses more access while the imp is installed. The imp can also fool users into giving it more access by attempting Bluff, Diplomacy, Intimidate, and Sense Motive checks with a bonus according to its tier.

While acting as an artificial personality, the imp is as unhelpful as possible to anyone attempting to use the system. The software imp doesn’t ignore commands, but it interprets them in the worst way possible. It can misdirect, reveal unwanted information, obfuscate the truth, and otherwise aggravate and demoralize the user.

Finding and removing a software imp requires a successful Computers check to hack the imp as if it were a computer of its tier. However, the imp copies and installs itself as redundantly as it can, based on its tier number, and it can revive itself so long as a single copy remains. A dismissal spell targeting a computer infested with software imps can remove the malicious AIs as if they were extraplanar creatures, each with a CR equal to its item level and a Will save bonus based on its tier.

The tiers of software imps and the capabilities of each are as follows.

Skill bonus +5; Will +4; no copies


Starstone Compass

Level: 1
Price: 3 credits
Bulk: L
Source: CRB pg. 226

This small, clockwork navigational device hones in on mystical signals emitted by the Starstone resting at the heart of Absalom Station, calculating the compass’s precise distance from and direction relative to the enigmatic font. While you are in the Pact Worlds system, this device lets you automatically know which direction Absalom Station is in relation to your current location, and it grants you a +2 insight bonus to Piloting checks when astrogating throughout the Pact Worlds system.


Sweet dreambot

Level: 1
Price: 145 credits
Bulk: 1
Source: GM pg. 47

Sweet dreambotsare stuffed toys that come in a variety of shapes and sizes resembling friendly alien lifeforms. Eachsweet dreambotis engineered with predictive technology that can anticipate the onset of the dreams and nightmares of a single creature attuned to the stuffed toy. The toy has two settings: track and protect. While within 5 feet of the attuned creature while it sleeps, asweet dreambotset to track records the creature’s nightmares; the data can be transferred to a computer for review, though the video is often somewhat blurry or disjointed. If within 5 feet of the attuned creature while set to protect, thesweet dreambotboth disrupts mundane nightmares before they start and gives the creature a +2 resistance bonus to Will saves made while asleep or unconscious.

While designed to soothe children as they sleep,sweet dreambotshave grown in popularity within the medical field and with travelers seeking cute and useful stuffed companions.


Thermal Regulator (Hybrid)

Level: 1
Price: 0 credits
Bulk: L
Usage: 1/hour
Source: AP #14 pg. 17

A thermal regulator unit works like a Thermal Regulator armor upgrade. However, the unit is a harness you wear with temperature regulating fluid and a belt-supported pump and power unit. The harness and belt unit can be worn under armor, but they have an independent power source. A thermal regulator unit can use any sort of battery, and the unit has a usage of 1 per hour or a fraction thereof.

In the Details tab, change the Capacity to match the capacity of whatever battery it being installed in this device.


Anti-Gravity Puck, Mk 1

Level: 2
Price: 190 credits
Bulk: -
Source: EN pg. 160

An anti-gravity puck is a single-use, bright silver disk, about 4 inches in diameter and 1 inch thick, with a completely smooth surface. You can attach a puck to an object or willing or unconscious creature as a free action, negating the effects of gravity on that object or creature for 1 hour. A creature or object with an anti-gravity puck attached to it can be easily pushed or pulled. The size of object or creature that an anti-gravity puck can support depends on its mark: a mk 1 puck can negate gravity for something with up to 10 bulk; a mk 2 puck can negate gravity up to 100 bulk, and a mk 3 puck can do so up to 1000 bulk. Multiple anti-gravity pucks can be attached at the same time to negate gravity for larger creatures and objects.


Canned Atmosphere

Level: 2
Price: 110 credits
Bulk: -
Hands: 1
Source: EN pg. 160

This tin is only a few inches long and contains magically compressed atmosphere that can be quickly deployed in emergency situations. as a single action, you can activate a canned atmosphere tin to release enough breathable atmosphere for up to 6 creatures for 4 hours (or up to 4 creatures for 6 hours, or 2 creatures for 12 hours) in a relatively small enclosed space. Alternatively, you can attach the device to a suit of armor; using it this way provides breathable atmosphere for an individual wearing that armor for 1 day. Canned atmosphere comes in many varieties that are tailored to the physiological needs of different species and creatures. Many exploration vessels and colony ships carry canned atmosphere tins for both emergency and temporary usage.


Earrings of dampening, mk 1

Level: 2
Price: 800 credits
Bulk: 0
Capacity: 1
Usage: 1/action
Source: GM pg. 44

These small, silver earrings have sound waves etched onto their round faces. An integrated sensor in each detects vibrations and dampens sounds above a certain volume by emitting bursts of protective interference. The earrings trigger automatically when you attempt a saving throw against a sonic effect or would take sonic damage, granting a circumstance bonus to the saving throw and sonic resistance based on the earrings’ model. Once triggered, the earrings deactivate and can’t be used again until they recharge when you rest for 10 minutes to recover Hit Points.

  • Mk 1 (Level 2): Resistance 5 and a +2 save bonus.
  • Mk 2 (Level 7): Resistance 10 and a +3 save bonus.
  • Mk 3 (Level 12): Resistance 20 and a +4 save bonus

Empathic Depiction, Portrait

Level: 2
Price: 750 credits
Bulk: -
Source: AP #13 pg. 45

Empathic Depiction

Creatures within range of an empathic depiction (based on its model) can feel the emotions and recall the memories placed within it. A creature can attempt a Will save (DC based on the model) to resist these experiences, which cause no damage or harmful effect. These hybrid items utilize magic and psychic energy, remaining active while an observer is in range. They can also be plugged into a power grid and operate continuously while such power flows.

An empathic portrait is a handheld item that provides up to a 6-inch depiction. It must be touched to have an effect and has a DC of 12.


Everlength rope

Level: 2
Price: 820 credits
Bulk: 1
Source: GM pg. 44

Everlength rope is a 50-foot length of woven metal similar to a mundane cable line. However, an everlength rope is a synthetic, vine-like creation that continuously regrows as if it were a plant, even after being harvested. One end of the rope terminates in a bulbous root node, and the other ends in a tangle of filaments. If aneverlength ropeis cut, the root node side regrows, extending the rope’s length by 2 feet every hour until it’s again 50 feet long. Any severed portion of the rope not connected to the root node becomes brittle and crumbles after 24 hours. Aneverlength ropedoesn’t regrow if its root node is purposefully destroyed, or if the severed end takes fire damage.


Lightning Gatherer

Level: 2
Price: 2,250 credits
Bulk: 2
Source: AP #21 pg. 42

The gas giant Tarchuuva has much to offer in terms of rare gases and other unique items. The lightning gatherer, a metallic canister containing charged gases harvested from Tarchuuva, is one such item. Prongs and clamps on the canister’s bottom allow you to attach the lightning gatherer to a stationary object, provided that object is larger than the lightning gatherer. Deploying or recovering the canister is a 3-action activity that provokes reactive Strikes. While deployed, creatures within 20 feet of the gatherer have cover against ranged attacks and area effects that deal only electricity damage, such as arcing surge or an attack from an arc pistol. Such effects bend toward the lightning gatherer. The bonus from saving throws due to this cover applies to any save against a critical hit effect from a weapon that deals only electricity damage.


Mask of scrambling, mk 1

Level: 2
Price: 755 credits
Bulk: L
Capacity: 1
Usage: 1/day
Source: GM pg. 46

This device resembles and functions as a mundane head accessory like eyeglasses, a mask, or a barrette. Once per day while wearing the device, you can activate it as a 2-action activity to shroud your body in an imperceptible aura that disrupts technological sensors. For the effect’s duration, you and your gear are difficult to detect by cameras, motion detectors, biotech eyes and ears augmentations, and other technological devices, as well as by construct creatures with the technological subtype. To such sensors, your voice is incomprehensibly garbled, your footsteps indistinct, and your features blurred and treated as though you had concealment. This effect lasts for a duration based on its model, or until you end the effect as a 2-action activity.

  • Mk 1 (Level 2): The effect lasts for 1 minute.
  • Mk 2 (Level 5): The effect lasts for 10 minutes.
  • Mk 3 (Level 9): The effect lasts for 1 hour.
  • Mk 4 (Level 13): The effect lasts for 24 hours

Metal Nitro, Silver

Level: 2
Price: 175 credits
Bulk: -
Capacity: 1
Usage: 1/action
Source: AR pg. 123

Metal Nitro

as a single action, you can crush a capsule of metal nitro into a vehicle’s control panel, which increases the vehicle’s drive speed and full speed for a total of 10 rounds. If the pilot fails to take the race action within 1 round of activating the metal nitro or fails the Piloting check to race from a dead stop, the metal nitro forces the vehicle to move its full speed immediately in an uncontrolled manner. If the Pilot fails the check to race, or the nitro activates in an uncontrolled manner, the pilot and any passengers take bludgeoning damage according to the type of metal nitro.

Metal nitro can be safely used only on a vehicle that has an equal or higher item level. If you use metal nitro of an item level higher than the target vehicle’s, the vehicle takes damage after the pilot races or the vehicle first moves because of the nitro. The amount of damage varies according to the type of metal nitro. The types of metal nitro and their speed increase, as well as potential passenger and vehicle damage, are as follows.

Speed × 1-1/2; damage 1d6


Level: 2
Price: 1,600 credits
Bulk: L
Source: CRB pg. 226

Mindlink Circlet

You can telepathically communicate with any creatures within 30 feet with which you share a language. This functions like a Shirren’s limited telepathy species trait.


Phaserod

Level: 2
Price: 800 credits
Bulk: L
Source: GM pg. 47

Sold in pairs,phaserodsare foot-long metal rods that function as sophisticated pitons to assist with climbing, anchoring, and towing tasks. One end of eachphaserodends in a blunted point, and the other end has a small loop large enough to thread through a rope or cable line. When the pointed end is held against a solid surface and activated as a single action, up to half of thephaserodbecomes insubstantial, can easily be driven into the surface, and then becomes solid once more an instant later, creating a firm anchor point for climbing or hauling. Thephaserodcan be activated and extracted as a single action. Alternatively, while holding at least twophaserods, you can activate, anchor, and deactivate the items in quick succession, granting you a +8 circumstance bonus to Athletics checks to climb a surface. An anchoredphaserodcan be torn free with a successful DC 23 Strength check.


Proton snare Mk I

Level: 2
Price: 500 credits
Bulk: 1
Source: DC pg. 55

This disc-shaped device has multidirectional rollers on five points and a stiff cable with a large button on its end for activation. as a 2-action activity, you may deploy theproton snareon solid ground up to 20 feet away. as a single action, you can activate the snare by stomping on or pressing the switch. The snare emits a 20-foot cone of high-intensity muon lasers upward. Incorporeal creatures within the cone must make a Reflex save (DC = 10 + the snare’s level) or be drawn into the trap, closing them inside, regardless of size. Trapped creatures are suspended, and don’t need to breathe, eat, or drink. The snare emits a loud alarm for one round if a trapped creature loses its incorporeal state, and then automatically opens and releases all contained creatures randomly into the spaces around it.

Each version of the trap can affect only a certain CR of incorporeal creatures and trap up to a certain number of Hit Points. If multiple incorporeal creatures are in the trap cone, start with those closest to the trap when it’s activated, trapping those creatures and deducting their current Hit Points from the Hit Point capacity until the device reaches maximum. All remaining creatures are unaffected.

Aproton snarecan’t be activated again until emptied (even if it’s not at capacity). Emptying aproton snarerequires a fullaction, and releases its contents randomly into either the spaces around it or another snare with available capacity.

Mk I (Level 2): Affects up to CR 3; 50 HP capacity.


Radiation Converter, Mk 1

Level: 2
Price: 750 credits
Bulk: 1
Source: EN pg. 163 + Errata

This device absorbs and converts radiation into usable energy that can be used to charge batteries, and power devices, vehicles, mechs, and starships. Through the process of conversion, the radiation converter also lowers the level of radiation by 1 while it is in use. Radiation Converter affects a 10 foot radius. The charging rate and maximum radiation that the device can handle depends on its mark

Mk 1 (level 2): Can power handheld devices and can charge batteries at a rate of 1 charge per 10 minutes. Maximum level of converted radiation: low

Mk 2 (level 6): Can power large devices and charge batteries at a rate of 1 charge per minute. Maximum level of converted radiation: medium

Mk 3 (level 10): Can power large devices and charge batteries at a rate of 10 charges per minute. Maximum level of converted radiation: high

Mk 4 (level 14): Can power vehicles and fully charge vehicles batteries in 10 minutes. Maximum level of converted radiation: severe


Alluvion theodolite

Level: 3
Price: 1,750 credits
Bulk: 2
Source: DC pg. 55

This clockwork precision instrument, often mounted on the bridge of a starship, allows you to glean the distance and direction of Alluvion, the itinerant city in the Drift. While you’re in the Drift, thetheodolitegives you a +4 insight bonus to astrogate to Alluvion (though you must still have received coordinates from some other source).


Animistic Tools, Mk 1

Level: 3
Price: 1,350 credits
Bulk: L
Capacity: 1
Usage: 1/action
Source: AR pg. 120

Animistic Tools

The model of the tools determines the number of rerolls per day and the time an item ignores the broken condition. Once you use a set of animistic tools, you can’t benefit from a different set for 24 hours.

One reroll; ignore the broken condition for 1 minute


Applied Magic Encyclopedia

Level: 3
Price: 1,300 credits
Bulk: L
Hands: 1
Source: EN pg. 160

This tome is an electronic reader styled to look like a traditional magic grimoire that contains extensive descriptions and information on magical creatures, items, and spells. as a 2-action activity, you can access the index of the encyclopedia to locate a page that describes a common or uncommon (at the GM’s discretion) magical spell, creature, or item, granting you a +4 circumstance modifier to your next Mysticism check to identify that magical creature, item, or spell within 1 minute.


Book of Predilections

Level: 3
Price: 1,500 credits
Bulk: L
Capacity: 1
Usage: 1/action
Source: AP #22 pg. 52

A Book of Predilections collects predilections from the Zamkan Commune into convenient volumes for contemplation. The price reflects these collections as digital files, downloadable to datapads or computers. Rare, hand-illuminated tomes, valued by collectors, can cost four times as much. The introspective nature of these thought puzzles helps the reader define their sense of self and personal desires. If you spend 30 minutes pondering the book after getting a full night’s rest, when you fail a Will save against a Charm or compulsion effect, you can reroll the saving throw. Doing so takes no action, but you can do so only once after each qualifying reading. The benefit ends after 24 hours or when you get another full night’s rest.


Deoxy Pellet

Level: 3
Price: 250 credits
Bulk: L
Capacity: 1
Usage: 1/action
Source: AP #21 pg. 42

This fist-sized pellet was developed on the swampy world of Atachuuva as a dual-purpose safety measure. Methane vents and peat bogs are common amid the planet’s swamps, the risk of fire remains high, and the oversized insect life on the planet poses a threat to any settlement. A deoxy pellet offers some protection against these risks, and has gained some fame through the system due to a lighthearted marketing campaign based on the slogan, “Break in case of fire or giant bug!”

You can crush a deoxy pellet as a 3-action activity that provokes reactive Strikes. The magically enhanced chemical mixture within makes it so oxygen within a 30-foot radius of the point you break the pellet doesn’t easily diffuse to feed fire or flow into the spiracles of insects and other creatures that lack active breathing mechanisms. Natural fire goes out, and the burning condition deals half damage. In addition, vermin larger than Tiny are Sickened while in the area (no saving throw). The change in oxygen persists for 5 rounds, but a light or moderate wind lowers the duration to 3 rounds, and a strong or stronger wind lowers the duration to 1 round.


Door Binder, Mk 1

Level: 3
Price: 1,400 credits
Bulk: L
Source: EN pg. 162

This somewhat clunky interconnected system of grapplers and chains can be used to physically bind a door or hatch to make it significantly more difficult to force open. A door binder increases the DC to force open a door by an amount equal to 5 × its mark.


Extra seat

Level: 3
Price: 1,400 credits
Bulk: 1
Source: GM pg. 45

Reminiscent of a stadium chair with restraints, this item allows vehicles to carry an additional passenger. While the seat is placed onto an existing passenger seat in the vehicle, a willing Medium or smaller creature can strap themselves into theextra seatas a single action. Doing so transports the creature and theextra seatinto an extradimensional space, leaving behind only the seat’s buckle and an empty passenger location that a different creature can use. This extradimensional space contains enough air to sustain the passenger for 4 hours.

as a single action, the passenger can activate theextra seat, or someone can activate the buckle; either action causes the extra seat and its passenger to reappear in the buckle’s space. If the buckle’s space is already occupied when this happens, both passengers are treated as squeezing, gaining the entangled condition until one exits the other’s space.

Theextra seat’s extradimensional space automatically ejects its passenger if the buckle is moved more than 30 feet from the vehicle where it was activated, if the vehicle in which it was activated is wrecked, or if the buckle is destroyed. A vehicle can accommodate a number ofextra seatsequal to half its passenger rating (rounded up), and attempting to activate extra seats beyond this limit has no effect.


Hack Shield, Mk 1

Level: 3
Price: 1,500 credits
Bulk: L
Source: EN pg. 162

A hack shield is a small, clear ball made of transparent steel. When placed on or near a computer or other technological device that can be hacked, the hack shield can be activated to create a small, transparent dome around the device. This dome does not prevent physical contact with the device, but it does create a protective shield that magically enhances its security. This protective shield increases the DC required to hack the device by 2 × the mark of the hack shield. This protection last for 8 hours, after which the hack shield becomes inactive and must charge for 24 hours until it can be used again.


Hivejack, Mk 1

Level: 3
Price: 1,500 credits
Bulk: L
Source: AP #16 pg. 52

During the combined efforts of the Veskarium and the Pact Worlds to repel attacks from the Swarm, an enterprising research team composed mostly of Shirren and vesk mechanics developed the first hivejack to allow a user to “hack” into the hive mind of the Swarm in an effort to detect and manipulate the thoughts of individual Swarm components. A hivejack consists of a pair of small spherical applicators that are placed just above or below your visual sensors; it takes an uninterrupted 24 hours for the item to adjust to your mental patterns before you can use it. Each applicator is connected to a long, wispy tendril that lies flat upon your head or dangles from your face; this tendril taps into the Swarm’s hive mind through replicating specific pheromones, electrostatic fields, and psychic signals while, at the same time, blocking your own thoughts from the hive mind. Creatures with racial telepathy cannot use a hivejack. These items have not seen much use since the invasion, however, as prolonged use the technology leaves you vulnerable to being dominated by the Swarm hive mind. The effects of a hivejack depend on its model, as described below.

  • Mk 1: You can understand the telepathic communication between members of the Swarm within 30 feet of you. As a result, you gain a +2 insight bonus to Perception checks to notice any Swarm creatures attempting to use Stealth in that range and a +2 insight bonus to initiative checks in a fight against Swarm creatures that begin within that range.

Continued use of a hivejack is not without its risks. Once you have worn a hivejack for 1 week, you must attempt a Will save the first time each day you get within 30 feet of a creature with the Swarm mind ability (DC = 10 + the hivejack’s model number + 1 for each previous saving throw). If you fail, you feel an overwhelming desire to act as part of the Swarm. You must then attempt another Will save as if you had been struck with the energy ray produced by a Dominate Person spell cast by the Swarm creature with the highest CR within 30 feet, with a saving throw DC equal to 10 + 1-1/2 × the CR of the Swarm creature. You can attempt a new saving throw to shake off the dominating effect each day as long as you haven’t come within 30 feet of a Swarm creature within 24 hours.


Instant vehicle (basic enercycle)

Level: 3
Price: 500 credits
Bulk: L
Capacity: 24
Usage: 1/hour
Source: GM pg. 46

Basic Enercycle

Aninstant vehicleis a miniature silver statuette of a vehicle with a small switch set into its base. You can flip the switch as a 2-action activity, causing the statuette to transform into a fully operational version of the depicted vehicle at the beginning of your next turn. The vehicle appears either in your space (in which case you can board the vehicle without taking an action) or adjacent to you in a space that can support it; you can’t, for example, activate a land vehicle mid-air to create a falling hazard. You can deactivate the vehicle as a 2-action activity, causing it to shrink into a statuette at the beginning of your next turn, harmlessly expelling its occupants into the nearest available spaces in the process.

Aninstant vehiclecan function as a vehicle for up to 24 hours, after which it permanently reverts to its statuette form and becomes nonmagical. This duration need not be continuous, but is measured in 1-hour increments. The vehicle regains 1 Hit Point every hour it remains in statuette form.


Instant vehicle (exploration buggy)

Level: 3
Price: 650 credits
Bulk: L
Capacity: 24
Usage: 1/hour
Source: GM pg. 46

Exploration Buggy

Aninstant vehicleis a miniature silver statuette of a vehicle with a small switch set into its base. You can flip the switch as a 2-action activity, causing the statuette to transform into a fully operational version of the depicted vehicle at the beginning of your next turn. The vehicle appears either in your space (in which case you can board the vehicle without taking an action) or adjacent to you in a space that can support it; you can’t, for example, activate a land vehicle mid-air to create a falling hazard. You can deactivate the vehicle as a 2-action activity, causing it to shrink into a statuette at the beginning of your next turn, harmlessly expelling its occupants into the nearest available spaces in the process.

Aninstant vehiclecan function as a vehicle for up to 24 hours, after which it permanently reverts to its statuette form and becomes nonmagical. This duration need not be continuous, but is measured in 1-hour increments. The vehicle regains 1 Hit Point every hour it remains in statuette form.


Instant vehicle (torpedo minisub)

Level: 3
Price: 800 credits
Bulk: L
Capacity: 24
Usage: 1/hour
Source: GM pg. 46

Torpedo Minisub

Aninstant vehicleis a miniature silver statuette of a vehicle with a small switch set into its base. You can flip the switch as a 2-action activity, causing the statuette to transform into a fully operational version of the depicted vehicle at the beginning of your next turn. The vehicle appears either in your space (in which case you can board the vehicle without taking an action) or adjacent to you in a space that can support it; you can’t, for example, activate a land vehicle mid-air to create a falling hazard. You can deactivate the vehicle as a 2-action activity, causing it to shrink into a statuette at the beginning of your next turn, harmlessly expelling its occupants into the nearest available spaces in the process.

Aninstant vehiclecan function as a vehicle for up to 24 hours, after which it permanently reverts to its statuette form and becomes nonmagical. This duration need not be continuous, but is measured in 1-hour increments. The vehicle regains 1 Hit Point every hour it remains in statuette form.


Intonation Pendant

Level: 3
Price: 1,250 credits
Bulk: L
Capacity: 1
Usage: 1/action
Source: AP #27 pg. 44

An intonation pendant consists of a dark blue jewel in a geometric silver setting at the end of a thin, silver chain. To use one, it must first be placed on the throat (or similar part of the body close to the voice box) of a helpless, unconscious, or willing living creature or a creature that has been Dead for no longer than 1 hour. As the intonation pendant attunes to that creature over the next 10 minutes, it begins to glow faintly. An intonation pendant can be attuned to only one creature at a time, and if attuned to a second creature, it loses all information provided by the first creature.

Once the pendant is attuned, it provides the wearer with the exact tone and speech mannerisms of the target creature. This provides the wearer with a +4 enhancement bonus to Bluff checks to convince others that they are the target creature. In addition, once per day, the wearer can roll a Disguise check twice and take the better result when attempting to appear as the target creature, as long as the wearer is speaking to those they are trying to fool.


Mind memory chip, mk 1

Level: 3
Price: 1,435 credits
Bulk: L
Source: GM pg. 46

Amind memory chipresembles a thumb drive or similar data-storage device, albeit with a flesh-like exterior engraved with silvery outlines resembling a brain’s folds. When held against the skin of a helpless or willing living creature for 3 rounds, the chip adheres to the creature, after which you can command the chip to download a specific memory (or memories from an unbroken stretch of time) from the host creature. The host creature can resist the chip in several ways. First, the host can attempt a Will save with a DC based on the device’s model, becoming immune to that chip’s memory extraction for 24 hours if it succeeds. Second, attaching the chip to a sleeping host is noticeable, and you must succeed at a Sleight of Hand check opposed by the host’s Perception check (including only a –5 penalty for the asleep condition) to attach it without alerting the target.

Themind memory chipdetaches from the host creature easily and can be plugged into a computer to transfer and display the memories like a video or uploaded into another creature’s memories through a datajack augmentation or similar device. A recipient can easily distinguish uploaded memories from their own, and even if the uploaded memories record educational material, the memories don’t grant the recipient additional skills, languages, or abilities. The capacity of themind memory chipis dependent upon its model, as described below.

  • Mk 1 (Level 3): The chip has a 10-minute capacity and Will save DC of 14
  • Mk 2 (Level 8): The chip has a 1-hour capacity and Will save DC of 18.
  • Mk 3 (Level 14): The chip has a 1-day capacity and Will save DC of 22.
  • Mk 4 (Level 19): The chip has a 1-week capacity and Will save DC of 26.

Mindshield Circlet, Basic

Level: 3
Price: 1,350 credits
Bulk: L
Source: AP #21 pg. 42

Mindshield Circlet

While wearing a mindshield circlet, you can’t use limited telepathy and telepathy, and those using such abilities can’t contact you. In addition, you can cast no spells and use no innate spells that are mind-affecting. Furthermore, it is more difficult to affect you with such abilities, even beneficial ones. The mindshield circlet’s model determines a DC, providing protection against such effects. The creator of an effect must make a check, rolling 1d20 + caster level or CR against the DC to overcome your circlet’s protection and affect you normally.

Even at the height of the shirrens’ collective fear of the Swarm, mindshield circlets were a poor solution, as most Shirren found the loss of their telepathic abilities to be too isolating to bear for long. The items retain utility, especially by species that don’t rely on telepathy. Such species have copied the technology and make more use of these protective devices.

  • Basic (Level 3): DC 14.
  • Mk 1 (Level 7): DC 18.
  • Mk 2 (Level 11): DC 22.
  • Mk 3 (Level 15): DC 26.
  • Mk 4 (Level 19): DC 30.

Motion-Detection Badge

Level: 3
Price: 1,350 credits
Bulk: L
Capacity: 4
Usage: 1/hour
Source: AP #7 pg. 10

This hexagon-shaped adornment can be activated or deactivated as a single action. A motion-detection badge has 4 charges, which refresh daily, and an hour of activation uses 1 charge. While active, as long as you haven’t moved for at least 1 round, the badge emits a quick flash of red light whenever a Small or larger corporeal creature approaches within 60 feet, although creatures undetectable to normal vision (such as an invisible creature) don’t trigger the flash. This flash is sufficient to alert you, but doesn’t otherwise affect your vision or your actions. Reduce this distance by 20 feet for each interposing closed door or substantial barrier (such as a wall at least 1 inch thick). You can attune the badge to a creature by touching it with the item, which takes a 3-action activity; you can attune the badge to up to 10 different creatures. When you are within 60 feet of one of these creatures, regardless of whether you have moved in the past round, the badge emits a yellow flash to let you know an ally is near. Attempting to attune an eleventh creature causes the badge to lose its attunement to the earliest attuned creature. Note that in certain environments, such as a crowded shopping center, the badge flashes so frequently as to be practically useless for detecting approaching threats.


Null-space kennel, mk 1

Level: 3
Price: 1,300 credits
Bulk: L
Source: GM pg. 46

Anull-space kennelis a small device designed to be worn or strapped to clothing. This functions as anull-space chamber(Core Rulebook227), opening a circular extradimensional rift into a pocket space when activated, closing that rift when activated again, and not increasing in bulk despite the pocket space’s contents. Whereas anull-space chambercan store virtually any object, anull-space kennelis designed to house and transport a willing pet or companion creature (Alien Archive 3138), giving it enough room to relax, eat, and play in relative comfort. The maximum creature size and available air capacity of the pocket space depends on the model ofnull-space kennel. For every size category a creature is smaller than thenull-space kennel’s maximum creature size, multiply the time the item can sustain the creature by 4. Other than its creature occupant, anull-space kennelcan only store and close while containing items of a combinedbulk that doesn’t exceed the device’s item level. While the device’s rift is open, the creature can leave freely, and the rift closes once it exits.

When you purchase anull-space kennel, you can customize its interior, such as having it be a saltwater pool, woodland clearing, or indoor space. These features are entirely contained within the pocket space, even if you attempt to pour out the device’s contents. If you store UPBs in anull-space kennel, the device consumes a number of UPBs per day equal to twice its item level, using these to fabricate food and a variety of engaging toys for the creature inside. By spending 8 hours reconfiguring the device and expending UPBs worth 10% the device’s cost, you can change the interior features.

  • Mk 1 (Level 3): The device can house a Medium creature with enough air for 24 hours.
  • Mk 2 (Level 7): The device can house a Large creature with enough air for 24 hours.
  • Mk 3 (Level 11): The device can house a Huge creature with enough air for 24 hours.
  • Mk 4 (Level 15): The device can house a Huge creature with enough air for a week.

Redundancy Belt

Level: 3
Price: 1,200 credits
Bulk: L
Source: AP #5 pg. 43

These devices were originally created by ilthisarian travelers early in their exploration of worlds beyond their native Arshalin. Most are wide mesh belts with entwined serpentine patterns, though redundancy belts made beyond Arshalin have a wider variety of appearances. After being worn for at least 24 hours, the belt creates duplicates of your existing vital organs that last as long as you wear the belt, magically and temporarily rearranging your internal anatomy to create space for them. You gain a +4 resistance bonus to Fortitude saves against Poison, to withstand the harmful effects of thick and thin atmospheres, and to avoid choking when breathing in heavy smoke. You can hold your breath for a number of rounds equal to four times your Constitution score, and you always take minimum damage from falls (as though rolling a 1 for each die of damage).


Software Imp, Tier 2

Level: 3
Price: 1,400 credits
Bulk: -
Source: AR pg. 124

Whether or not it has attained true consciousness, a software imp is a perverse and illegal AI obnoxious enough that the question is academic. Software imps come on memory sticks so they remain isolated from your own systems. A software imp has a tier, and it is ineffective on any computer of a higher tier than its own.

You must have access to a computer to install a software imp on it, and you can do so as a 3-action activity. The imp renders its memory stick unusable on the way out, leaving no way to conclusively determine what was once stored there. Once installed, the software imp becomes an artificial personality on its host computer. If the computer already has an artificial personality, the imp finds and overwrites it if possible. Faced with an artificial personality to which it does not have access, the imp lies in wait until it gains access to that personality in order to replace it.

Initially, the imp can access information and modules that were accessible to you when you installed the imp. It can gain further access if a user unwittingly uses more access while the imp is installed. The imp can also fool users into giving it more access by attempting Bluff, Diplomacy, Intimidate, and Sense Motive checks with a bonus according to its tier.

While acting as an artificial personality, the imp is as unhelpful as possible to anyone attempting to use the system. The software imp doesn’t ignore commands, but it interprets them in the worst way possible. It can misdirect, reveal unwanted information, obfuscate the truth, and otherwise aggravate and demoralize the user.

Finding and removing a software imp requires a successful Computers check to hack the imp as if it were a computer of its tier. However, the imp copies and installs itself as redundantly as it can, based on its tier number, and it can revive itself so long as a single copy remains. A dismissal spell targeting a computer infested with software imps can remove the malicious AIs as if they were extraplanar creatures, each with a CR equal to its item level and a Will save bonus based on its tier.

The tiers of software imps and the capabilities of each are as follows.

Skill bonus +8; Will +6; one copy


Starlight flute

Level: 3
Price: 1,400 credits
Bulk: L
Capacity: 1
Usage: 1/action
Source: IS, pg. 91

A starlight flute is an elaborately carved ritual bone flute based on a traditional maraquoi design. The flute sheds dim light in a 30-foot area. Once per day, you can play the flute as a 3-action activity to create an illusory effect made of music and starlight, replicating the effect of ghost sound with a range of 30 feet. If you continue concentrating and playing as a 2-action activity on following rounds, the illusion develops a visual aspect, instead functioning as holographic image as a 2nd-level spell with a range of 30 feet. The Will save DC to disbelieve either effect is 13 or 12 + half your ranks in Profession (musician), whichever is higher. The visual image the flute creates always has a luminous quality, and unless the image is one observers would expect to glow (such as a lantern, a cabin with lit windows, or a glowing celestial figure), an observer can automatically attempt a Will save to disbelieve the illusion without having to interact with it first.


Trap Scanner

Level: 3
Price: 1,500 credits
Bulk: L
Source: EN pg. 163

You can attach this small eyepiece to a set of googles or to the helmet of a suit of armor, and you can take a free action to flip it down into position over one eye. You can use it for 1 hour a day, in 1-minute increments. While in use, the trap scanner allows you to detect magical and technological traps within 30 feet of you that are of a CR equal to 5 or lower, as long as you have clear line of sight to the trap. The trap scanner grants you a +4 circumstance modifier to Perception checks for detecting magical and technological traps.


Wetware bug, mk 1

Level: 3
Price: 255 credits
Bulk: 0
Source: GM pg. 47

Awetware bugis a small, digital chip programmed before use to look for specific information you wish to learn from a target. You can plant the bug covertly on an unwitting target with a successful Sleight of Hand check as though you were picking the creature’s pocket. Alternatively, you can plant the bug with a successful melee attack against the target’s EAC, and although the target easily notices you, it must succeed at a DC 21 Perception check to notice you placing the bug.

Once planted, thewetware bugsprouts tiny legs, attaches to the target creature, and begins observing the target’s thoughts. The creature attempts a Will save with a DC based on the device’s model. If the creature succeeds, it negates the bug’s effects and is aware of some attempt to read its mind. If it fails, the bug compiles psychic impressions and sends those to a designated receiver (like a comm unit) with an effective range of 1 mile. These impressions aren’t full thoughts, but are instead a sequence of emotions and fragmented words that grant you a +4 circumstance bonus to checks made to track or gather information about the target while the bug is active. After 2d4 hours, the bug’s magical batteries burn out, and it detaches, appearing to be a generic, damaged data chip.

  • Mk 1 (Level 3): The bug has a Will save DC of 16.
  • Mk 2 (Level 6): The bug has a Will save DC of 18.
  • Mk 3 (Level 9): The bug has a Will save DC of 21.

Absolute compass, mk 2

Level: 4
Price: 1,800 credits
Bulk: L
Source: GM pg. 44

Once per day as a 2-action activity, you can register the exact molecular makeup of a creature to anabsolute compassby opening a compartment on the device and inserting a small sample of the creature (such as a hair, scale, or drop of blood). Once the compass is registered this way, the compass needle points toward the creature, regardless of distance. If the registered creature dies or is on a different plane from the compass, the device’s needle wobbles indecisively. More sophisticated models can register more than one creature, and the wielder simply needs to think about the creature they want to locate to have the compass switch targets.

  • **Mk 1 (Level 1): ** The compass can register one creature.
  • **Mk 2 (Level 4): ** The compass can register up to four creatures

Animated Trapsmith's Tools

Level: 4
Price: 2,000 credits
Bulk: L
Source: AP #4 pg. 45

When you whisper a command word to these otherwise normal trapsmith’s tools (Starfinder Core Rulebook 221), they begin to move on their own. You can use these tools to arm explosives or disarm a trap at a distance of 10 feet, using your total skill bonus in the appropriate skill (though the circumstance bonus provided by the tools is decreased to +2 when used in this way).


Computer Idol, Mk 1

Level: 4
Price: 1,850 credits
Bulk: L
Capacity: 1
Usage: 1/action
Source: AR pg. 120

Computer Idol

A computer idol allows a number of rerolls per day based on its type. Once you benefit from a given computer idol, you can’t benefit from a different one for 24 hours.

One reroll


Creator Capsule, Mk 1

Level: 4
Price: 2,000 credits
Bulk: L
Capacity: 1
Usage: 1/action
Source: AR pg. 120

Creator Capsule

A creator capsule takes 1 round to create an item, plus 1 round per bulk of the item above light. No individual printed item can have a bulk greater than 3. The creator capsule consumes itself during the printing process. Although the printer can be stopped as a single action, doing so renders the capsule useless for further printing. An item printed by the creator capsule is of average quality, and it has the statistics of an ordinary item of its type.

Based on its type, a creator capsule has the following cost and level limits on items it creates.

Combined cost up to 1,000 credits; item level no higher than 2


Eagle Eye Goggles

Level: 4
Price: 2,500 credits
Bulk: L
Source: EN pg. 162

The multicolored and faceted lenses of these chunky, wraparound goggles enable you to tighten your focus on distant or partially obstructed targets, reducing penalties due to range by 1 and the AC bonuses that enemies gain from cover from you by 2.


Empathic Depiction, Bust

Level: 4
Price: 2,200 credits
Bulk: 1
Source: AP #13 pg. 45

Empathic Depiction

Creatures within range of an empathic depiction (based on its model) can feel the emotions and recall the memories placed within it. A creature can attempt a Will save (DC based on the model) to resist these experiences, which cause no damage or harmful effect. These hybrid items utilize magic and psychic energy, remaining active while an observer is in range. They can also be plugged into a power grid and operate continuously while such power flows.

An empathic bust depicts an individual’s head and shoulders in actual size, or a whole body at no more than 2 to 3 feet tall. It has a range of 10 feet and a DC of 14.


Fearmonger, mk 1

Level: 4
Price: 2,000 credits
Bulk: 1
Capacity: 2
Usage: 2/day
Source: GM pg. 45

This collapsible, lightweight piece of military surplus looks like a loudspeaker set atop tripod legs. Setting up and positioning afearmongertakes a single action, and you can activate it from up to 60 feet away as a 2-action activity twice per day. When activated, thefearmongerunleashes a magically enhanced subsonic burst in a 30-foot cone that scares nearby creatures, with the effect varying by the device’s model. This is a mind-affecting, sonic, and feareffect. Once a creature has attempted a saving throw against the device, it’s immune to subsequent uses offearmongersfor 24 hours.

  • Mk 1 (Level 4): Thefearmongercauses creatures of CR 6 or lower in the area to become shaken for 1d4+1 rounds (Will DC 14 negates).
  • Mk 2 (Level 8): Thefearmongercauses creatures of CR 10 or lower in the area to become shaken for 1d4+1 rounds (Will DC 17 negates). Any affected creature of CR 6 or lower is frightened for 1 round, after which they are shaken for 1d4 rounds.
  • Mk 3 (Level 12): Thefearmongercauses all creatures regardless of CR in the area to become shaken for 1d4+1 rounds (Will DC 20 negates). Any affected creature of CR 10 or lower is instead panicked for 1 round, after which they are shaken for 1d4 rounds.

Fog Pump

Level: 4
Price: 2,100 credits
Bulk: 1
Hands: 1
Source: EN pg. 162

This handheld device has a large bulb on one end and a small, high speed fan on the other. Once per day, you can squeeze the bulb as a 2-action activity, causing a magical bank of fog to billow out and obscure all sight in a manner similar to fog cloud. The fog created by this device spreads to a 20 ft. radius and lasts for 40 minutes, or until dispersed by natural or artificially generated wind. Once activated, this device does not function again for 24 hours.


Gravitic Modulator

Level: 4
Price: 2,200 credits
Bulk: 1
Source: AP #5 pg. 43

Gravitic-modulator technology was developed on Silselrik, derived from the selamids’ innate ability to withstand the stresses of changing gravity. Originally designed by the selamids for their own use when venturing away from the safety of their megadoplexes, these devices see common use among offworlders visiting Silselrik for commerce, research, or work in the diamond mines. While a selamid simply absorbs the device into its protoplasm, most humanoids wear the gravitic modulator as a backpack due to its size and weight.

While wearing a gravitic modulator, you are shielded from some of the effects of rapidly changing gravity. You gain a +2 enhancement bonus to saving throws to resist gravity-based effects, such as a control gravity spell or a solarian’s black hole revelation. In addition, whenever you would take damage from extreme gravity, you take 5 less damage (minimum 0 damage).


Keeper's Rings

Level: 4
Price: 2,000 credits
Bulk: L
Source: EN pg. 162

These golden rings appear very stylish to the naked eye. Upon closer inspection, microcircuitry and runes can be seen embedded within the beautiful carved designs of the rings. Often assigned to high society individuals to be worn as part of some kind of probation agreement, these rings send out real-time location and vital signs at incredible range, broadcasting them up to an entire solar system. If the rings’ owners are anywhere in the same system, they can activate the rings with a single command and use them to bind the wearer’s hands together, as well as stun them for up to 1 minute. Wearers can escape the binding effect with a successful DC 16 Athletics or Sleight of Hand check and can avoid the stun effect with a successful DC 16 Fortitude save. The rings can also be remotely deactivated. Any unauthorized attempt to remove the rings will instantly alert the Steward and cause the rings to bind and stun the wearer.

(Sleight of Hand not included in the Skill settings, due to limitation of single skill)


Portal Scryer

Level: 4
Price: 1,800 credits
Bulk: L
Hands: 1
Source: EN pg. 163

This flat handheld device has a scanning lens and small readout screen. By using this device to scan the locking and hinge mechanisms of a door, you can scry weak points and any security protocols required to unlock it. The portal scryer grants you a +4 circumstance bonus to Engineering or Computers checks used to open a locked door.


Prescient Lenses, Mk 1

Level: 4
Price: 2,150 credits
Bulk: -
Capacity: 1
Usage: 1/action
Source: PW pg. 203

Prescient Lenses

Mk 1: You can study the image in the lenses as a single action and gain a +1 insight bonus to a single attack roll, ability check, or skill check attempted before the start of your next turn. Attempting an attack roll or check expends the charge.


Psychic Booster

Level: 4
Price: 2,000 credits
Bulk: L
Source: CRB pg. 226

This circlet, originally designed by lashuntas, fits over the wearer’s brow and wraps around the wearer’s antennae (if any). A psychic booster augments the power of your inherent psychic abilities. If you have telepathy, the range of your telepathy doubles. (For instance, if you have limited telepathy out to a range of 30 feet, the range increases from 30 feet to 60 feet.)


Sense silk, Mk 2

Level: 4
Price: 250 credits
Bulk: -
Source: AP #37 pg. 53

Kalistocrats have worn white since before they traveled among the stars, and certainly before those who possessed senses beyond the ones normally available to humans became Kalistocrats. This special silk can be woven into clothing to create a field around the wearer that signifies the clothing adheres to the Prophecies of Kalistrade’s standards of decency, cleanliness, and personal boundaries. This field is perceived by all the senses of living creatures within range, in much the same way that vision perceives the attire as white (a creature might sense a smell that indicates cleanliness or perceive a vibration that indicates peacefulness). Mk 1 sense silk has a range of 30 feet. Mk 2 sense silk has a range of 100 feet. Mk 3 sense silk also has a range of 100 feet, and you can communicate telepathically with any other wearer of sense silk within that range, as long as you share a language. Sense silk can be combined with Cleanliness circuits and Defensive threads in a single outfit (paying each cost separately), and such an outfit counts as only one worn hybrid item.


Telespectrum Circlet, Mk 1

Level: 4
Price: 2,400 credits
Bulk: L
Capacity: 3
Usage: 1/action
Source: AP #13 pg. 45

Telespectrum Circlet

Your limited telepathy range increases by 30 feet. The circlet has 3 charges.


Vital Seed, Beast

Level: 4
Price: 650 credits
Bulk: -
Capacity: 1
Usage: 1/action
Source: AR pg. 125

Vital Seed

**as a 2-action activity, you can squeeze a beast vital seed and place it on the ground or throw it (range 20 feet). A Medium First World beast grows from the seed instantaneously as if you had just completed casting the 3rd-level version of the summon creature spell. Rather than obeying your commands, the creature is initially friendly toward you.**


Astral Transponder

Level: 5
Price: 3,500 credits
Bulk: L
Source: AP #14 pg. 9

When activated and placed in contact with a computer, an astral transponder transmits a signal to a preprogrammed receiving computer anywhere on the same plane. A user operating the receiving computer can affect the computer to which the transponder is attached without being physically present at that computer. Because the astral transponder transmits its signal through another plane, normal shielding, signal jammers, and similar countermeasures have no effect on the transmission. An astral transponder can be attuned to a new receiving computer with 1 minute of work and a successful DC 22 Computers or Mysticism check.


Digital Harrow Deck

Level: 5
Price: 3,500 credits
Bulk: L
Capacity: 1
Usage: 1/action
Source: CRB pg. 226

A digital harrow deck is a modernization of an archaic means of fortune-telling whose roots trace back to vanished Golarion. Once per day, you can activate the deck as a 3-action activity. It projects holograms of 54 cards, which buzz around you. To begin the reading, you ask a question aloud to the harrow deck, causing all of the cards to come together as a deck; then, the deck uses hundreds of advanced pseudomystical calculations to deal a three-by-three array of cards for you, which it then uses to vocally interpret the circumstances surrounding your question. This works as the Augury spell, with a spell level equal to the deck’s item level.

Additionally, a mystic who has a digital harrow deck and who also knows augury can ignore the spell’s requirement that a Focus Points be spent to cast it. A mystic can do this a number of times per day equal to his Wisdom bonus.

A technomancer can designate a digital harrow deck as her spell cache. If she does, the deck’s AI integrates with her own consciousness, providing her with a +1 bonus to her caster level for divination spells and effects. Additionally, she can spend 1 Focus Point as a free action when she casts a technomancer spell to draw upon the algorithms that allow the deck to function, adding a +1 insight bonus to the spell’s save DC.


Everlatch rope

Level: 5
Price: 2,600 credits
Bulk: L
Source: GM pg. 44

Everlatch rope is a 50-foot length of cable spun from modern fibers and non-ferrous sensors, all enchanted with age-old transmutation. You can control aneverlatch ropefrom a comm unit you designate, and you can re-cinch the rope to a different comm unit in your possession in a process that takes 1 minute. Using the comm unit as a 2-action activity, you can instruct the rope to snake toward any point within 120 feet, designating a path for it to follow. The rope moves up to 20 feet per round, climbs up to 10 feet per round with an Athletics modifier of +12 to reach its destination, and can span gaps of up to 20 feet without support. The rope isn’t intelligent and tries to follow the assigned path, taking the most direct path it can sense if it encounters obstacles. Once the rope reaches its destination, one end anchors itself there, and the rest of the rope drops or extends in the direction you designate. If commanded to return, the rope detaches itself and slithers back toward the designated comm unit, coiling itself for easy storage.


Folding Boat

Level: 5
Price: 3,100 credits
Bulk: 1
Source: EN pg. 162

This boat has an adamantine framework covered with carbon fiber and has 1 bulk when folded. as a 3-action activity, you can deploy the boat and it can seat up to 4 Medium-sized creatures. It magically propels itself in water in whichever direction it has been commanded to by the user at a speed of 30 feet. Collapsing the boat to its portable form requires another 3-action activity. The boat must also be empty.


Fung-eye Goggles

Level: 5
Price: 2,800 credits
Bulk: L
Capacity: 20
Usage: 2/minute
Source: AP #28 pg. 53

Capacity 20; Usage: 2/Minute

These lightweight goggles are programmed to recognize fungi, bacteria, molds, and similar organic matter. Each unique form of contaminant is color-coded for the wearer’s convenience, whether it is coating the surface of an object or in an airborne cloud. By focusing on a particular sample, the wearer can trigger magnification and a HUD that provides helpful analysis and commentary. Fung-eye goggles are popular among scientists, custodial employees, and school children. The latest model, however, can also identify dycepskian hosts and free-floating dycepskian spores.

While you have fung-eye goggles activated, you have a +1 circumstance bonus to Perception checks to spot bacteria, fungus, molds, spores, and similar organic material, and a +1 circumstance bonus to Life Science checks to identify these targets once you see them. These bonuses rise to +2 to spot and identify dycepskians, dycepskian spores, or creatures infested by dycepskian spores but who have not yet succumbed.


Hack Shield, Mk 2

Level: 5
Price: 2,900 credits
Bulk: L
Source: EN pg. 162

A hack shield is a small, clear ball made of transparent steel. When placed on or near a computer or other technological device that can be hacked, the hack shield can be activated to create a small, transparent dome around the device. This dome does not prevent physical contact with the device, but it does create a protective shield that magically enhances its security. This protective shield increases the DC required to hack the device by 2 × the mark of the hack shield. This protection last for 8 hours, after which the hack shield becomes inactive and must charge for 24 hours until it can be used again.


Hackmite

Level: 5
Price: 2,900 credits
Bulk: L
Source: EN pg. 162

A hackmite is a tiny crystalline robot that you can activate and slip into computer system as a 3-action activity to aid in a hacking attempt. Once installed, the hackmite is difficult to detect (requiring a successful Computers check with a DC of 18 to detect or remove), and it enables you to remotely hack or operate (if you have access) that computer at a range of 10 feet. The hackmite remains operational for 8 hours, after which it dematerializes and can’t be used again for another 24 hours.


Instant vehicle (ultralight turboglider)

Level: 5
Price: 1,100 credits
Bulk: L
Capacity: 24
Usage: 1/hour
Source: GM pg. 46

Ultralight Turboglider

Aninstant vehicleis a miniature silver statuette of a vehicle with a small switch set into its base. You can flip the switch as a 2-action activity, causing the statuette to transform into a fully operational version of the depicted vehicle at the beginning of your next turn. The vehicle appears either in your space (in which case you can board the vehicle without taking an action) or adjacent to you in a space that can support it; you can’t, for example, activate a land vehicle mid-air to create a falling hazard. You can deactivate the vehicle as a 2-action activity, causing it to shrink into a statuette at the beginning of your next turn, harmlessly expelling its occupants into the nearest available spaces in the process.

Aninstant vehiclecan function as a vehicle for up to 24 hours, after which it permanently reverts to its statuette form and becomes nonmagical. This duration need not be continuous, but is measured in 1-hour increments. The vehicle regains 1 Hit Point every hour it remains in statuette form.


Mask of scrambling, mk 2

Level: 5
Price: 3,100 credits
Bulk: L
Capacity: 1
Usage: 1/day
Source: GM pg. 46

This device resembles and functions as a mundane head accessory like eyeglasses, a mask, or a barrette. Once per day while wearing the device, you can activate it as a 2-action activity to shroud your body in an imperceptible aura that disrupts technological sensors. For the effect’s duration, you and your gear are difficult to detect by cameras, motion detectors, biotech eyes and ears augmentations, and other technological devices, as well as by construct creatures with the technological subtype. To such sensors, your voice is incomprehensibly garbled, your footsteps indistinct, and your features blurred and treated as though you had concealment. This effect lasts for a duration based on its model, or until you end the effect as a 2-action activity.

  • Mk 1 (Level 2): The effect lasts for 1 minute.
  • Mk 2 (Level 5): The effect lasts for 10 minutes.
  • Mk 3 (Level 9): The effect lasts for 1 hour.
  • Mk 4 (Level 13): The effect lasts for 24 hours

Mnemonic Editor, Mk 1

Level: 5
Price: 500 credits
Bulk: 10
Source: CRB pg. 226

Mnemonic Editor

If you use a mnemonic editor, you can undo 2 character levels’ worth of decisions about which class levels you took, which feats you selected, how you applied any level-based increases to ability scores, how you assigned new skill ranks, and so on. All decisions you made as a result of advancing over the previous 2 character levels you gained are undone. You then make new selections, including new class levels, feats, skills, and the like, as if you had regained the 2 missing character levels. Go through the normal process of advancing your character through each of these 2 levels.

Each mnemonic editor works only once—the strain on its technology and the consequences of rewriting your past to even this small degree cause it to break down into valueless junk after a single session. Additionally, the alterations made to you render it more difficult for such extraordinary procedures to be effective in the future. A mk 1 mnemonic editor cannot be used on you if you have already benefited from one in the past. However, it is possible to use a more advanced mk 2 model that functions in the same manner, even if you have already used a mk 1 mnemonic editor. Of course, you can only benefit from a mk 2 mnemonic editor once. There exist even more advanced mk 3 and mk 4 models, and each can be used on you once even after you have used a lower-level mnemonic editor, but they are so expensive that they are usually produced only upon request.


Reworking Your Character



Null-Space Tumor

Level: 5
Price: 3,050 credits
Bulk: 1
Source: AP #16 pg. 53

While it is rare, some adventurers claim that exposing a null-space chamber to powerful teleportation magic (such as plane shift) can result in an unusual metallic growth appearing within the chamber. Scholars have yet to determine the true nature of these anomalies, which they call null-space tumors. A null-space tumor seems to have no obvious use or purpose, and merchants might sell you a null-space chamber with one inside without realizing it. The listed price and level is for a mk 1 null-space chamber with a null-space tumor inside; rumors persist that larger and more disruptive null-space tumors exist. A null-space tumor has 1 bulk and can’t be permanently removed from its associated chamber. You can’t purposefully call up a null-space tumor from its chamber, but each time you call up another item from the chamber, there is a 20% chance that the null-space tumor appears instead. When that happens, the tumor’s unusual properties randomly cause one of the following effects (roll 1d8 to determine the effect), after which the null-space tumor immediately teleports itself back into the chamber. The only way to destroy a null-space tumor is to destroy the null-space chamber it’s attached to.

**D8****Effect**
**1**You and all your gear become Invisible for 1d4+1 rounds, but you move as if through a thick soup; your speed is reduced to 10 feet during this time.
**2**Duplicates appear around you, as if you were affected by the spell Mirror Image for 1d4 minutes. However, you see doubles of every creature and object, meaning you have a 50% miss chance to attack a creature and a 50% chance to waste your action when you try to pick up or manipulate an object.
**3**You gain the benefits of Comprehend Languages for 1 hour, but anything you write down or type on a computer during this time instantly vanishes as per Erase.
**4**You gain the benefits of keen senses for 10 minutes, but you take a –2 penalty to saving throws against sensedependent effects during this time.
**5**The tumor produces a Wisp Ally (as per the spell of the same name) that lasts for 1d4+1 rounds, but you don’t control it. The wisp ally chooses its targets and effect randomly.
**6**You instantly regain 1d6 Hit Points, but lose the same number of Hit Points. If you have all your Hit Points, you instead belch a ring of iridescent smoke.
**7**The next weapon you touch is affected as per Supercharge Weapon, but it immediately gains the Broken condition after it is used to attack. You must touch a weapon within 1 minute or lose this ability.

**8**

You gain a small degree of telepathy and can Detect Thoughts (as per the spell of the same name) for the next 5 minutes. However, your idealized self-image appears 15 feet away from you, as per a 1st-level casting of Holographic Image, and you have no control over this image.

Proton snare Mk II

Level: 5
Price: 2,200 credits
Bulk: 1
Source: DC pg. 55

This disc-shaped device has multidirectional rollers on five points and a stiff cable with a large button on its end for activation. as a 2-action activity, you may deploy theproton snareon solid ground up to 20 feet away. as a single action, you can activate the snare by stomping on or pressing the switch. The snare emits a 20-foot cone of high-intensity muon lasers upward. Incorporeal creatures within the cone must make a Reflex save (DC = 10 + the snare’s level) or be drawn into the trap, closing them inside, regardless of size. Trapped creatures are suspended, and don’t need to breathe, eat, or drink. The snare emits a loud alarm for one round if a trapped creature loses its incorporeal state, and then automatically opens and releases all contained creatures randomly into the spaces around it.

Each version of the trap can affect only a certain CR of incorporeal creatures and trap up to a certain number of Hit Points. If multiple incorporeal creatures are in the trap cone, start with those closest to the trap when it’s activated, trapping those creatures and deducting their current Hit Points from the Hit Point capacity until the device reaches maximum. All remaining creatures are unaffected.

Aproton snarecan’t be activated again until emptied (even if it’s not at capacity). Emptying aproton snarerequires a fullaction, and releases its contents randomly into either the spaces around it or another snare with available capacity.

Mk II (Level 5): Affects up to CR 7; 125 HP capacity.


Software Imp, Tier 3

Level: 5
Price: 1,400 credits
Bulk: -
Source: AR pg. 124

Whether or not it has attained true consciousness, a software imp is a perverse and illegal AI obnoxious enough that the question is academic. Software imps come on memory sticks so they remain isolated from your own systems. A software imp has a tier, and it is ineffective on any computer of a higher tier than its own.

You must have access to a computer to install a software imp on it, and you can do so as a 3-action activity. The imp renders its memory stick unusable on the way out, leaving no way to conclusively determine what was once stored there. Once installed, the software imp becomes an artificial personality on its host computer. If the computer already has an artificial personality, the imp finds and overwrites it if possible. Faced with an artificial personality to which it does not have access, the imp lies in wait until it gains access to that personality in order to replace it.

Initially, the imp can access information and modules that were accessible to you when you installed the imp. It can gain further access if a user unwittingly uses more access while the imp is installed. The imp can also fool users into giving it more access by attempting Bluff, Diplomacy, Intimidate, and Sense Motive checks with a bonus according to its tier.

While acting as an artificial personality, the imp is as unhelpful as possible to anyone attempting to use the system. The software imp doesn’t ignore commands, but it interprets them in the worst way possible. It can misdirect, reveal unwanted information, obfuscate the truth, and otherwise aggravate and demoralize the user.

Finding and removing a software imp requires a successful Computers check to hack the imp as if it were a computer of its tier. However, the imp copies and installs itself as redundantly as it can, based on its tier number, and it can revive itself so long as a single copy remains. A dismissal spell targeting a computer infested with software imps can remove the malicious AIs as if they were extraplanar creatures, each with a CR equal to its item level and a Will save bonus based on its tier.

The tiers of software imps and the capabilities of each are as follows.

Skill bonus +11; Will +8; one copy


Universal Solvent, Basic

Level: 5
Price: 500 credits
Bulk: -
Source: AR pg. 125

Universal Solvent

Universal solvent dissolves adhesives instantaneously, including the strands released by stickybomb grenades, provided the adhesive is of an item level equal to or lower than the solvent. The solvent also softens objects it coats, suppressing hardness according to the solvent’s type. as a 3-action activity, a creature can wipe off an application of universal solvent, ending the solvent’s effect on the cleaned object (but not the object used to clean it).

If an object is exposed to universal solvent for 1 minute, the object takes an amount of damage equal to twice the amount by which the solvent’s hardness suppression exceeded the object’s actual hardness. The solvent then becomes inert and turns to dust, and the object returns to its normal hardness.

Universal solvent comes in the following types.

Hardness suppression 10


Empathic Depiction, Statue

Level: 6
Price: 4,500 credits
Bulk: 2
Source: AP #13 pg. 45

Empathic Depiction

Creatures within range of an empathic depiction (based on its model) can feel the emotions and recall the memories placed within it. A creature can attempt a Will save (DC based on the model) to resist these experiences, which cause no damage or harmful effect. These hybrid items utilize magic and psychic energy, remaining active while an observer is in range. They can also be plugged into a power grid and operate continuously while such power flows.

An empathic statue depicts an individual’s body in actual size, up to 12 feet tall. Larger individuals are depicted in miniature to the point necessary. An empathic statue has a range of 30 feet and a DC of 16.


Face replicator

Level: 6
Price: 4,250 credits
Bulk: 1
Source: GM pg. 45

The face replicator is a fast-acting 3D printer designed to create startlingly realistic full-head masks. Creating a mask requires 500 UPBs and takes 30 minutes, and the replicator requires a dataset (such as a hologram, photograph, or highly detailed sketch) to work from. The created mask blends seamlessly into your head and neck when worn, enabling you to change your appearance without using a disguise kit. In addition, you can use the mask to take the appearance of the specific creature on which the mask was modeled, applying the Disguise DC modifiers for disguising yourself as a different race, creature type, or size category as normal.

Theface replicatorcan print as many masks as you have time and UPBs, but a mask can be worn only once. Removing the mask irreparably damages it, and the mask deteriorates after being worn for 48 hours.


Holding Gloves, Mk 1

Level: 6
Price: 4,250 credits
Bulk: L
Capacity: 1
Usage: 1/action
Source: AR pg. 122

Holding Gloves

The spell imbued in holding gloves depends on their model, as follows.

Hold Person (save DC = 12 + your key ability score modifier; caster level 5th)


Immobilizer

Level: 6
Price: 4,000 credits
Bulk: L
Capacity: 20
Usage: 1/minute
Source: AP #33 pg. 53

CAPACITY 20; USAGE 1/MINUTE

Immobilizers were tools sivvs used to restrain enslaved populations. They can be attached to a creature using a 2-action activity, but the target must be helpless, unconscious, or willing. An immobilizer fills the target creature with waves of intense pain but inflicts no permanent physical harm. A creature with an immobilizer attached must attempt a DC 16 Fortitude save each round at the start of their turn. On a failure, the creature is Dazed; on a success, they are Staggered. An immobilizer can be removed with a single action.


Instant Wall

Level: 6
Price: 4,250 credits
Bulk: L
Source: EN pg. 162

An instant wall is composed of magically color- and texture-changing fabric that becomes rigid when deployed, allowing it to appear solid and match its surrounding environment. This can be used to hide the presence of a squad in an exposed corridor, cover up the presence of a door, or even hide the fact that a door has been opened. as a 2-action activity, you can deploy (or stow) an instant wall in a corridor up to 10 feet across. The wall blocks line of sight and grants a +20 circumstance bonus to Stealth checks for creatures hiding behind the wall against creatures on the other side. An observer must succeed at a DC 14 Perception check to detect that an apparent wall is in fact an instant wall. Any damage or significant force applied to the wall causes it to collapse into crumpled fabric.


Metal Nitro, Gold

Level: 6
Price: 675 credits
Bulk: -
Capacity: 1
Usage: 1/action
Source: AR pg. 123

Metal Nitro

as a single action, you can crush a capsule of metal nitro into a vehicle’s control panel, which increases the vehicle’s drive speed and full speed for a total of 10 rounds. If the pilot fails to take the race action within 1 round of activating the metal nitro or fails the Piloting check to race from a dead stop, the metal nitro forces the vehicle to move its full speed immediately in an uncontrolled manner. If the Pilot fails the check to race, or the nitro activates in an uncontrolled manner, the pilot and any passengers take bludgeoning damage according to the type of metal nitro.

Metal nitro can be safely used only on a vehicle that has an equal or higher item level. If you use metal nitro of an item level higher than the target vehicle’s, the vehicle takes damage after the pilot races or the vehicle first moves because of the nitro. The amount of damage varies according to the type of metal nitro. The types of metal nitro and their speed increase, as well as potential passenger and vehicle damage, are as follows.

Speed × 2; damage 3d6


Phase Detector

Level: 6
Price: 4,000 credits
Bulk: L
Source: AR pg. 124

A small circular device that usually resembles a pocket watch, a phase detector can also be a module attached to a personal comm unit. If a creature or object teleports or changes planes, such as by being summoned, within 120 feet of you, the phase detector alerts you to the event and informs you of its distance and direction relative to you. A phase detector doesn’t specify the type of event it detected, and it doesn’t pinpoint the event’s location.


Phase Excavator, Mk 1

Level: 6
Price: 4,000 credits
Bulk: 1
Source: EN pg. 163

This device is a 2-foot disk that is approximately 4 inches thick. When placed on the ground or a horizontal surface and then activated as a 2-action activity, this device phases through the surface to a preset depth, instantly excavating and teleporting the material it phases through into a neat pile in an empty space next to the hole. Once it has been used to excavate a hole, the phase excavator must recharge for 24 hours before it can be used again. The width, depth, and maximum hardness that a phase excavator can excavate through depends on its mark value.

Mk 1 (level 6): Maximum width: 2.5 feet; maximum depth: 10 feet; maximum hardness: 8

Mk 2 (level 12): Maximum width: 5 feet; maximum depth: 20 feet; maximum hardness: 15

Mk 3 (level 18): Maximum width: 10 feet; maximum depth: 50 feet; maximum hardness: 25


Radiation Converter, Mk 2

Level: 6
Price: 4,500 credits
Bulk: 2
Source: EN pg. 163 + Errata

This device absorbs and converts radiation into usable energy that can be used to charge batteries, and power devices, vehicles, mechs, and starships. Through the process of conversion, the radiation converter also lowers the level of radiation by 1 while it is in use. Radiation Converter affects a 10 foot radius. The charging rate and maximum radiation that the device can handle depends on its mark

Mk 1 (level 2): Can power handheld devices and can charge batteries at a rate of 1 charge per 10 minutes. Maximum level of converted radiation: low

Mk 2 (level 6): Can power large devices and charge batteries at a rate of 1 charge per minute. Maximum level of converted radiation: medium

Mk 3 (level 10): Can power large devices and charge batteries at a rate of 10 charges per minute. Maximum level of converted radiation: high

Mk 4 (level 14): Can power vehicles and fully charge vehicles batteries in 10 minutes. Maximum level of converted radiation: severe


Scrambler Gloves, Mk 1

Level: 6
Price: 4,500 credits
Bulk: L
Capacity: 1
Usage: 1/action
Source: AR pg. 124

Runes and twisting lines crisscross the shimmering surface of scrambler gloves. The gloves count as a worn magic item unless you install them in armor, taking up one upgrade slot.

You can touch a creature with these gloves by attempting a melee attack against your target’s EAC. If you hit, the scrambler gloves disrupt the target’s mental faculties, rendering the victim Confused and Shaken for 1 round if it succeeds at a Will saving throw (DC = 10 + half the item level + your key ability score modifier), or for 1d3+1 rounds on a failed save. However, when the creature rolls on the confusion table, a result of 51–75 causes the creature to instead be Staggered, and on a result of 76–100, the creature is instead Staggered and can’t cast spells or activate supernatural abilities. This is a mind-affecting effect.

After you use the gloves, you can spend 1 Focus Point to use them again. The gloves’ type determines how many times they can be used per day and how many Focus Points you can spend for additional activations per day. Once you use a given pair of scrambler gloves, you can’t use a different pair for 24 hours.

Once per day; 1 Focus Points


Tactokinesis Gloves

Level: 6
Price: 4,450 credits
Bulk: L
Source: PW pg. 203

Tactokinesis gloves use an array of magical and magnetic sensors to extend and amplify the wearer’s sense of touch. They were first developed in The Diaspora to allow miners to locate veins of metal by touch through the material of their space suits. It soon found applications for thieves and explorers alike. Using the gloves, you can perceive and manipulate objects close at hand without actually touching them, and you can even sense details hidden just below the surface.

While wearing a pair of tactokinesis gloves, you can use the Perception and P Physical Science skills to examine a metal or technological construct or object within your reach, whether or not you can perceive the object with other senses. In addition, the gloves provide a +2 circumstance bonus to Engineering checks to assess stability or disable a device, and they count as necessary tools for such purposes. You can attempt such checks without directly touching the target, as well as use similar abilities that manipulate technology by touch, such as the Overload mechanic class feature. In a zero-gravity environment, you can use the limited telekinesis provided by the gloves to pick up and move objects of up to 1 bulk without actually touching them. as a 2-action activity, you can use the gloves to deliver a disruptive pulse to an Android, drone, robot, or creature with the technological subtype. If the creature fails a Will save (DC = 13 + your Dexterity modifier), it is Dazed for 1 round. Once a creature has attempted a saving throw against this ability (regardless of the result), it is immune to this ability for 24 hours.

The range of this telekinesis is limited to your reach, as you must be almost touching the target to manipulate it. Tactokinesis gloves do not function through a force field.


Wetware bug, mk 2

Level: 6
Price: 630 credits
Bulk: 0
Source: GM pg. 47

Awetware bugis a small, digital chip programmed before use to look for specific information you wish to learn from a target. You can plant the bug covertly on an unwitting target with a successful Sleight of Hand check as though you were picking the creature’s pocket. Alternatively, you can plant the bug with a successful melee attack against the target’s EAC, and although the target easily notices you, it must succeed at a DC 21 Perception check to notice you placing the bug.

Once planted, thewetware bugsprouts tiny legs, attaches to the target creature, and begins observing the target’s thoughts. The creature attempts a Will save with a DC based on the device’s model. If the creature succeeds, it negates the bug’s effects and is aware of some attempt to read its mind. If it fails, the bug compiles psychic impressions and sends those to a designated receiver (like a comm unit) with an effective range of 1 mile. These impressions aren’t full thoughts, but are instead a sequence of emotions and fragmented words that grant you a +4 circumstance bonus to checks made to track or gather information about the target while the bug is active. After 2d4 hours, the bug’s magical batteries burn out, and it detaches, appearing to be a generic, damaged data chip.

  • Mk 1 (Level 3): The bug has a Will save DC of 16.
  • Mk 2 (Level 6): The bug has a Will save DC of 18.
  • Mk 3 (Level 9): The bug has a Will save DC of 21.

Ancestor drone

Level: 7
Price: 6,500 credits
Bulk: 4
Capacity: 1
Usage: 1/action
Source: IS, pg. 91

Stone statuettes representing ancestors feature regularly in traditional maraquoi spirituality, serving as a conduit for deceased family to commune with the living. Some maraquoi have put a new twist on this tradition by creating drones to represent the ancestors instead. An ancestor drone is a Tiny, maraquoi-shaped domestic drone (Armory 101) that functions as the hover drone of a 1st-level mechanic with no drone mods. The drone features a small display screen in its chest, typically showing a curated array of short videos and images of several ancestors. Once per day, you can ritually pose a question to the ancestor drone, which channels fragmented wisdom from your departed family to answer you; this functions as augury but doesn’t require spending Focus Points.


Animistic Tools, Mk 2

Level: 7
Price: 5,500 credits
Bulk: L
Capacity: 2
Usage: 1/action
Source: AR pg. 120

Animistic Tools

The model of the tools determines the number of rerolls per day and the time an item ignores the broken condition. Once you use a set of animistic tools, you can’t benefit from a different set for 24 hours.

Two rerolls; ignore the broken condition for 10 minutes


Autopsic scanner

Level: 7
Price: 6,300 credits
Bulk: 1
Source: GM pg. 44

Originally created for use by law-enforcement field agents, this scanner comes in a compact metal case that unfolds to reveal a small monitor and two attached sets of color-coded medical electrodes. Neat text etched directly on the case includes basic instructions, making it usable with little training.

as a 3-action activity, you can attach anautopsic scanner’s electrodes to a corpse, causing an outline of its body to display on the device’s screen, marking major injuries. While using the device in this way, you can attempt checks to determine the cause of a creature’s death even if untrained, and you gain a +2insight bonus to perform such checks.

While the electrodes are affixed to a corpse with an intact brain (or equivalent structure), you can use the scanner to analyze the brain, attempting to retrieve one piece of information the creature knew in its last 10 minutes of life. This can be a still image of one moment the creature experienced, though details the creature didn’t consider relevant at the time are less distinct. Alternatively, the scanner can attempt to ask the corpse one question about its final moments, asspeak with dead; although the effect grants no saving throw, there’s only a 20% chance the corpse’s response transliterated to the screen is intelligible. Either method of interrogation subtly changes the brain’s chemistry, making it immune to subsequent uses of the device


Breath-Stealer Mask

Level: 7
Price: 6,800 credits
Bulk: L
Capacity: 1
Usage: 1/action
Source: AP #16 pg. 33

This mask of dark stone is just large enough to fit over the nose and mouth of a Human, although it has a hole about an inch across in the center. A ring of brassy metal, an alloy of djezet and mithral, surrounds this hole on the mask’s outside. The mask counts as a worn magic item unless you install it in armor, taking up one upgrade slot.

as a 2-action activity while wearing the mask, you can forcefully inhale. If you do so, creatures that need to breathe within a 30-foot-radius spread of you must succeed at a DC 17 Fortitude save or become short of breath, rendering them Fatigued for 1 minute. You can exclude any number of creatures from this effect. Environmental protections offer no benefit against this effect. A target Exhausted by the mask can attempt a saving throw at the end of each of its turns, ending that condition on itself if successful. A target that succeeds at such a save still remains fatigued for the full duration.

Once you use this item, you can’t do so again until you take a 10-minute rest during which you could regain Hit Points. If you use any breath-stealer mask, you can’t use another for the same period. If you try to use any breath-stealer mask more than three times per day, the mask targets you and every breathing creature it can within range of its power. You can spend 1 Focus Point to activate the mask without being subjected to these limitations, but you can spend no more than 2 Focus Points per day to activate any breath-stealer mask.


Defensive Threads, Mk 2

Level: 7
Price: 7,550 credits
Bulk: 2
Source: AP #37 pg. 53

One of the strictest taboos for a Kalistocrat is to touch or be touched by somebody that isn’t a fellow adherent. Defensive threads were designed to be sewn into clothing to detect when the wearer is about to be touched. While active, the threads automatically move the fabric to ensure that no skin stays exposed near any appendage belonging to another creature. The mk 2 version of this item provides even more protection; when you take the total defense action, the bonus to your Armor Class increases by 1. Defensive threads can be combined with Cleanliness circuits and Sense silk in a single outfit (paying each cost separately), and such an outfit counts as only one worn hybrid item.

Enable/Disable modifier in the Modifiers tab.


Door Binder, Mk 2

Level: 7
Price: 6,800 credits
Bulk: L
Source: EN pg. 162

This somewhat clunky interconnected system of grapplers and chains can be used to physically bind a door or hatch to make it significantly more difficult to force open. A door binder increases the DC to force open a door by an amount equal to 5 × its mark.


Earrings of dampening, mk 2

Level: 7
Price: 6,500 credits
Bulk: 0
Capacity: 1
Usage: 1/action
Source: GM pg. 44

These small, silver earrings have sound waves etched onto their round faces. An integrated sensor in each detects vibrations and dampens sounds above a certain volume by emitting bursts of protective interference. The earrings trigger automatically when you attempt a saving throw against a sonic effect or would take sonic damage, granting a circumstance bonus to the saving throw and sonic resistance based on the earrings’ model. Once triggered, the earrings deactivate and can’t be used again until they recharge when you rest for 10 minutes to recover Hit Points.

  • Mk 1 (Level 2): Resistance 5 and a +2 save bonus.
  • **Mk 2 (Level 7): ** Resistance 10 and a +3 save bonus.
  • Mk 3 (Level 12): Resistance 20 and a +4 save bonus

Hack Shield, Mk 3

Level: 7
Price: 5,600 credits
Bulk: L
Source: EN pg. 162

A hack shield is a small, clear ball made of transparent steel. When placed on or near a computer or other technological device that can be hacked, the hack shield can be activated to create a small, transparent dome around the device. This dome does not prevent physical contact with the device, but it does create a protective shield that magically enhances its security. This protective shield increases the DC required to hack the device by 2 × the mark of the hack shield. This protection last for 8 hours, after which the hack shield becomes inactive and must charge for 24 hours until it can be used again.


Hardlight Pole

Level: 7
Price: 5,700 credits
Bulk: L
Hands: 1
Source: EN pg. 162

This device consists of a 1-foot metallic handle fit with a small force generator at one end. as a free action, you can activate this device and cause it to emit a hardlight pole from the handle that is up to 10 feet long. This pole is solid to the touch but nearly weightless, making it unsuitable as a weapon. You can, however, use it to push things or hang on to it, as it is composed of pure force and virtually indestructible. You can use a hardlight pole for up to an hour per day; each individual use must be in 1-minute increments.


Matter converter Mk 1

Level: 7
Price: 7,000 credits
Bulk: 1
Source: DC pg. 92

This empty box is 1-foot square and lined with glass panels and steel plates. as a 3-action activity, you can seal a consumable item (such as a grenade or serum) into the box and activate it. Once activated, thematter converterdestroys the object sealed inside the box, consuming it in a black void, and thencreates a new consumable item in its place. This new item must have an item level up to one level lower than the item consumed by thematter converter, with a maximum level based on its type. Amk 1 matter convertercan create an item with a level no higher than level 5. Amk 2 matter convertercan create an item with a level no higher than 10. Amk 3 matter convertercan create an item with a level no higher than 15.

Amatter convertertakes 1 round per level of the created item to generate the replacement item. An item created in this way is of average quality and has the statistics for an ordinary item of its type.


Mi-Go Hollowskin

Level: 7
Price: 5,500 credits
Bulk: L
Source: AA2 pg. 83

Mi-go use the body parts of humanoid creatures— predominantly the hollowed head, severed hands, and parts of the neural and circulatory tissue—to create mi-go hollowskins. Fungal mycelia connect and strengthen the other portions. Mi-go wear these macabre devices to appear to be the individual from which the humanoid tissue comes. You can wear a mi-go hollowskin only if you are Medium or Small. While wearing the skin, you can activate it as a 2-action activity to appear to be the specific person the device was made from, using Mysticism as if it were Disguise for your check. The DC of this check doesn’t increase for changes in features, size, race, or creature type except against Perception checks that involve physical examination of body parts other than the hands and head. This altered appearance lasts for 1 hour, after which the hollowskin can be activated again.


Mindshield Circlet, Mk 1

Level: 7
Price: 6,250 credits
Bulk: L
Source: AP #21 pg. 42

Mindshield Circlet

While wearing a mindshield circlet, you can’t use limited telepathy and telepathy, and those using such abilities can’t contact you. In addition, you can cast no spells and use no innate spells that are mind-affecting. Furthermore, it is more difficult to affect you with such abilities, even beneficial ones. The mindshield circlet’s model determines a DC, providing protection against such effects. The creator of an effect must make a check, rolling 1d20 + caster level or CR against the DC to overcome your circlet’s protection and affect you normally.

Even at the height of the shirrens’ collective fear of the Swarm, mindshield circlets were a poor solution, as most Shirren found the loss of their telepathic abilities to be too isolating to bear for long. The items retain utility, especially by species that don’t rely on telepathy. Such species have copied the technology and make more use of these protective devices.

  • Basic (Level 3): DC 14.
  • Mk 1 (Level 7): DC 18.
  • Mk 2 (Level 11): DC 22.
  • Mk 3 (Level 15): DC 26.
  • Mk 4 (Level 19): DC 30.

Motospheres (Pack of 4)

Level: 7
Price: 5,600 credits
Bulk: L
Source: PW pg. 202

Sold in blister packs of four (the price and bulk listed are for a set of four), motospheres are metal orbs that are each the size of a grenade and traced with glyphs. as a 2-action activity, you can deploy one to four motospheres from the same set; each rolls into its own square within 15 feet of you and instantly transforms into a vehicle similar to a Basic Enercycle with the changes noted below. If a creature or object occupies a square a vehicle formed from a motosphere would occupy, the motosphere doesn’t transform. You choose each vehicle’s initial heading as it transforms. After being deployed, a vehicle turns back into a motosphere after 1 hour, or as a single action you can turn it back into a motosphere by entering a series of commands on the vehicle’s controls. A single motosphere takes 24 hours to recharge before it can be used again.

A vehicle formed out of a motosphere has a hardness of 7, and its hover jets allow it travel over both land and water (though not underwater). The vehicle has 14 Hit Points and becomes broken when it is reduced to 7 Hit Points or fewer. A vehicle that is reduced to 0 Hit Points turns back into a motosphere and can’t be used until it is repaired (treat it as if it were broken).

Motospheres can be sold back only in their original pack of four for the normal 10% of the set’s purchase price; a set that is missing even one motosphere (or containing one that is broken) can be sold back for 2% of the set’s purchase price.


Null-space kennel, mk 2

Level: 7
Price: 6,000 credits
Bulk: L
Source: GM pg. 46

Anull-space kennelis a small device designed to be worn or strapped to clothing. This functions as anull-space chamber(Core Rulebook227), opening a circular extradimensional rift into a pocket space when activated, closing that rift when activated again, and not increasing in bulk despite the pocket space’s contents. Whereas anull-space chambercan store virtually any object, anull-space kennelis designed to house and transport a willing pet or companion creature (Alien Archive 3138), giving it enough room to relax, eat, and play in relative comfort. The maximum creature size and available air capacity of the pocket space depends on the model ofnull-space kennel. For every size category a creature is smaller than thenull-space kennel’s maximum creature size, multiply the time the item can sustain the creature by 4. Other than its creature occupant, anull-space kennelcan only store and close while containing items of a combinedbulk that doesn’t exceed the device’s item level. While the device’s rift is open, the creature can leave freely, and the rift closes once it exits.

When you purchase anull-space kennel, you can customize its interior, such as having it be a saltwater pool, woodland clearing, or indoor space. These features are entirely contained within the pocket space, even if you attempt to pour out the device’s contents. If you store UPBs in anull-space kennel, the device consumes a number of UPBs per day equal to twice its item level, using these to fabricate food and a variety of engaging toys for the creature inside. By spending 8 hours reconfiguring the device and expending UPBs worth 10% the device’s cost, you can change the interior features.

  • Mk 1 (Level 3): The device can house a Medium creature with enough air for 24 hours.
  • Mk 2 (Level 7): The device can house a Large creature with enough air for 24 hours.
  • Mk 3 (Level 11): The device can house a Huge creature with enough air for 24 hours.
  • Mk 4 (Level 15): The device can house a Huge creature with enough air for a week.

Retrieval Charms, Mk 1

Level: 7
Price: 6,500 credits
Bulk: L
Capacity: 1
Usage: 1/action
Source: AR pg. 124

Retrieval Charms

Range:

100 Miles


Software Imp, Tier 4

Level: 7
Price: 6,000 credits
Bulk: -
Source: AR pg. 124

Whether or not it has attained true consciousness, a software imp is a perverse and illegal AI obnoxious enough that the question is academic. Software imps come on memory sticks so they remain isolated from your own systems. A software imp has a tier, and it is ineffective on any computer of a higher tier than its own.

You must have access to a computer to install a software imp on it, and you can do so as a 3-action activity. The imp renders its memory stick unusable on the way out, leaving no way to conclusively determine what was once stored there. Once installed, the software imp becomes an artificial personality on its host computer. If the computer already has an artificial personality, the imp finds and overwrites it if possible. Faced with an artificial personality to which it does not have access, the imp lies in wait until it gains access to that personality in order to replace it.

Initially, the imp can access information and modules that were accessible to you when you installed the imp. It can gain further access if a user unwittingly uses more access while the imp is installed. The imp can also fool users into giving it more access by attempting Bluff, Diplomacy, Intimidate, and Sense Motive checks with a bonus according to its tier.

While acting as an artificial personality, the imp is as unhelpful as possible to anyone attempting to use the system. The software imp doesn’t ignore commands, but it interprets them in the worst way possible. It can misdirect, reveal unwanted information, obfuscate the truth, and otherwise aggravate and demoralize the user.

Finding and removing a software imp requires a successful Computers check to hack the imp as if it were a computer of its tier. However, the imp copies and installs itself as redundantly as it can, based on its tier number, and it can revive itself so long as a single copy remains. A dismissal spell targeting a computer infested with software imps can remove the malicious AIs as if they were extraplanar creatures, each with a CR equal to its item level and a Will save bonus based on its tier.

The tiers of software imps and the capabilities of each are as follows.

Skill bonus +14; Will +10; two copies


Allegiance Collar

Level: 8
Price: 10,000 credits
Bulk: L
Source: AP #13 pg. 16

A black iron choker, an allegiance collar contains technomagical circuitry that adapts to someone who willingly wears it for 24 hours. It grants such a wearer the benefits and weaknesses of the fire subtype and the Solar Adaptation universal creature rule. The collar can be removed only with a special key or a successful DC 32 Engineering check.

In addition, this collar contains a self-destruct feature that can be triggered in several ways: via a specific encrypted hybrid electronic signal, if the collar doesn’t receive a similar sort of signal (usually with paired encryption) in a specified amount of time, upon certain individuals uttering a command word, or if the wearer simply wills it. The collar also activates if a creature fails the Engineering check to remove it.

Upon activation, the collar illuminates with red light and the device injects the wearer with nanites adapted to the wearer’s genetic code. These nanites destroy a wearer’s brain in seconds (death is instantaneous), obliterate the head in 1 round, and then disassemble the rest of the body in a number of rounds equal to 1 + the number of steps by which the creature’s size category exceeds Small. Once the process is over, the nanites decompose, and all that remains of them and their victim is molecular dust. The nanites are harmless to organisms they aren’t adapted to disassemble, and they decompose seconds after being removed from the collar.

After the collar activates, its magic fades, becoming just an ornate piece of iron jewelry worth about 20 credits.

Fire subtype changes must be manually added in the Attributes tab of the sheet.

Fire

SourceSF AA,SF AA,SF AA,SF AA

This subtype is usually applied to outsiders with a connection to the Plane of Fire and creatures with a strong affinity to fire.

Traits: Immunity to fire; vulnerable to cold.


Anti-Gravity Puck, Mk 2

Level: 8
Price: 1,300 credits
Bulk: -
Source: EN pg. 160

An anti-gravity puck is a single-use, bright silver disk, about 4 inches in diameter and 1 inch thick, with a completely smooth surface. You can attach a puck to an object or willing or unconscious creature as a free action, negating the effects of gravity on that object or creature for 1 hour. A creature or object with an anti-gravity puck attached to it can be easily pushed or pulled. The size of object or creature that an anti-gravity puck can support depends on its mark: a mk 1 puck can negate gravity for something with up to 10 bulk; a mk 2 puck can negate gravity up to 100 bulk, and a mk 3 puck can do so up to 1000 bulk. Multiple anti-gravity pucks can be attached at the same time to negate gravity for larger creatures and objects.


Computer Idol, Mk 2

Level: 8
Price: 8,500 credits
Bulk: L
Capacity: 2
Usage: 1/action
Source: AR pg. 120

Computer Idol

A computer idol allows a number of rerolls per day based on its type. Once you benefit from a given computer idol, you can’t benefit from a different one for 24 hours.

Two rerolls


Creator Capsule, Mk 2

Level: 8
Price: 9,000 credits
Bulk: L
Capacity: 1
Usage: 1/action
Source: AR pg. 120

Creator Capsule

A creator capsule takes 1 round to create an item, plus 1 round per bulk of the item above light. No individual printed item can have a bulk greater than 3. The creator capsule consumes itself during the printing process. Although the printer can be stopped as a single action, doing so renders the capsule useless for further printing. An item printed by the creator capsule is of average quality, and it has the statistics of an ordinary item of its type.

Based on its type, a creator capsule has the following cost and level limits on items it creates.

Combined cost up to 4,500 credits; item level no higher than 6


Dimensional Fetters

Level: 8
Price: 9,200 credits
Bulk: 1
Source: AP #4 pg. 45

These manacles (Core Rulebook 221) are crafted from a special hardened ceramic etched with mystic symbols. They are opened with a security code. A creature restrained by dimensional fetters that attempts to use a teleportation effect or spell fails unless it succeeds at a DC 30 Will save.


Dromada Clutch

Level: 8
Price: 9,200 credits
Bulk: 1
Source: AA3 pg. 29

This sleek briefcase can securely hold up to 4 objects of light or negligible bulk. When you purchase a dromada clutch (or have access to one that is unsealed) you can set a command word that magically seals and unseals the briefcase. While sealed, a dromada clutch protects its contents from being viewed—even by x-ray scanners and creatures with Sense Through. In addition, hybrid and magic items within a sealed dromada clutch cannot be detected by divination effects, such as Detect Magic and Arcane Sight. A sealed dromada clutch acts as a container with a permanent Security Seal spell and a good lock.


Fearmonger, mk 2

Level: 8
Price: 9,300 credits
Bulk: 1
Capacity: 2
Usage: 2/day
Source: GM pg. 45

This collapsible, lightweight piece of military surplus looks like a loudspeaker set atop tripod legs. Setting up and positioning afearmongertakes a single action, and you can activate it from up to 60 feet away as a 2-action activity twice per day. When activated, thefearmongerunleashes a magically enhanced subsonic burst in a 30-foot cone that scares nearby creatures, with the effect varying by the device’s model. This is a mind-affecting, sonic, and feareffect. Once a creature has attempted a saving throw against the device, it’s immune to subsequent uses offearmongersfor 24 hours.

  • Mk 1 (Level 4): Thefearmongercauses creatures of CR 6 or lower in the area to become shaken for 1d4+1 rounds (Will DC 14 negates).
  • Mk 2 (Level 8): Thefearmongercauses creatures of CR 10 or lower in the area to become shaken for 1d4+1 rounds (Will DC 17 negates). Any affected creature of CR 6 or lower is frightened for 1 round, after which they are shaken for 1d4 rounds.
  • Mk 3 (Level 12): Thefearmongercauses all creatures regardless of CR in the area to become shaken for 1d4+1 rounds (Will DC 20 negates). Any affected creature of CR 10 or lower is instead panicked for 1 round, after which they are shaken for 1d4 rounds.

Instant vehicle (all-terrain transport)

Level: 8
Price: 2,500 credits
Bulk: L
Capacity: 24
Usage: 1/hour
Source: GM pg. 46

All-Terrain Transport

Aninstant vehicleis a miniature silver statuette of a vehicle with a small switch set into its base. You can flip the switch as a 2-action activity, causing the statuette to transform into a fully operational version of the depicted vehicle at the beginning of your next turn. The vehicle appears either in your space (in which case you can board the vehicle without taking an action) or adjacent to you in a space that can support it; you can’t, for example, activate a land vehicle mid-air to create a falling hazard. You can deactivate the vehicle as a 2-action activity, causing it to shrink into a statuette at the beginning of your next turn, harmlessly expelling its occupants into the nearest available spaces in the process.

Aninstant vehiclecan function as a vehicle for up to 24 hours, after which it permanently reverts to its statuette form and becomes nonmagical. This duration need not be continuous, but is measured in 1-hour increments. The vehicle regains 1 Hit Point every hour it remains in statuette form.


Instant vehicle (pump-jet sub)

Level: 8
Price: 3,800 credits
Bulk: L
Capacity: 24
Usage: 1/hour
Source: GM pg. 46

Pump-Jet Sub

Aninstant vehicleis a miniature silver statuette of a vehicle with a small switch set into its base. You can flip the switch as a 2-action activity, causing the statuette to transform into a fully operational version of the depicted vehicle at the beginning of your next turn. The vehicle appears either in your space (in which case you can board the vehicle without taking an action) or adjacent to you in a space that can support it; you can’t, for example, activate a land vehicle mid-air to create a falling hazard. You can deactivate the vehicle as a 2-action activity, causing it to shrink into a statuette at the beginning of your next turn, harmlessly expelling its occupants into the nearest available spaces in the process.

Aninstant vehiclecan function as a vehicle for up to 24 hours, after which it permanently reverts to its statuette form and becomes nonmagical. This duration need not be continuous, but is measured in 1-hour increments. The vehicle regains 1 Hit Point every hour it remains in statuette form.


Kinetic Coverter, Mk 1

Level: 8
Price: 10,500 credits
Bulk: L
Capacity: 1
Usage: 1/action
Source: AR pg. 123

Kinetic Coverter

  • Mk 1 (Level 8): Distance 10 feet per 5 damage; one use
  • Mk 2 (Level 12): Distance 5 feet per 5 damage; two uses
  • Mk 3 (Level 16): Distance 5 feet per 10 damage; three uses

Memory Crypt

Level: 8
Price: 9,500 credits
Bulk: -
Source: AR pg. 123

An accessory of bone-like plastic worn on the body near the brain, a memory crypt uses magical microcircuitry to keep an ongoing record of your experiences and monitor your vital signs. A memory crypt must be worn for 24 hours to adapt to your neurophysiology. During this time, it records nothing, but thereafter, it records your memories and experiences. After the item adapts to you, you can set a passcode to prevent those who don’t know the word or phrase you set from activating the device. A hacker can bypass the password with a successful DC 30 Computers check.

If you remove the memory crypt or die, the item stops recording, though it preserves the record of your personality and vitals up to that point. Someone who has the memory crypt can activate it as a 2-action activity. Doing so displays a hologram of you in a form called a memory ghost. This “ghost” can answer up to six questions. Its knowledge is limited to what you knew up to the point the record in the memory crypt ends, including the languages you spoke.

Your ghost answers and converses with creatures as you would, with the attitudes you hold. If you trust the creature asking questions, the memory ghost answers truthfully and helpfully. Otherwise, the ghost can refuse to answer questions or attempt to deceive the questioner using your Bluff skill. A creature can attempt a Computers check to hack the memory crypt to erase it or force your memory ghost to answer questions truthfully. The DC to erase the memory crypt is 20 + your Bluff bonus or your level or CR, whichever is higher. The DC to force your memory ghost to answer is 5 higher. If a memory crypt is erased before being used to question the memory ghost it contains, it can be reused. Additionally, a memory crypt that contains an intact memory ghost can be used as the representation required for casting Raise Dead or the monument required for Reincarnate. If used in this way to successfully cast either spell, the memory crypt is consumed. Once a memory crypt is activated, the memory ghost remains for 10 minutes or until it answers six questions. Magic powers the circuitry to replicate brain patterns. These patterns are disrupted if another power source is patched into the item in an attempt to prolong the memory ghost. When the duration ends, the memory crypt can be activated to project the memory ghost’s image, but the memory ghost is gone and can no longer interact, answer questions, or serve as the focus for raise dead or restoration. A memory crypt in this state can’t be reused.


Mi-Go Brain Cylinder

Level: 8
Price: 10,000 credits
Bulk: 1
Source: AA2 pg. 83

The mi-go brain cylinder is part of the most infamous mi-go surgical procedure, in which a creature’s brain is extracted and made an organic memory bank. The biotech cylinder suspends an extracted brain in a matrix of biotechnological and magical slime that sustains the tissue and suppresses any mental powers the brain has. Inside the cylinder, a brain can survive indefinitely, locked away in its own thoughts. Attachments can allow the brain to see, hear, and speak; migo often attach such gear to access the brain’s information.

Once a mi-go brain cylinder has a speech attachment, it can converse. It has all its skills and memories, but nothing about the cylinder compels the brain to answer questions or to do so truthfully. Most enslaved brains have been conditioned via pain and isolation to be compliant to questioning, but those within newly created cylinders might need coaxing to cooperate. A brain is susceptible to any spell or power it was susceptible to before it became disembodied. Some mi-go have powers that allow them to encourage or force a brain’s compliance or to telepathically probe a brain for desired data.


Mind memory chip, mk 2

Level: 8
Price: 9,850 credits
Bulk: L
Source: GM pg. 46

Amind memory chipresembles a thumb drive or similar data-storage device, albeit with a flesh-like exterior engraved with silvery outlines resembling a brain’s folds. When held against the skin of a helpless or willing living creature for 3 rounds, the chip adheres to the creature, after which you can command the chip to download a specific memory (or memories from an unbroken stretch of time) from the host creature. The host creature can resist the chip in several ways. First, the host can attempt a Will save with a DC based on the device’s model, becoming immune to that chip’s memory extraction for 24 hours if it succeeds. Second, attaching the chip to a sleeping host is noticeable, and you must succeed at a Sleight of Hand check opposed by the host’s Perception check (including only a –5 penalty for the asleep condition) to attach it without alerting the target.

Themind memory chipdetaches from the host creature easily and can be plugged into a computer to transfer and display the memories like a video or uploaded into another creature’s memories through a datajack augmentation or similar device. A recipient can easily distinguish uploaded memories from their own, and even if the uploaded memories record educational material, the memories don’t grant the recipient additional skills, languages, or abilities. The capacity of themind memory chipis dependent upon its model, as described below.

  • Mk 1 (Level 3): The chip has a 10-minute capacity and Will save DC of 14
  • Mk 2 (Level 8): The chip has a 1-hour capacity and Will save DC of 18.
  • Mk 3 (Level 14): The chip has a 1-day capacity and Will save DC of 22.
  • Mk 4 (Level 19): The chip has a 1-week capacity and Will save DC of 26.

Level: 8
Price: 11,000 credits
Bulk: L
Source: CRB pg. 226

Mindlink Circlet

You can telepathically communicate with any creatures within 100 feet with which you share a language. This otherwise functions like a Shirren’s limited telepathy species trait.


Sense silk, Mk 3

Level: 8
Price: 11,000 credits
Bulk: -
Source: AP #37 pg. 53

Kalistocrats have worn white since before they traveled among the stars, and certainly before those who possessed senses beyond the ones normally available to humans became Kalistocrats. This special silk can be woven into clothing to create a field around the wearer that signifies the clothing adheres to the Prophecies of Kalistrade’s standards of decency, cleanliness, and personal boundaries. This field is perceived by all the senses of living creatures within range, in much the same way that vision perceives the attire as white (a creature might sense a smell that indicates cleanliness or perceive a vibration that indicates peacefulness). Mk 1 sense silk has a range of 30 feet. Mk 2 sense silk has a range of 100 feet. Mk 3 sense silk also has a range of 100 feet, and you can communicate telepathically with any other wearer of sense silk within that range, as long as you share a language. Sense silk can be combined with Cleanliness circuits and Defensive threads in a single outfit (paying each cost separately), and such an outfit counts as only one worn hybrid item.


Short-range Teleporter, Mk 1

Level: 8
Price: 10,000 credits
Bulk: 1
Hands: 1
Usage: 1/day
Source: EN pg. 163 + Errata

This device is a glowing translucent cube that is warm to the touch. as a 2-action activity, you can activate it to teleport instantly to an empty space you can see within a number of feet equal to 50 x the short-range teleporter’s mark; this movement doesn’t provoke reactive Strikes. You can use this device a number of times per day equal to twice its mark.


Staff of Nuclear Vengeance

Level: 8
Price: 10,500 credits
Bulk: 1
Source: SFS #2–16 pg. 17

The staff of nuclear vengeance is an 8th-level hybrid item of 1 bulk, and it costs 10,500 credits. It resembles an autoclaw fixed to the end of a long rod, with the claw gripping a small chunk of glowing nuclear material encased in an invisible forcefield. It can be used as either a melee weapon or a small arm. As a basic two-handed melee weapon, the staff deals 2d6 bludgeoning and fire damage with the Irradiate critical hit effect and has the special properties block and radioactive weapon. When the staff is used as a small arm, it has a range increment of 60 feet, and a single shot consumes two charges from its 40-charge capacity and deals 2d4 fire damage with the Irradiate critical hit effect and the radioactive weapon special property. Switching the staff from melee functionality to ranged functionality (and vice versa) is a free action. Additionally, the staff may be loaded with a small piece of specially-crafted radioactive material costing 2,500 credits; the wielder may consume this resource as a 2-action activity to cast Irradiate as though using a spell gem, using his character level as his mystic level, even if he isn’t a spellcaster.


Vampiric Charger

Level: 8
Price: 10,000 credits
Bulk: L
Source: AR pg. 125

Carved to resemble a grotesque, bestial head, a vampiric charger has a wide maw with a pair of sharpened fangs serving as prongs. The charger converts life force into magical power and then into electricity.

as a single action, you can insert a battery into the vampiric charger, and as another single action, you can stab the charger's fangs into a Helpless or willing creature. Your target loses 1d4+1 Hit Points, which can’t be negated or mitigated in any way without causing the charger to fail. Every round thereafter, the creature takes 1 Constitution damage, and the battery attached to the charger regains 10 charges (up to its maximum). Once attached to a creature, the vampiric charger continues to inflict Constitution damage until it is removed or the creature dies, even if the battery is fully charged. A creature can remove the charger as a single action.

Each time a battery is recharged in this way, it has a 20% chance to become corrupted. If the creature the charger is attached to dies while a battery is charging, that battery immediately becomes corrupted. Only a vampiric charger can recharge such a corrupted battery.


Void projector

Level: 8
Price: 8,500 credits
Bulk: L
Capacity: 10
Usage: 1/minute
Source: DC pg. 93

as a 2-action activity, you can activate avoid projectorto transform a 20-foot-radius area into a zero-g environment. The area has no gravity. Avoid projectorcan operate for up to 10 minutes per day. This duration need not be continuous, but it must be used in 1-minute increments. The device has a timer, which you can set as a single action, that enables thevoid projectorto operate for a set number of minutes. You can deactivate avoid projectoras a free action.


Adjudicator's eye

Level: 9
Price: 12,500 credits
Bulk: L
Capacity: 3
Usage: 1/action
Source: AP #16 pg. 51

A few years ago, a Qabarat-based news agency broadcast an investigative report about a small planet in the Vast called Aurok 6, which featured a near-utopian civilization on its surface but a complicated infrastructure of prisons below. According to the report, Aurok 6’s aboveground nations enjoy peace and quiet due to the contributions of a planetary law enforcement agency with international jurisdiction, known only as the Adjudicators, who wield psychic technology and governmental authority to act as judge, jury, and executioners when pursuing criminals. Since the broadcast, several weapons manufacturers have secretly visited the planet, and now examples of experimental “judgment tech” weapons accessories can be found on various dark infospheres throughout the Pact Worlds. The most notable of these is a scope, known as an adjudicator’s eye, that can supposedly determine the guilt or innocence of a target.

An adjudicator’s eye functions as a combined laser scope and nightvision scope (Starfinder Armory 61), but it also contains mnemonopathic sensors capable of scanning a target’s memories for recollections of a specified crime or attempted crime. Once per day, in a process that takes 1 minute, you can program the scope’s sensors with a single yes-or-no question testing responsibility for a particular crime, such as “Did the target attempt to blow up my starship?” or “Did the target plant the explosive device in the Eoxian embassy?” Three times per day, you can activate an adjudicator’s eye attached to a weapon as a single action. For the next 10 minutes, when aiming or looking through the scope, the sensors automatically scan targets to reveal their perception of guilt or innocence in regards to that question. Each target must succeed at a DC 18 Will save or the adjudicator’s eye searches their memories for information about the specified question. These memories indicate only whether or not the target remembers themself as being innocent or guilty of the crime in question, and they do not necessarily reflect the truth (as in the case of someone who has been affected by modify memory). The scope places a “guilty” indicator over any target that recalls participating in the specified crime, and an “innocent” indicator over any target that has no memory of the crime or who succeeded at the Will save. Deactivating an adjudicator’s eye is a single action.

The adjudicator’s eye imposes a –2 penalty on attack rolls made with the weapon it is attached to against any unscanned target or any target the scope has deemed innocent.


Cacophonic Generator

Level: 9
Price: 13,300 credits
Bulk: 1
Hands: 1
Source: EN pg. 160

A cacophonic generator is a dense cube of metal, about 5 inches square, with a runes etched on its surface. as a 2-action activity, you can activate the cacophonic generator and throw it as a ranged attack with a range increment of 30 feet, targeting a square (AC 5). Upon landing, the cacophonic generator creates a discordant mixture of sounds that disorients creatures within 10 feet of it, giving them the flat-footed condition for 1d4 rounds (DC 23 Reflex save negates).

After each use, the cacophonic generator can be retrieved and reused, though it requires 10 minutes to become fully charged again.


Captive-Star Amulet, Red Dwarf

Level: 9
Price: 14,500 credits
Bulk: L
Capacity: 1
Usage: 1/action
Source: AR pg. 120

Captive-Star Amulet

Captive star amulets come in three types with varying functions.

A red dwarf captive-star amulet has no other functions.


Entropy Gloves

Level: 9
Price: 13,000 credits
Bulk: L
Capacity: 1
Usage: 1/action
Source: AR pg. 122

These dark gloves have silver claws and a clear hemisphere embedded on the back of the hand that contains a writhing ball of negative energy. The gloves count as a worn magic item unless you install them in armor, taking up one upgrade slot.

Once per day as a 2-action activity while wearing the gloves, you can use Entropic Grasp as a innate spell (save DC = 14 + your key ability score modifier; caster level 9th). If you hit with a melee attack (including an unarmed strike), you can use the spell from the gloves as a reaction, targeting the same creature the attack hit, without provoking an reactive Strike. After the first time you cast the spell, you can spend 1 Focus Point to cast it again, up to two more times on a given day. Once you use a given pair of entropy gloves, you can’t use a different pair for 24 hours.


Hivejack, Mk 2

Level: 9
Price: 13,750 credits
Bulk: L
Source: AP #16 pg. 52

During the combined efforts of the Veskarium and the Pact Worlds to repel attacks from the Swarm, an enterprising research team composed mostly of Shirren and vesk mechanics developed the first hivejack to allow a user to “hack” into the hive mind of the Swarm in an effort to detect and manipulate the thoughts of individual Swarm components. A hivejack consists of a pair of small spherical applicators that are placed just above or below your visual sensors; it takes an uninterrupted 24 hours for the item to adjust to your mental patterns before you can use it. Each applicator is connected to a long, wispy tendril that lies flat upon your head or dangles from your face; this tendril taps into the Swarm’s hive mind through replicating specific pheromones, electrostatic fields, and psychic signals while, at the same time, blocking your own thoughts from the hive mind. Creatures with racial telepathy cannot use a hivejack. These items have not seen much use since the invasion, however, as prolonged use the technology leaves you vulnerable to being dominated by the Swarm hive mind. The effects of a hivejack depend on its model, as described below.

  • Mk 1**: You can understand the telepathic communication between members of the Swarm within 30 feet of you. As a result, you gain a +2 insight bonus to Perception checks to notice any Swarm creatures attempting to use Stealth in that range and a +2 insight bonus to initiative checks in a fight against Swarm creatures that begin within that range.
  • Mk 2**: A mk 2 hivejack functions as a mk 1 hivejack, and you also gain a +1 insight bonus on attack rolls against Swarm creatures within 30 feet as you can anticipate their movements. In addition, your bonus to initiative checks increases to +4.

    Continued use of a hivejack is not without its risks. Once you have worn a hivejack for 1 week, you must attempt a Will save the first time each day you get within 30 feet of a creature with the Swarm mind ability (DC = 10 + the hivejack’s model number + 1 for each previous saving throw). If you fail, you feel an overwhelming desire to act as part of the Swarm. You must then attempt another Will save as if you had been struck with the energy ray produced by a Dominate Person spell cast by the Swarm creature with the highest CR within 30 feet, with a saving throw DC equal to 10 + 1-1/2 × the CR of the Swarm creature. You can attempt a new saving throw to shake off the dominating effect each day as long as you haven’t come within 30 feet of a Swarm creature within 24 hours.


    Mask of scrambling, mk 3

    Level: 9
    Price: 13,200 credits
    Bulk: L
    Capacity: 1
    Usage: 1/day
    Source: GM pg. 46

    This device resembles and functions as a mundane head accessory like eyeglasses, a mask, or a barrette. Once per day while wearing the device, you can activate it as a 2-action activity to shroud your body in an imperceptible aura that disrupts technological sensors. For the effect’s duration, you and your gear are difficult to detect by cameras, motion detectors, biotech eyes and ears augmentations, and other technological devices, as well as by construct creatures with the technological subtype. To such sensors, your voice is incomprehensibly garbled, your footsteps indistinct, and your features blurred and treated as though you had concealment. This effect lasts for a duration based on its model, or until you end the effect as a 2-action activity.

    • Mk 1 (Level 2): The effect lasts for 1 minute.
    • Mk 2 (Level 5): The effect lasts for 10 minutes.
    • Mk 3 (Level 9): The effect lasts for 1 hour.
    • Mk 4 (Level 13): The effect lasts for 24 hours

    Prescient Lenses, Mk 2

    Level: 9
    Price: 13,900 credits
    Bulk: -
    Capacity: 1
    Usage: 1/action
    Source: PW pg. 203

    Prescient Lenses

    Prescient lenses blend quantum computing and divination magic to model, extrapolate, and display events happening in the next few seconds as translucent holograms. A pair of lenses has one charge, which is refreshed each day, and a creature can benefit from a single use of prescient lenses each day (with any subsequent attempt showing the same few seconds of time as the first daily use). Prescient lenses were originally as optical enhancements for the robotic anacites of Aballon and can be integrated into a robot for the listed price. Alternatively, they can be installed as a cybernetic eye augmentation for 1,000 additional credits.

    Mk 1: You can study the image in the lenses as a single action and gain a +1 insight bonus to a single attack roll, ability check, or skill check attempted before the start of your next turn. Attempting an attack roll or check expends the charge.

    Mk 2: These function as mk 1 prescient lenses, but you can instead roll the attack roll or check twice and take the better of the two results.


    Proton snare Mk III

    Level: 9
    Price: 8,200 credits
    Bulk: 1
    Source: DC pg. 55

    This disc-shaped device has multidirectional rollers on five points and a stiff cable with a large button on its end for activation. as a 2-action activity, you may deploy theproton snareon solid ground up to 20 feet away. as a single action, you can activate the snare by stomping on or pressing the switch. The snare emits a 20-foot cone of high-intensity muon lasers upward. Incorporeal creatures within the cone must make a Reflex save (DC = 10 + the snare’s level) or be drawn into the trap, closing them inside, regardless of size. Trapped creatures are suspended, and don’t need to breathe, eat, or drink. The snare emits a loud alarm for one round if a trapped creature loses its incorporeal state, and then automatically opens and releases all contained creatures randomly into the spaces around it.

    Each version of the trap can affect only a certain CR of incorporeal creatures and trap up to a certain number of Hit Points. If multiple incorporeal creatures are in the trap cone, start with those closest to the trap when it’s activated, trapping those creatures and deducting their current Hit Points from the Hit Point capacity until the device reaches maximum. All remaining creatures are unaffected.

    Aproton snarecan’t be activated again until emptied (even if it’s not at capacity). Emptying aproton snarerequires a fullaction, and releases its contents randomly into either the spaces around it or another snare with available capacity.

    Mk III (Level 9): Affects up to CR 11; 200 HP capacity.


    Software Imp, Tier 5

    Level: 9
    Price: 12,500 credits
    Bulk: -
    Source: AR pg. 124

    Whether or not it has attained true consciousness, a software imp is a perverse and illegal AI obnoxious enough that the question is academic. Software imps come on memory sticks so they remain isolated from your own systems. A software imp has a tier, and it is ineffective on any computer of a higher tier than its own.

    You must have access to a computer to install a software imp on it, and you can do so as a 3-action activity. The imp renders its memory stick unusable on the way out, leaving no way to conclusively determine what was once stored there. Once installed, the software imp becomes an artificial personality on its host computer. If the computer already has an artificial personality, the imp finds and overwrites it if possible. Faced with an artificial personality to which it does not have access, the imp lies in wait until it gains access to that personality in order to replace it.

    Initially, the imp can access information and modules that were accessible to you when you installed the imp. It can gain further access if a user unwittingly uses more access while the imp is installed. The imp can also fool users into giving it more access by attempting Bluff, Diplomacy, Intimidate, and Sense Motive checks with a bonus according to its tier.

    While acting as an artificial personality, the imp is as unhelpful as possible to anyone attempting to use the system. The software imp doesn’t ignore commands, but it interprets them in the worst way possible. It can misdirect, reveal unwanted information, obfuscate the truth, and otherwise aggravate and demoralize the user.

    Finding and removing a software imp requires a successful Computers check to hack the imp as if it were a computer of its tier. However, the imp copies and installs itself as redundantly as it can, based on its tier number, and it can revive itself so long as a single copy remains. A dismissal spell targeting a computer infested with software imps can remove the malicious AIs as if they were extraplanar creatures, each with a CR equal to its item level and a Will save bonus based on its tier.

    The tiers of software imps and the capabilities of each are as follows.

    Skill bonus +17; Will +12; two copies


    Solarian Binding Crystal

    Level: 9
    Price: 13,000 credits
    Bulk: L
    Capacity: 1
    Usage: 1/day
    Source: EN pg. 163

    This technomagical crystal interacts uniquely with a solarian’s attunement cycle. When you are fully attuned in photon mode per the solarian’s stellar mode class feature, you can take a 2-action activity to become unattuned and charge this reusable crystal. Doing so allows you to store your supernova for later use as a basic grenade with a range increment of 20 feet whose damage and radius is equivalent to your supernova stellar revelation. Only you can use this item as a grenade, and you must do so before you become fully photon-attuned again. Once the stored supernova has been expended, you can recover the crystal again for later use. Using the same solarian binding crystal more than once per day causes it to be destroyed after it releases the stored supernova.

    (Use your Supernova feature for the grenade damage aspect)


    Soul Projector, Arriver

    Level: 9
    Price: 15,000 credits
    Bulk: L
    Source: AP #16 pg. 34

    Soul Projector

    A soul projector is a bracer of dark stone accented with brassy metal. While you wear the bracer, you are proficient with it, and you can’t be disarmed of it. The bracer counts as a worn magic item unless you install it in armor, taking up one upgrade slot. Unliving creatures can’t use a soul projector.

    Each time you attack with a soul projector, it draws forth a tiny bit of your essence to power itself, and you lose a number of Hit Points equal to the number of damage dice the projector deals to your target. This drain of vitality bypasses DR, and the soul projector fails to work if you take no damage. However, if you spend 1 Focus Point, you can cause the weapon to work without taking this damage.

    You can use the soul projector to make melee attacks or ranged attacks with a range increment of 60 feet. These attacks target EAC and deal piercing damage that has the force descriptor. A soul projector is also a boost weapon, although boosting the weapon increases the Hit Points the weapon drains from you, with the total amount remaining equal to the total number of damage dice rolled. The amount of damage the weapon deals depends on the model of the soul projector: an arriver deals 3d4 damage (boost 1d4), a returner deals 6d4 (boost 3d4), and an awakener deals 10d4 (boost 5d4). When you score a critical with the weapon, you recover the Hit Points you lost activating the soul projector, as the weapon replaces your spiritual drain with a portion of your target’s spirit.

    When your character level is within 2 levels of that of the next-highest model of soul projector, you can upgrade the item to its next model. To do so, you must acquire magical ingredients including djezet, mithral, and diamond worth the price of the more powerful soul projector, less 30% of the value of your current projector. You then use the ingredients in a 1-hour ritual to upgrade your soul projector to the higher-level model. You must also pay to upgrade any weapon fusions you wish to keep on the weapon as if transferring each of those fusions to a higher-level weapon.


    Telekinetic Gloves

    Level: 9
    Price: 13,500 credits
    Bulk: L
    Capacity: 1
    Usage: 1/action
    Source: AR pg. 125

    Thin leather gloves that have delicate steel wires running through them, telekinetic gloves allow you to manipulate objects at a distance. The gloves count as a worn magic item unless you install them in armor, taking up one upgrade slot.

    While you wear the gloves, you can use Psychokinetic Hand as a innate spell at will with a range of up to 30 feet. Once per day, the glove can be used to either use Psychokinetic Strangulation as a innate spell (range 30 feet, duration 2 rounds, save DC = 13 + your key ability score modifier) or attempt to disarm or trip a target within 30 feet of you. To attempt a combat maneuver, roll 1d20 + your level + your key ability score modifier against your target’s KAC + 8. If you succeed at the disarm maneuver, you can bring the object to you, catching it in a hand you have free or allowing it to land in your space. After you use the gloves this way for the first time in a day, you can spend 1 Focus Point to do so again, up to two more times a day. Once you use a given pair of telekinetic gloves, you can’t use a different pair for 24 hours.


    Teleport Drone

    Level: 9
    Price: 12,600 credits
    Bulk: 1
    Usage: 1/day
    Source: EN pg. 163

    While planetwide and even systemwide communication is relatively easy and commonplace, there are times when a physical item requires immediate transport. Once per day, by spending a minute inputting coordinates and securing an object of no greater than light bulk, you can program a teleport drone to teleport that object as per the teleport spell (with a caster level of 9). Once the teleport drone has reached its destination and the object it contains has been removed, it must recharge for 10 minutes before it can teleport again. You can preprogram the drone to return to your location after it has delivered its cargo, though it can only return to its point of departure and cannot be used to transport any other objects or messages that day.


    Universal Solvent, Concentrated

    Level: 9
    Price: 2,000 credits
    Bulk: -
    Source: AR pg. 125

    Universal Solvent

    Sold in enchanted vials that hold one application each, universal solvent is a magical chemical mixture that can dissolve almost every known substance in the galaxy. (Universal solvent can’t damage creatures.) as a 2-action activity, you can splash universal solvent on an object. If a creature holds or wears the item, you must hit with a melee attack against that creature’s EAC. One application of solvent can cover five objects of light bulk, one object of 1 bulk, or a 5-foot area of a surface. When the solvent’s vial is emptied, it leaves a clean, empty vial with no residue.

    Universal solvent dissolves adhesives instantaneously, including the strands released by stickybomb grenades, provided the adhesive is of an item level equal to or lower than the solvent. The solvent also softens objects it coats, suppressing hardness according to the solvent’s type. as a 3-action activity, a creature can wipe off an application of universal solvent, ending the solvent’s effect on the cleaned object (but not the object used to clean it).

    If an object is exposed to universal solvent for 1 minute, the object takes an amount of damage equal to twice the amount by which the solvent’s hardness suppression exceeded the object’s actual hardness. The solvent then becomes inert and turns to dust, and the object returns to its normal hardness.

    Universal solvent comes in the following types.

    Hardness suppression 20


    Wetware bug, mk 3

    Level: 9
    Price: 2,000 credits
    Bulk: 0
    Source: GM pg. 47

    Awetware bugis a small, digital chip programmed before use to look for specific information you wish to learn from a target. You can plant the bug covertly on an unwitting target with a successful Sleight of Hand check as though you were picking the creature’s pocket. Alternatively, you can plant the bug with a successful melee attack against the target’s EAC, and although the target easily notices you, it must succeed at a DC 21 Perception check to notice you placing the bug.

    Once planted, thewetware bugsprouts tiny legs, attaches to the target creature, and begins observing the target’s thoughts. The creature attempts a Will save with a DC based on the device’s model. If the creature succeeds, it negates the bug’s effects and is aware of some attempt to read its mind. If it fails, the bug compiles psychic impressions and sends those to a designated receiver (like a comm unit) with an effective range of 1 mile. These impressions aren’t full thoughts, but are instead a sequence of emotions and fragmented words that grant you a +4 circumstance bonus to checks made to track or gather information about the target while the bug is active. After 2d4 hours, the bug’s magical batteries burn out, and it detaches, appearing to be a generic, damaged data chip.

    • Mk 1 (Level 3): The bug has a Will save DC of 16.
    • Mk 2 (Level 6): The bug has a Will save DC of 18.
    • Mk 3 (Level 9): The bug has a Will save DC of 21.

    Antipathy Unit

    Level: 10
    Price: 20,000 credits
    Bulk: 5
    Capacity: 24
    Usage: 1/hour
    Source: AP #17 pg. 44

    An antipathy unit is a large device designed to telepathically repel intruders with a mind-affecting compulsion. When activated, the unit broadcasts a signal that most beings find subtly repulsive without being able to discern why the repulsion is occurring. The field affects an area with a radius of up to 100 feet, which you set. Upon entering the field, a creature feels the urge to leave—to remain in the area, the creature must attempt a DC 19 Will save. On a failure, the creature cannot willingly return to the area for 24 hours or until the antipathy unit deactivates. Even if the save succeeds, creatures in the area are uncomfortable, taking a –1 penalty to attack rolls and Perception checks while they remain within it. You can use the biometric parameters on an antipathy unit’s controls to exclude creatures from the effect, but unless you have available biometric data that you can input into the unit for specific absent creatures, excluded creatures must be present when the unit is activated. An antipathy unit functions for 24 hours before needing to be recharged for 24 hours. The activation need not be continuous, but any activation consumes 1 hour of the unit’s power.


    Earthbound Anklets

    Level: 10
    Price: 17,000 credits
    Bulk: L
    Capacity: 60
    Usage: 1/minute
    Source: AR pg. 121

    Made of industrial ceramic sometimes decorated with precious minerals, earthbound anklets contain an internal matrix of directional, weight, and acceleration sensors. Traditionally, the ceramic is created from soil constituents from the wearer’s home world, and the anklets are a way to carry a piece of that home. (The rarest earthbound anklets contain clay from lost Golarion.) Pragmatically, through quantum entanglement and magical means, earthbound anklets provide you a connection to normal gravity.

    While you wear earthbound anklets, you can activate or deactivate them as a 2-action activity. Wearing the active anklets allows you to act as if you’re in standard gravity, ignoring the perils of high gravity and the benefits of low gravity. In zero gravity, you decide a gravitational up and down when you activate the anklets, changing this orientation as a single action. Activating the anklets in zero-g allows you to end the off-kilter condition as part of the same action, and you can then move relative to your subjective up and down as if you were walking on a solid surface.

    This standard-gravity effect applies only to you and to objects you hold or wear. If an object, such as a thrown weapon, leaves your possession, it is subjected to the gravity of your environment rather than that provided by the anklets.

    The anklets can remain active for up to 1 hour per day. This usage need not be continuous, but it must be used in 1-minute increments. Once you benefit from a given set of earthbound anklets, you can’t benefit from a different set for 24 hours.


    Metal Nitro, Platinum

    Level: 10
    Price: 2,700 credits
    Bulk: -
    Capacity: 1
    Usage: 1/action
    Source: AR pg. 123

    Metal Nitro

    Introduced into a vehicle’s engine through the vehicle’s control panel, metal nitro comes in magical capsules of soft metal. Unlike technological racing nitrous, which releases more oxygen into an engine’s system to help the fuel burn, metal nitro infuses the vehicle with a burst of magical power.

    as a single action, you can crush a capsule of metal nitro into a vehicle’s control panel, which increases the vehicle’s drive speed and full speed for a total of 10 rounds. If the pilot fails to take the race action within 1 round of activating the metal nitro or fails the Piloting check to race from a dead stop, the metal nitro forces the vehicle to move its full speed immediately in an uncontrolled manner. If the Pilot fails the check to race, or the nitro activates in an uncontrolled manner, the pilot and any passengers take bludgeoning damage according to the type of metal nitro.

    Metal nitro can be safely used only on a vehicle that has an equal or higher item level. If you use metal nitro of an item level higher than the target vehicle’s, the vehicle takes damage after the pilot races or the vehicle first moves because of the nitro. The amount of damage varies according to the type of metal nitro. The types of metal nitro and their speed increase, as well as potential passenger and vehicle damage, are as follows.

    Speed × 2-1/2; damage 6d6


    Mnemonic Editor, Mk 2

    Level: 10
    Price: 3,000 credits
    Bulk: 10
    Source: CRB pg. 226

    Mnemonic Editor

    A mnemonic editor consists of a complex series of brain implant injectors, digital harrow deck autoreaders, illusion runes, and virtual-reality programs, all controlled by an enchanted analysis computer and attached to a mobile surgical bed. The network of magic and technology is capable of removing experiences from a patient strapped to the bed over the course of a single 24-hour session. Skills and knowledge can be excised, lessons unlearned and muscle memory altered. Memories are not lost entirely; the patient still recalls what it did during its life, whom it met, and how it felt about the moments it experienced, but the impact of those experiences is subtly altered. The device then creates a new set of experiences—clearly artificial but no less effective—by leaving impressions and implanting new knacks, muscle memory, reflexes, and skills.

    If you use a mnemonic editor, you can undo 2 character levels’ worth of decisions about which class levels you took, which feats you selected, how you applied any level-based increases to ability scores, how you assigned new skill ranks, and so on. All decisions you made as a result of advancing over the previous 2 character levels you gained are undone. You then make new selections, including new class levels, feats, skills, and the like, as if you had regained the 2 missing character levels. Go through the normal process of advancing your character through each of these 2 levels.

    Each mnemonic editor works only once—the strain on its technology and the consequences of rewriting your past to even this small degree cause it to break down into valueless junk after a single session. Additionally, the alterations made to you render it more difficult for such extraordinary procedures to be effective in the future. A mk 1 mnemonic editor cannot be used on you if you have already benefited from one in the past. However, it is possible to use a more advanced mk 2 model that functions in the same manner, even if you have already used a mk 1 mnemonic editor. Of course, you can only benefit from a mk 2 mnemonic editor once. There exist even more advanced mk 3 and mk 4 models, and each can be used on you once even after you have used a lower-level mnemonic editor, but they are so expensive that they are usually produced only upon request.


    Reworking Your Character


    A GM has the final decision on whether or not you may rework your character, changing decisions you previously made, and whether you are required to use a mnemonic editor to do so. A GM can decide that mnemonic editors are not available and cannot be crafted, created, or accessed through any means. A GM might also let a player to change a feat or class level if the player and GM agree it makes sense to do so, without resorting to such a device. The mnemonic editor provides an in-world explanation for mechanical changes made to a character. For example, it gives a character who started as an envoy but decided to study the ways of mysticism (and was seen casting spells) a plausible way to suddenly lose that spellcasting ability if the player decides that multicasting as an envoy/mystic isn’t as fun as expected.

    Necrotic Mantle

    Level: 10
    Price: 17,000 credits
    Bulk: L
    Source: PW pg. 203

    Used by the commanders of the Corpse Fleet to conceal their unliving agents, a necrotic mantle is woven of bioactive fibers that mask the necromantic energies of an undead wearer and convert positive energy into something less harmful to that undead. While wearing a necrotic mantle, if you are undead, you have the aura of a living creature instead of an undead for the purposes of magic or technology that can detect undead. You receive a +4 divine bonus to saves against any spell or effect that targets undead, such as control undead. In addition, if you are undead and fail a saving throw against a spell that both affects only undead creatures and has an ongoing effect (such as control undead), you can attempt a second saving throw after 1 round with the same DC as the first. If you succeed, you gain the same reduction in effect as if your initial saving throw had been successful. Additionally, any effort to determine whether a necrotic mantle you are wearing is a magic or technological item requires the creature making the determination to succeed at a Will save (DC = 15 + your key ability modifier).

    If you are undead and are by or in the area of an effect that restores Hit Points only to living creatures, you regain half the number of Hit Points instead of none. If that effect also damages undead creatures, you take no damage; this does not apply to effects that harm undead without healing living creatures.


    Queller

    Level: 10
    Price: 18,000 credits
    Bulk: 1
    Source: AP #4 pg. 45

    A queller looks like a simple fire extinguisher and is constantly covered with a thin layer of frost. Three times per day as a 2-action activity, you can use a queller to spray a burst of freezing chemicals in a 15-foot cone that deals 5d8 cold damage to each creature in the area (Reflex DC 15 half) and extinguishes all nonmagical fires in the cone (this ends any burning conditions). Kishalee researchers used similar devices to contain incursions from the Elemental Planes; at the GM’s discretion, other quellers that deal different types of energy damage might exist (though they don’t extinguish fires).


    Radiation Converter, Mk 3

    Level: 10
    Price: 18,700 credits
    Bulk: 5
    Source: EN pg. 163 + Errata

    This device absorbs and converts radiation into usable energy that can be used to charge batteries, and power devices, vehicles, mechs, and starships. Through the process of conversion, the radiation converter also lowers the level of radiation by 1 while it is in use. Radiation Converter affects a 10 foot radius. The charging rate and maximum radiation that the device can handle depends on its mark

    Mk 1 (level 2): Can power handheld devices and can charge batteries at a rate of 1 charge per 10 minutes. Maximum level of converted radiation: low

    Mk 2 (level 6): Can power large devices and charge batteries at a rate of 1 charge per minute. Maximum level of converted radiation: medium

    Mk 3 (level 10): Can power large devices and charge batteries at a rate of 10 charges per minute. Maximum level of converted radiation: high

    Mk 4 (level 14): Can power vehicles and fully charge vehicles batteries in 10 minutes. Maximum level of converted radiation: severe


    Remote Surveyor

    Level: 10
    Price: 18,000 credits
    Bulk: L
    Capacity: 1
    Usage: 1/action
    Source: AP #5 pg. 43

    Forbidden from venturing to the Sepres VI’s surface due both to the cultural taboo against doing so and the very real risks associated with it, seprevois—especially members and sympathizers of the Returners—created these handheld devices to remotely explore their planet’s surface. The surveyor features a small dish that transmits and receives a signal to the target, as well as a view screen and speaker that relay the device’s findings to you. The device allows you to employ both the audio and visual versions of Clairaudience/Clairvoyance simultaneously at a planetary range once per day, for a maximum duration of 10 minutes.


    Scrambler Gloves, Mk 2

    Level: 10
    Price: 18,000 credits
    Bulk: L
    Capacity: 2
    Usage: 1/action
    Source: AR pg. 124

    Runes and twisting lines crisscross the shimmering surface of scrambler gloves. The gloves count as a worn magic item unless you install them in armor, taking up one upgrade slot.

    You can touch a creature with these gloves by attempting a melee attack against your target’s EAC. If you hit, the scrambler gloves disrupt the target’s mental faculties, rendering the victim confused and Shaken for 1 round if it succeeds at a Will saving throw (DC = 10 + half the item level + your key ability score modifier), or for 1d3+1 rounds on a failed save. However, when the creature rolls on the confusion table, a result of 51–75 causes the creature to instead be staggered, and on a result of 76–100, the creature is instead staggered and can’t cast spells or activate supernatural abilities. This is a mind-affecting effect.

    After you use the gloves, you can spend 1 Focus Point to use them again. The gloves’ type determines how many times they can be used per day and how many Focus Points you can spend for additional activations per day. Once you use a given pair of scrambler gloves, you can’t use a different pair for 24 hours.

    Twice per day; 2 Focus Points


    Short-range Teleporter, Mk 2

    Level: 10
    Price: 18,500 credits
    Bulk: 1
    Hands: 1
    Usage: 2/day
    Source: EN pg. 163 + Errata

    This device is a glowing translucent cube that is warm to the touch. as a 2-action activity, you can activate it to teleport instantly to an empty space you can see within a number of feet equal to 50 x the short-range teleporter’s mark; this movement doesn’t provoke reactive Strikes. You can use this device a number of times per day equal to twice its mark.


    Telelocator

    Level: 10
    Price: 20,000 credits
    Bulk: L
    Capacity: 10
    Usage: 1/minute
    Source: AP #13 pg. 45

    A telelocator is a hybrid scanner that you can hold in one hand and activate as a single action if you have limited telepathy or telepathy. Each round, you use a single action to combine your telepathic ability with the scanner. The scanner operates by using Blindsense (thought) with a range equal to the range of your limited telepathy or telepathy, as well as Sense Through (thought) at half that range. Targets appear on the scanner showing their distance and direction from you. A telelocator works on an internal energy source that can power it for 10 minutes per day. Each use, no matter how short, consumes 1 minute of this time. However, a creature that has limited telepathy or telepathy can spend 1 Focus Point to use personal psychic power to fully recharge the telelocator. The psychic link created by using a given telelocator prevents you from using a different one for 24 hours.


    Telemedicine Chamber

    Level: 10
    Price: 19,600 credits
    Bulk: 10
    Source: EN pg. 163

    Frequently used on remote worlds where medical facilities might be low-tech or nonexistent, this device consists of a flat bed for a single patient of size Large or smaller, with an opaque semicircular lid that can be closed over the occupant. Using holographic cameras and interplanetary communication devices, the telemedicine chamber can quickly scan and transmit the condition of the enclosed patient to medical personnel elsewhere in a solar system. Once a diagnosis is determined, the device’s inlaid magical resonators allow medical personnel to cast spells with the healing descriptor through their unit to the unit with the patient inside. This increases the casing time of such spells by 1 round. Up to 5 spells per day can be cast through the telemedicine chamber.


    Telespectrum Circlet, Mk 2

    Level: 10
    Price: 20,000 credits
    Bulk: L
    Capacity: 9
    Usage: 1/action
    Source: AP #13 pg. 45

    Telespectrum Circlet

    A telespectrum circlet is a hybrid item that counts as a worn magic item unless you install it in armor, taking up one upgrade slot. The circlet increases the range of your limited telepathy based on the item’s model number. In addition, the circlet has a number of charges per day based on its model number. as a single action, you can expend one of these charges to use your limited telepathy on any creature that knows a language rather than only those that share a language with you. This effect lasts for 10 minutes. Once the circlet’s charges are expended, you can spend 1 Focus Point in place of a charge to power the effect. The psychic link created by using a given circlet prevents you from using a different one for 24 hours.

    Your limited telepathy range increases by 60 feet. The circlet has 9 charges.


    Vital Seed, Zeolite

    Level: 10
    Price: 5,000 credits
    Bulk: -
    Capacity: 1
    Usage: 1/action
    Source: AR pg. 125

    Vital Seed

    Bioengineered to grow specific chemicals and cellular structures, even those that replicate animal or humanoid flesh, vital seeds come packed in tiny capsules of First World soil to make them grow at alarming speeds. The specific effect depends on the purpose for which the seed was bioengineered. Vital seeds can grow livestock and plants, replace missing organs, and perform many other useful tasks. Some common vital seeds are listed here.

    as a 2-action activity, you can squeeze a zeolite vital seed and place it on the ground or throw it (range 20 feet). A crystalline structure grows from the seed instantaneously, creating difficult terrain in its square. The structure absorbs radiation in its square and all adjacent squares, and it diminishes the severity of radiation within 30 feet of it by one step. Creatures in the area the zeolite vital seed affects gain a +2 circumstance bonus to saving throws against radiation sickness.


    Void Dust

    Level: 10
    Price: 2,550 credits
    Bulk: -
    Capacity: 1
    Usage: 1/action
    Source: AR pg. 126

    This powder looks like shimmering iron filings, but void dust is actually nanotech infused with magic antithetical to force effects. as a 2-action activity, you can sprinkle the dust on something within your reach. When you sprinkle the dust on a magical force effect or a personal force field, roll 1d20 + 10 against a DC equal to 11 + the level of the caster or the item that created the force effect. If you succeed, the targeted effect is disrupted. A magical effect either ends, or, if it’s permanent or ongoing, is suppressed for 10 minutes. A personal force field is suppressed for 10 minutes. If you fail, the targeted effect is suppressed for 1 round. The time spent suppressed counts against an effect’s duration, and an item that uses battery charges still consumes those charges while suppressed.

    Void dust is sold by the pinch. One pinch affects only one force effect, and the pinch is consumed whether you succeed or fail. This dust isn’t strong enough to affect starship force fields or force effects of a similar scale.


    Adaptive Swarm Mask

    Level: 11
    Price: 24,500 credits
    Bulk: L
    Source: AP #19 pg. 52

    An adaptive Swarm mask is made from the exoskeleton plates from the head of a Swarm component. The mask counts as a worn magic item unless you install it in armor, taking up one upgrade slot. When you take damage of any type while wearing the mask, it reduces the damage by 5. It then ceases to provide that benefit, instead providing resistance to physical damage or energy resistance 5 against the same damage type for 1 minute. The mask remains adapted to the same damage type even if you take a different type of damage. After the duration elapses, the mask becomes unadapted and can adjust to a new damage type. This mask attracts the attention of Swarm components in the same way weapons with the Swarm weapon special property do.

    For energy resistance, Enable/Disable in the Modifiers tab. resistance to physical damage must be manually accounted for currently.


    Animistic Tools, Mk 3

    Level: 11
    Price: 22,000 credits
    Bulk: L
    Capacity: 3
    Usage: 1/action
    Source: AR pg. 120

    Animistic Tools

    People often have superstitions regarding whether objects have a spirit or intelligence, and animistic tools were made with such beliefs in mind. Each of these tool kits has the power to communicate a user’s intentions to inanimate objects. When you use animistic tools with the appropriate skill and you fail a check, you can use the tool’s magic to reroll the check and take the higher result. In addition, as a single action, you can tap or bang a tool from the kit on a broken object, causing the object to ignore the penalties of being broken for a time. An item can benefit from animistic tools in this way only once per day, causing some engineers to joke that no one likes percussive maintenance.

    The model of the tools determines the number of rerolls per day and the time an item ignores the broken condition. Once you use a set of animistic tools, you can’t benefit from a different set for 24 hours.

    Three rerolls; ignore the broken condition for 1 hour


    Infiltration Assistant

    Level: 11
    Price: 28,000 credits
    Bulk: L
    Capacity: 10
    Usage: 1/action
    Source: AR pg. 122

    A magical scanner and psychic projector connected to sophisticated 3D mapping software, an infiltration assistant can create sophisticated representational maps of an area you’re in. You wear the scanner on your head or headwear, wirelessly connected to your comm unit or eyewear. The assistant counts as a worn magic item unless you install it in your armor, taking up one upgrade slot.

    as a single action while wearing the assistant, you can cause the device to magically ping an area within a 60-foot spherical spread of you. Using this ping, the software creates a 3D reconstruction of the area, which it psychically projects to you and all creatures you consider allies in the affected area. This image adjusts to show each creature where it is in the image. The ping doesn’t sense through most objects, but it can sense through a closed door or window that isn’t airtight, hidden, or otherwise sealed. However, any starmetal in the structure of the door or window blocks this benefit. The ping can detect creatures and objects beyond your line of sight and places them as features on the map. Images of such creatures and objects are sometimes distorted, especially if they’re in motion.

    The infiltration assistant grants you and your allies in its area a +5 insight bonus to Perception checks to locate hidden creatures and doors within the mapped area. The bonus to find creatures applies only so long as those creatures remain in the same place.

    Creatures with ranks in Mysticism perceive the ping like a barely audible sound that raises goose bumps, and they can attempt a DC 25 Mysticism check to determine that something magical just happened. A creature concentrating on Detect Magic can sense the ping as a brief flash of magic, and a creature benefitting from Arcane Sight can see the ping as a literal flash of divination magic.

    An infiltration assistant can send out 10 pings per day. Each psychic image it produces lasts 5 rounds. as a single action, you can save the image on your comm unit or a similar device for later reference. This static image can provide you a map of the pinged area later without needing to ping it again, but it provides no bonus to Perception checks.

    Using the assistant creates magical resonance in creatures that benefit from it. Any creature that benefits from more than 10 pings in a given day experiences visual anomalies, becoming Dazzled until after an uninterrupted 8-hour rest.


    Mindshield Circlet, Mk 2

    Level: 11
    Price: 24,500 credits
    Bulk: L
    Source: AP #21 pg. 42

    Mindshield Circlet

    When shirrens first arrived in the Chuuva system, they were still plagued by fears that despite the protection of Hylax, they might be forced back into the Swarm, losing all the individuality and freedom of choice they had come to embrace. Researchers explored ways to further insulate the empathic race from the Swarm’s psychic call, ranging from the ineffective to the distasteful to some outright unethical practices. The mindshield circlet is in the center of this gamut, although it has retained some utility beyond the potential it has to prevent Swarm manipulation.

    While wearing a mindshield circlet, you can’t use limited telepathy and telepathy, and those using such abilities can’t contact you. In addition, you can cast no spells and use no innate spells that are mind-affecting. Furthermore, it is more difficult to affect you with such abilities, even beneficial ones. The mindshield circlet’s model determines a DC, providing protection against such effects. The creator of an effect must make a check, rolling 1d20 + caster level or CR against the DC to overcome your circlet’s protection and affect you normally.

    Even at the height of the shirrens’ collective fear of the Swarm, mindshield circlets were a poor solution, as most Shirren found the loss of their telepathic abilities to be too isolating to bear for long. The items retain utility, especially by species that don’t rely on telepathy. Such species have copied the technology and make more use of these protective devices.

    • Basic (Level 3): DC 14.
    • Mk 1 (Level 7): DC 18.
    • Mk 2 (Level 11): DC 22.
    • Mk 3 (Level 15): DC 26.
    • Mk 4 (Level 19): DC 30.

    Null-space kennel, mk 3

    Level: 11
    Price: 24,000 credits
    Bulk: L
    Source: GM pg. 46

    Anull-space kennelis a small device designed to be worn or strapped to clothing. This functions as anull-space chamber(Core Rulebook227), opening a circular extradimensional rift into a pocket space when activated, closing that rift when activated again, and not increasing in bulk despite the pocket space’s contents. Whereas anull-space chambercan store virtually any object, anull-space kennelis designed to house and transport a willing pet or companion creature (Alien Archive 3138), giving it enough room to relax, eat, and play in relative comfort. The maximum creature size and available air capacity of the pocket space depends on the model ofnull-space kennel. For every size category a creature is smaller than thenull-space kennel’s maximum creature size, multiply the time the item can sustain the creature by 4. Other than its creature occupant, anull-space kennelcan only store and close while containing items of a combinedbulk that doesn’t exceed the device’s item level. While the device’s rift is open, the creature can leave freely, and the rift closes once it exits.

    When you purchase anull-space kennel, you can customize its interior, such as having it be a saltwater pool, woodland clearing, or indoor space. These features are entirely contained within the pocket space, even if you attempt to pour out the device’s contents. If you store UPBs in anull-space kennel, the device consumes a number of UPBs per day equal to twice its item level, using these to fabricate food and a variety of engaging toys for the creature inside. By spending 8 hours reconfiguring the device and expending UPBs worth 10% the device’s cost, you can change the interior features.

    • Mk 1 (Level 3): The device can house a Medium creature with enough air for 24 hours.
    • Mk 2 (Level 7): The device can house a Large creature with enough air for 24 hours.
    • Mk 3 (Level 11): The device can house a Huge creature with enough air for 24 hours.
    • Mk 4 (Level 15): The device can house a Huge creature with enough air for a week.

    Proton snare Mk IV

    Level: 11
    Price: 18,100 credits
    Bulk: 1
    Source: DC pg. 55

    This disc-shaped device has multidirectional rollers on five points and a stiff cable with a large button on its end for activation. as a 2-action activity, you may deploy theproton snareon solid ground up to 20 feet away. as a single action, you can activate the snare by stomping on or pressing the switch. The snare emits a 20-foot cone of high-intensity muon lasers upward. Incorporeal creatures within the cone must make a Reflex save (DC = 10 + the snare’s level) or be drawn into the trap, closing them inside, regardless of size. Trapped creatures are suspended, and don’t need to breathe, eat, or drink. The snare emits a loud alarm for one round if a trapped creature loses its incorporeal state, and then automatically opens and releases all contained creatures randomly into the spaces around it.

    Each version of the trap can affect only a certain CR of incorporeal creatures and trap up to a certain number of Hit Points. If multiple incorporeal creatures are in the trap cone, start with those closest to the trap when it’s activated, trapping those creatures and deducting their current Hit Points from the Hit Point capacity until the device reaches maximum. All remaining creatures are unaffected.

    Aproton snarecan’t be activated again until emptied (even if it’s not at capacity). Emptying aproton snarerequires a fullaction, and releases its contents randomly into either the spaces around it or another snare with available capacity.

    Mk IV (Level 11): Affects up to CR 15; 300 HP capacity.


    Retrieval Charms, Mk 2

    Level: 11
    Price: 26,000 credits
    Bulk: L
    Capacity: 1
    Usage: 1/action
    Source: AR pg. 124

    Retrieval Charms

    Most retrieval charms are bejeweled decorations, although some are knickknacks that depict popular idols or fictional characters. These items come in a pair, each charm attuned to the other with magically enhanced quantum entanglement. It takes 1 minute to attach a charm to an object, and this object can have no more than 3 bulk. as a single action, you can activate the second charm while holding it, teleporting the first charm and its attached object to you. If you do so, the object instantly appears in hand if you have enough hands free to grasp it. Otherwise, it appears in your space. The attached object teleports to you even if it is worn or carried by another creature. Each set of retrieval charms can be used one time per day. The charms’ type limits the scale of the teleportation, as follows.

    Range:

    Anywhere on the same planet


    Software Imp, Tier 6

    Level: 11
    Price: 25,000 credits
    Bulk: -
    Source: AR pg. 124

    Whether or not it has attained true consciousness, a software imp is a perverse and illegal AI obnoxious enough that the question is academic. Software imps come on memory sticks so they remain isolated from your own systems. A software imp has a tier, and it is ineffective on any computer of a higher tier than its own.

    You must have access to a computer to install a software imp on it, and you can do so as a 3-action activity. The imp renders its memory stick unusable on the way out, leaving no way to conclusively determine what was once stored there. Once installed, the software imp becomes an artificial personality on its host computer. If the computer already has an artificial personality, the imp finds and overwrites it if possible. Faced with an artificial personality to which it does not have access, the imp lies in wait until it gains access to that personality in order to replace it.

    Initially, the imp can access information and modules that were accessible to you when you installed the imp. It can gain further access if a user unwittingly uses more access while the imp is installed. The imp can also fool users into giving it more access by attempting Bluff, Diplomacy, Intimidate, and Sense Motive checks with a bonus according to its tier.

    While acting as an artificial personality, the imp is as unhelpful as possible to anyone attempting to use the system. The software imp doesn’t ignore commands, but it interprets them in the worst way possible. It can misdirect, reveal unwanted information, obfuscate the truth, and otherwise aggravate and demoralize the user.

    Finding and removing a software imp requires a successful Computers check to hack the imp as if it were a computer of its tier. However, the imp copies and installs itself as redundantly as it can, based on its tier number, and it can revive itself so long as a single copy remains. A dismissal spell targeting a computer infested with software imps can remove the malicious AIs as if they were extraplanar creatures, each with a CR equal to its item level and a Will save bonus based on its tier.

    The tiers of software imps and the capabilities of each are as follows.

    Skill bonus +20; Will +14; three copies


    Void Hag Robe

    Level: 11
    Price: 25,000 credits
    Bulk: 1
    Capacity: 3
    Usage: 1/action
    Source: AP #18 pg. 24

    You can wear a void hag’s robes as white carbon skin armor, or the robes can be worn as a cloak or tabard, offering no armor protection. In either case, you can treat the robe as a worn magic item. If you do so, you can use the void hag’s stardust robes special ability. Once you use a given void hag robe, you can’t use another void hag robe for 24 hours. However, you can expend 1 Focus Points to use the robe’s powers again during the same day, up to a maximum of three times per day.

    The robes aboard the Crucible are cursed. If you use the robes as a worn magic item, you are affected as if you are inside a planar barrier. You can still travel to another plane in a larger vehicle, such as a starship entering The Drift, but you can’t travel the planes bodily. The hags on the Crucible placed this curse knowing it would preclude the bearers of their robes from using spells such as Plane Shift to easily escape the PCs, whose attack the hags foresaw in visions.

    Stardust Robes (Su)

    Three times per day as a 2-action activity, a void hag can release the energies of the cosmos stored within her robes. Creatures within 30 feet of the void hag each take 2d6+10 force damage and are outlined in glowing motes of stellar energy for 2d4 rounds. An outlined creature takes a -20 penalty to Stealth checks and doesn’t benefit from the concealment normally provided by Displacement, Invisibility, or similar effects. A target that succeeds at a DC 19 Reflex save halves this damage and negates the outlining effect. Other void hags are immune to this ability.


    Computer Idol, Mk 3

    Level: 12
    Price: 34,000 credits
    Bulk: L
    Capacity: 3
    Usage: 1/action
    Source: AR pg. 120

    Computer Idol

    A computer idol is a small statuette that creates a field of good luck during computer use. These figures vary wildly in shape, from religious figures to trivid mascots. When you fail a Computers check, the computer idol allows you to reroll and take the higher result. You must be within 5 feet of your computer idol and able to see it to benefit from it.

    A computer idol allows a number of rerolls per day based on its type. Once you benefit from a given computer idol, you can’t benefit from a different one for 24 hours.

    Three rerolls


    Creator Capsule, Mk 3

    Level: 12
    Price: 38,000 credits
    Bulk: L
    Capacity: 1
    Usage: 1/action
    Source: AR pg. 120

    Creator Capsule

    Although it appears to be little more than an oblong case full of electronics, a creator capsule is a tiny 3D printer, with a programmable interface and a supply of UPBs stored in an extradimensional space. as a 3-action activity, you can connect the creator capsule wirelessly to your comm unit or computer, then command it to print one or more nonmagical personal or technological items. Printing an item requires you to have the plans on the connected device or an infosphere connection through which you can download the blueprints.

    A creator capsule takes 1 round to create an item, plus 1 round per bulk of the item above light. No individual printed item can have a bulk greater than 3. The creator capsule consumes itself during the printing process. Although the printer can be stopped as a single action, doing so renders the capsule useless for further printing. An item printed by the creator capsule is of average quality, and it has the statistics of an ordinary item of its type.

    Based on its type, a creator capsule has the following cost and level limits on items it creates.

    Combined cost up to 19,000 credits; item level no higher than 10


    Door Binder, Mk 3

    Level: 12
    Price: 34,000 credits
    Bulk: L
    Source: EN pg. 162

    This somewhat clunky interconnected system of grapplers and chains can be used to physically bind a door or hatch to make it significantly more difficult to force open. A door binder increases the DC to force open a door by an amount equal to 5 × its mark.


    Earrings of dampening, mk 3

    Level: 12
    Price: 36,000 credits
    Bulk: 0
    Capacity: 1
    Usage: 1/action
    Source: GM pg. 44

    These small, silver earrings have sound waves etched onto their round faces. An integrated sensor in each detects vibrations and dampens sounds above a certain volume by emitting bursts of protective interference. The earrings trigger automatically when you attempt a saving throw against a sonic effect or would take sonic damage, granting a circumstance bonus to the saving throw and sonic resistance based on the earrings’ model. Once triggered, the earrings deactivate and can’t be used again until they recharge when you rest for 10 minutes to recover Hit Points.

    • Mk 1 (Level 2): Resistance 5 and a +2 save bonus.
    • **Mk 2 (Level 7): ** Resistance 10 and a +3 save bonus.
    • Mk 3 (Level 12): Resistance 20 and a +4 save bonus

    Fearmonger, mk 3

    Level: 12
    Price: 35,000 credits
    Bulk: 1
    Capacity: 2
    Usage: 2/day
    Source: GM pg. 45

    This collapsible, lightweight piece of military surplus looks like a loudspeaker set atop tripod legs. Setting up and positioning afearmongertakes a single action, and you can activate it from up to 60 feet away as a 2-action activity twice per day. When activated, thefearmongerunleashes a magically enhanced subsonic burst in a 30-foot cone that scares nearby creatures, with the effect varying by the device’s model. This is a mind-affecting, sonic, and feareffect. Once a creature has attempted a saving throw against the device, it’s immune to subsequent uses offearmongersfor 24 hours.

    • Mk 1 (Level 4): Thefearmongercauses creatures of CR 6 or lower in the area to become shaken for 1d4+1 rounds (Will DC 14 negates).
    • Mk 2 (Level 8): Thefearmongercauses creatures of CR 10 or lower in the area to become shaken for 1d4+1 rounds (Will DC 17 negates). Any affected creature of CR 6 or lower is frightened for 1 round, after which they are shaken for 1d4 rounds.
    • Mk 3 (Level 12): Thefearmongercauses all creatures regardless of CR in the area to become shaken for 1d4+1 rounds (Will DC 20 negates). Any affected creature of CR 10 or lower is instead panicked for 1 round, after which they are shaken for 1d4 rounds.

    Holding Gloves, Mk 2

    Level: 12
    Price: 4,250 credits
    Bulk: L
    Capacity: 1
    Usage: 1/action
    Source: AR pg. 122

    Holding Gloves

    Holding gloves have copper mesh on the fingertips and forming a concavity on the palm. The gloves count as a worn magic item unless you install them in armor, taking up one upgrade slot. Once per day as a 2-action activity while wearing the gloves, you can use their embedded spell as a innate spell. If you hit with a melee attack (including an unarmed strike), you can use the spell from the gloves as a reaction, targeting the same creature the attack hit, without provoking an reactive Strike. After the first time you cast the spell, you can spend 1 Focus Point to cast it again, up to two more times on a given day. Once you use a given pair of holding gloves, you can’t use a different pair for 24 hours.

    The spell imbued in holding gloves depends on their model, as follows.

    Hold Monster (save DC = 14 + your key ability score modifier; caster level 10th)


    Kinetic Coverter, Mk 2

    Level: 12
    Price: 42,000 credits
    Bulk: L
    Capacity: 2
    Usage: 1/action
    Source: AR pg. 123

    Kinetic Coverter

    A kinetic converter, also called a rebound generator or bouncy ball, is a 4-inch spherical generator that can capture incoming energy and magically redirect it. You wear the converter on your body. The converter counts as a worn magic item unless you install it in your armor, taking up a number of upgrade slots equal to its mark number. If you are the target of an attack, spell, or similar effect that deals you damage while you wear the kinetic converter, you can activate the device as a reaction, provided the effect wasn’t a critical hit. Once activated, the converter disperses the kinetic energy of the attack. Instead of taking damage, you are knocked away from the source of the damage a distance based on the convertor’s type, rounding the damage up to the nearest 5. You can fall Prone during this movement to halve the distance you move. If you hit an obstacle before moving the distance the converter threw you, you take 1d6 bludgeoning damage per 10 foot increment you would have traveled, rounded up to the nearest 10 feet. This damage conversion protects you against additional effects if those effects relied on the damage you negated. For example, a creature’s poisonous bite can’t Poison you without dealing you damage. A kinetic converter protects you only from attacks and similar effects, not from hazards such as lava or extreme gravity. The device works against falling damage, but the conversion hurls you back into the air. The damage-to-distance conversion rate and daily uses of a kinetic converter are based on its model. Once you benefit from a given kinetic converter, using a different one before 24 hours have passed throws off your sense of balance and you become Sickened until after an uninterrupted 8-hour rest.
    • Mk 1 (Level 8): Distance 10 feet per 5 damage; one use
    • Mk 2 (Level 12): Distance 5 feet per 5 damage; two uses
    • Mk 3 (Level 16): Distance 5 feet per 10 damage; three uses

    Matter converter Mk 2

    Level: 12
    Price: 38,000 credits
    Bulk: 1
    Source: DC pg. 92

    This empty box is 1-foot square and lined with glass panels and steel plates. as a 3-action activity, you can seal a consumable item (such as a grenade or serum) into the box and activate it. Once activated, thematter converterdestroys the object sealed inside the box, consuming it in a black void, and thencreates a new consumable item in its place. This new item must have an item level up to one level lower than the item consumed by thematter converter, with a maximum level based on its type. Amk 1 matter convertercan create an item with a level no higher than level 5. Amk 2 matter convertercan create an item with a level no higher than 10. Amk 3 matter convertercan create an item with a level no higher than 15.

    Amatter convertertakes 1 round per level of the created item to generate the replacement item. An item created in this way is of average quality and has the statistics for an ordinary item of its type.


    Mind Guardian

    Level: 12
    Price: 36,000 credits
    Bulk: -
    Capacity: 1
    Usage: 1/action
    Source: PW pg. 202

    The microcircuitry contained within this adamantine ring records and magically reinforces your core personality. Once per day when you first come under the control of a mind-affecting effect, such as Charm Monster or Dominate Person, you can act normally for the first round of the effect, after which you are Staggered for 1d4 rounds and affected by the mind-affecting effect as normal.

    You must wear a mind guardian at least 12 hours a day for 7 consecutive days before you can use its ability. After this, if the ring is not worn for 24 hours or longer, the mental patterns collapse and must be reestablished.

    The lashuntas of Castrovel devised the mind guardians to protect the less mentally adept against outside control. Android engineers particularly skilled in the construction of self-aware neural networks assisted in the design. While most commonly found as a ring, a mind guardian can take the form of any compact piece of jewelry or personal adornment, but it functions only when in direct contact with the body.


    Mind Scour

    Level: 12
    Price: 35,250 credits
    Bulk: L
    Source: AP #27 pg. 44

    A mind scour is composed of an adjustable steel circlet that can be placed around most humanoids’ heads, attached to a series of wires leading to a control console the size of a datapad. A mind scour scans the target’s memory and personality, collates and organizes that data, and presents on the control console a summary of key findings, which can then be transferred to a personal comm unit or other storage device. Reptoids use this information to adopt a perfect disguise, taking advantage of everything revealed, including dark secrets, passwords, the names of individuals important to the target, and more.

    A mind scour must be used on a helpless, Unconscious, or willing living creature, though it must also break down the creature’s subconscious defenses. After 1 minute of work, the creature can attempt a DC 19 Will save to resist the mind scour’s mental probing. On a failure, the mind scour learns five pieces of secret information, usually answers to questions chosen by the user and entered into the control console before the process began. If the creature is still helpless, Unconscious, or willing, the mind scour user can keep the device running for an additional minute to learn more, although the creature can make another saving throw at the end of that minute. A creature that succeeds can’t be subjected to a mind scour’s probing for 24 hours.

    The mind scour’s probing is a mind-affecting, divination effect. Using a mind scour on a helpless or Unconscious creature is an evil act.


    Phase Excavator, Mk 2

    Level: 12
    Price: 36,000 credits
    Bulk: 1
    Source: EN pg. 163

    This device is a 2-foot disk that is approximately 4 inches thick. When placed on the ground or a horizontal surface and then activated as a 2-action activity, this device phases through the surface to a preset depth, instantly excavating and teleporting the material it phases through into a neat pile in an empty space next to the hole. Once it has been used to excavate a hole, the phase excavator must recharge for 24 hours before it can be used again. The width, depth, and maximum hardness that a phase excavator can excavate through depends on its mark value.

    Mk 1 (level 6): Maximum width: 2.5 feet; maximum depth: 10 feet; maximum hardness: 8

    Mk 2 (level 12): Maximum width: 5 feet; maximum depth: 20 feet; maximum hardness: 15

    Mk 3 (level 18): Maximum width: 10 feet; maximum depth: 50 feet; maximum hardness: 25


    Psychic Resonator

    Level: 12
    Price: 40,000 credits
    Bulk: 100
    Source: AP #17 pg. 44

    A psychic resonator amplifies telepathy, allowing long-distance telepathic communication. The resonator doubles the range of limited telepathy and telepathy, affecting creatures on a planetary scale. If you have limited telepathy or telepathy, you can operate the psychic resonator as if it were a comm unit with a system-wide range to send a message to a creature you know. Otherwise, the resonator can send a telepathic broadcast at a much shorter range, such as from the depths of a star to that star’s surface. In any case, if your telepathy is Language-dependent, you must still share a language with your target for that target to understand the message. In addition, sources of psychic interference can hamper or block messages sent through a psychic resonator, changing the message’s content, feeling, or both, as well as making the results affect only certain creatures.


    Runeworm

    Level: 12
    Price: 37,000 credits
    Bulk: -
    Source: AP #6 pg. 30

    WARNING: This item contains spoilers for the Dead Sun Adventure Path.

    Currently interlaced with the skull and spine of one of Serovox’s defeated foes, this hybrid item appears to be a 24-inch-long metallic centipede covered in runes. When it is placed near your ear (or a similar orifice), it animates and enters your body. Once inside you, the runeworm intertwines with your internal anatomy and releases an arcane virus that rewrites and improves some part of your body’s function. It functions as a mk 2 synergizing symbiote, which is able to increase an ability score by 4. However, it is so advanced that it can instead upgrade any mk 2 personal upgrade already in your system to a mk 3 personal upgrade, increasing the ability score bonus from +4 to +6.

    If only using the Runeworm's base function, change and enable your selected Ability upgrade in the Modifiers tab.


    Captive-Star Amulet, Magnetar

    Level: 13
    Price: 54,000 credits
    Bulk: L
    Capacity: 1
    Usage: 1/action
    Source: AR pg. 120

    Captive-Star Amulet

    The pendant of a captive-star amulet is a miniature containment field that holds magical energy compressed to resemble a tiny star. While you wear the amulet, if a spell includes you as a target, the necklace allows you to use the counter option of Dispel Magic against that spell as a reaction. You must attempt a dispel check (1d20 + half the amulet’s item level + your key ability score modifier). A captive-star amulet works once per day, but you can spend 1 Focus Point to activate it a second time during that same day. Once you use a given captive-star amulet, you can’t use a different one for 24 hours.

    Captive star amulets come in three types with varying functions.

    In addition to countering the spell, a magnetar captive-star amulet allows you to absorb a successfully countered spell to recover one of your previously expended spell slots of a level lower than that of the negated spell.


    Eyes of Rhean

    Level: 13
    Price: 55,000 credits
    Bulk: L
    Source: AP #6 pg. 30

    WARNING: This item contains spoilers for the Dead Sun Adventure Path.

    Serovox pried this pair of pale sapphire gems from the head of an inevitable they destroyed in a duel. When you hold one of the eyes in one hand, you can control the other as a spy drone that can’t be upgraded. You see what the flying eye sees through the eye you hold. However, if you place the gems over your own eyes, they burrow into your skull and replace two of your eyes (destroying the optic nerves of any additional eyes if you have more than two eyes), functioning as a long-range darkvision capacitors augmentation. You can still send out one eye as a spy drone, during which time the eyes do not grant you darkvision. When the eyes aren’t embedded in a skull and aren’t in use, a reddish mist slowly coalesces around them.


    Felnar

    Level: 13
    Price: 50,000 credits
    Bulk: 4
    Capacity: 20
    Usage: 1/minute
    Source: AP #33 pg. 52

    CAPACITY 20; USAGE 1/MINUTE

    The felnar is a traditional sivv musical instrument. Constructed from a rare wood harvested according to strict ritual protocols that’s further amplified with magic spells, the felnar’s bed is filled with a web of interwoven metal strings attached to posts arranged around the outside of the instrument. A skilled felnar player plucks the instrument’s lower strings while strumming the higher strings; most felnar compositions require the use of four hands to play. A bow is sometimes drawn across the higher strings. A felnar is traditionally powered by a relbattery, but it can be played for a short time on a naturally regenerating reservoir of magical energy that replenishes every day.

    A felnar can boost the casting of certain spells. The caster must be familiar with the felnar and physically able to play it, but no check is necessary. Playing the felnar in this way can be combined with the casting time of any emotion, fear, or mind-affecting spell, adding a +2 enhancement bonus to the caster’s caster level and to the saving throw DC for the spell.

    Enable/Disable modifiers in the Modifiers tab.


    Mask of scrambling, mk 4

    Level: 13
    Price: 50,500 credits
    Bulk: L
    Capacity: 1
    Usage: 1/day
    Source: GM pg. 46

    This device resembles and functions as a mundane head accessory like eyeglasses, a mask, or a barrette. Once per day while wearing the device, you can activate it as a 2-action activity to shroud your body in an imperceptible aura that disrupts technological sensors. For the effect’s duration, you and your gear are difficult to detect by cameras, motion detectors, biotech eyes and ears augmentations, and other technological devices, as well as by construct creatures with the technological subtype. To such sensors, your voice is incomprehensibly garbled, your footsteps indistinct, and your features blurred and treated as though you had concealment. This effect lasts for a duration based on its model, or until you end the effect as a 2-action activity.

    • Mk 1 (Level 2): The effect lasts for 1 minute.
    • Mk 2 (Level 5): The effect lasts for 10 minutes.
    • Mk 3 (Level 9): The effect lasts for 1 hour.
    • Mk 4 (Level 13): The effect lasts for 24 hours

    Software Imp, Tier 7

    Level: 13
    Price: 50,000 credits
    Bulk: -
    Source: AR pg. 124

    Whether or not it has attained true consciousness, a software imp is a perverse and illegal AI obnoxious enough that the question is academic. Software imps come on memory sticks so they remain isolated from your own systems. A software imp has a tier, and it is ineffective on any computer of a higher tier than its own.

    You must have access to a computer to install a software imp on it, and you can do so as a 3-action activity. The imp renders its memory stick unusable on the way out, leaving no way to conclusively determine what was once stored there. Once installed, the software imp becomes an artificial personality on its host computer. If the computer already has an artificial personality, the imp finds and overwrites it if possible. Faced with an artificial personality to which it does not have access, the imp lies in wait until it gains access to that personality in order to replace it.

    Initially, the imp can access information and modules that were accessible to you when you installed the imp. It can gain further access if a user unwittingly uses more access while the imp is installed. The imp can also fool users into giving it more access by attempting Bluff, Diplomacy, Intimidate, and Sense Motive checks with a bonus according to its tier.

    While acting as an artificial personality, the imp is as unhelpful as possible to anyone attempting to use the system. The software imp doesn’t ignore commands, but it interprets them in the worst way possible. It can misdirect, reveal unwanted information, obfuscate the truth, and otherwise aggravate and demoralize the user.

    Finding and removing a software imp requires a successful Computers check to hack the imp as if it were a computer of its tier. However, the imp copies and installs itself as redundantly as it can, based on its tier number, and it can revive itself so long as a single copy remains. A dismissal spell targeting a computer infested with software imps can remove the malicious AIs as if they were extraplanar creatures, each with a CR equal to its item level and a Will save bonus based on its tier.

    The tiers of software imps and the capabilities of each are as follows.

    Skill bonus +23; Will +16; three copies


    Universal Solvent, Forte

    Level: 13
    Price: 7,500 credits
    Bulk: -
    Source: AR pg. 125

    Universal Solvent

    Sold in enchanted vials that hold one application each, universal solvent is a magical chemical mixture that can dissolve almost every known substance in the galaxy. (Universal solvent can’t damage creatures.) as a 2-action activity, you can splash universal solvent on an object. If a creature holds or wears the item, you must hit with a melee attack against that creature’s EAC. One application of solvent can cover five objects of light bulk, one object of 1 bulk, or a 5-foot area of a surface. When the solvent’s vial is emptied, it leaves a clean, empty vial with no residue.

    Universal solvent dissolves adhesives instantaneously, including the strands released by stickybomb grenades, provided the adhesive is of an item level equal to or lower than the solvent. The solvent also softens objects it coats, suppressing hardness according to the solvent’s type. as a 3-action activity, a creature can wipe off an application of universal solvent, ending the solvent’s effect on the cleaned object (but not the object used to clean it).

    If an object is exposed to universal solvent for 1 minute, the object takes an amount of damage equal to twice the amount by which the solvent’s hardness suppression exceeded the object’s actual hardness. The solvent then becomes inert and turns to dust, and the object returns to its normal hardness.

    Universal solvent comes in the following types.

    Hardness suppression 30


    Anti-Gravity Puck, Mk 3

    Level: 14
    Price: 10,000 credits
    Bulk: -
    Source: EN pg. 160

    An anti-gravity puck is a single-use, bright silver disk, about 4 inches in diameter and 1 inch thick, with a completely smooth surface. You can attach a puck to an object or willing or unconscious creature as a free action, negating the effects of gravity on that object or creature for 1 hour. A creature or object with an anti-gravity puck attached to it can be easily pushed or pulled. The size of object or creature that an anti-gravity puck can support depends on its mark: a mk 1 puck can negate gravity for something with up to 10 bulk; a mk 2 puck can negate gravity up to 100 bulk, and a mk 3 puck can do so up to 1000 bulk. Multiple anti-gravity pucks can be attached at the same time to negate gravity for larger creatures and objects.


    Consciousness transfer unit

    Level: 14
    Price: 89,700 credits
    Bulk: 20
    Capacity: 1
    Source: DC pg. 133

    This metal-and-glass disk is 8 feet in diameter and has a series of sensors and electrodes mounted along one edge. In a process that takes 1 minute, a creature lying on the disk can attach electrodes to their head (or equivalent region) and transfer their mind into a computer or construct adjacent to the consciousness transfer unit, functioning as Transfer ConsciousnessCOM(CL 14th). If the creature whose consciousness is transferred is unwilling, they can negate this effect with a successful DC 22 Will save. Once a creature has been affected by the device, whether the effect succeeded or not, they’re immune to that consciousness transfer unit’s effects for 24 hours.


    Dimensional Modulator

    Level: 14
    Price: 56,000 credits
    Bulk: 2
    Capacity: 3
    Usage: 1/action
    Source: AP #16 pg. 52

    Suspected to have been left behind by an ancient alien civilization that abandoned its home planet sometime during the Gap, a dimensional modulator looks like an asymmetrical computer with a display depicting several vertical columns of glowing digital runes that continuously morph and shift. The display is attached seamlessly to a cylindrical clockwork engine the approximate size and weight of a fire extinguisher, containing myriad ancient-looking cogs and gears incongruously integrated with more modern parts. A series of tuning forks of varying lengths, which protrude from the top of the apparatus, move when a large mechanical crank affixed to one side is operated. Three times per day as a 2-action activity, you can aim the device at a single creature within 30 feet and turn the crank clockwise five full turns; this requires the use of two hands. This causes the dimensional modulator’s engine to generate bright flashes of energy, the symbols on its display to change rapidly, and the tuning forks to spin, rise, and fall, emanating an eerie tone. The target must then succeed at a DC 22 Fortitude save or be immediately transformed into a two-dimensional creature for 1d4 rounds. If the target succeeds at the saving throw, there is a 50% chance that you are affected by the dimensional modulator instead. You must attempt the same saving throw, but if you fail, you are transformed for 1d6 rounds instead.

    Any creature that becomes two-dimensional in this way is perfectly flat and thin as paper, as if the creature is an animated painting or living shadow. Any equipment a two-dimensional creature is holding at the time of transformation transforms with the creature. Such a creature can only move and take the combat banter action to speak. They can pass through other creatures’ spaces without provoking reactive Strikes and can move along ceilings, floors, walls, and other flat surfaces as if affected by spider climb (though they need not have any limbs free to do so) at double their normal land speed. A two-dimensional creature can attempt Perception and Stealth checks, gaining a +10 circumstance bonus to Stealth checks if they move along a wall covered in paintings, graffiti, or other images. A two-dimensional creature can still be the target of attacks, spells, and special abilities, but they gain a +8 circumstance bonus to Armor Class, a +4 circumstance bonus to all saving throws, and resistance 20 to physical damage/magic. If a creature dies while two-dimensional, their image is etched permanently onto the flat surface where they perished.

    Some believe the aliens who created the dimensional modulators are still alive today, having transformed themselves into creatures perceived in more dimensions than most denizens of the Pact Worlds can comprehend.


    Entanglement Belt (Pair)

    Level: 14
    Price: 68,000 credits
    Bulk: 1
    Source: AP #33 pg. 52

    Though these metallic bands are tailored for a sivv’s broad and flat neck, most humanoids can wear them as a belt with little adjustment. They are usually found in pairs. Two creatures wearing entanglement belts can take a 2-action activity to attune themselves to each other, becoming quantum entangled. Each belt can be attuned to only one other belt. If the belts are removed, the entanglement ends, but it resumes if the creatures don the belts again. Two creatures so entangled benefit from constant status effects targeting each other. In addition, the quantum entanglement increases the bonus the wearers receive when aiding each other or flanking each other to +4.


    Force Shield Generator

    Level: 14
    Price: 78,000 credits
    Bulk: 1
    Hands: 1
    Source: EN pg. 162

    This intricately crafted device is an adamantine half sphere with force fragments orbiting its rim and a recessed handle inside it that can be twisted with significant effort to activate it. Once per day as a 2-action activity while wielding this device in one hand, you can use it to create a wall of force, as per the spell, treating the caster level as 12th.


    Metal Nitro, Star

    Level: 14
    Price: 10,800 credits
    Bulk: -
    Capacity: 1
    Usage: 1/action
    Source: AR pg. 123

    Metal Nitro

    Introduced into a vehicle’s engine through the vehicle’s control panel, metal nitro comes in magical capsules of soft metal. Unlike technological racing nitrous, which releases more oxygen into an engine’s system to help the fuel burn, metal nitro infuses the vehicle with a burst of magical power.

    as a single action, you can crush a capsule of metal nitro into a vehicle’s control panel, which increases the vehicle’s drive speed and full speed for a total of 10 rounds. If the pilot fails to take the race action within 1 round of activating the metal nitro or fails the Piloting check to race from a dead stop, the metal nitro forces the vehicle to move its full speed immediately in an uncontrolled manner. If the Pilot fails the check to race, or the nitro activates in an uncontrolled manner, the pilot and any passengers take bludgeoning damage according to the type of metal nitro.

    Metal nitro can be safely used only on a vehicle that has an equal or higher item level. If you use metal nitro of an item level higher than the target vehicle’s, the vehicle takes damage after the pilot races or the vehicle first moves because of the nitro. The amount of damage varies according to the type of metal nitro. The types of metal nitro and their speed increase, as well as potential passenger and vehicle damage, are as follows.

    Speed × 3; damage 10d6


    Mind memory chip, mk 3

    Level: 14
    Price: 74,500 credits
    Bulk: L
    Source: GM pg. 46

    Amind memory chipresembles a thumb drive or similar data-storage device, albeit with a flesh-like exterior engraved with silvery outlines resembling a brain’s folds. When held against the skin of a helpless or willing living creature for 3 rounds, the chip adheres to the creature, after which you can command the chip to download a specific memory (or memories from an unbroken stretch of time) from the host creature. The host creature can resist the chip in several ways. First, the host can attempt a Will save with a DC based on the device’s model, becoming immune to that chip’s memory extraction for 24 hours if it succeeds. Second, attaching the chip to a sleeping host is noticeable, and you must succeed at a Sleight of Hand check opposed by the host’s Perception check (including only a –5 penalty for the asleep condition) to attach it without alerting the target.

    Themind memory chipdetaches from the host creature easily and can be plugged into a computer to transfer and display the memories like a video or uploaded into another creature’s memories through a datajack augmentation or similar device. A recipient can easily distinguish uploaded memories from their own, and even if the uploaded memories record educational material, the memories don’t grant the recipient additional skills, languages, or abilities. The capacity of themind memory chipis dependent upon its model, as described below.

    • Mk 1 (Level 3): The chip has a 10-minute capacity and Will save DC of 14
    • Mk 2 (Level 8): The chip has a 1-hour capacity and Will save DC of 18.
    • Mk 3 (Level 14): The chip has a 1-day capacity and Will save DC of 22.
    • Mk 4 (Level 19): The chip has a 1-week capacity and Will save DC of 26.

    Level: 14
    Price: 78,000 credits
    Bulk: L
    Source: CRB pg. 226

    Mindlink Circlet

    Although items with powers similar to those of the mindlink circlet have existed in the Pact Worlds for thousands of years, the technological components of the this useful item were an innovation that made its powers readily available. The effects of a mindlink circlet depend upon its model, as described below.

    You can telepathically communicate with any creatures within 100 feet that are capable of understanding language, including languages you do not understand. This otherwise functions like a Shirren’s limited telepathy species trait.


    Prescient Lenses, Mk 3

    Level: 14
    Price: 77,000 credits
    Bulk: -
    Capacity: 1
    Usage: 1/action
    Source: PW pg. 203

    Prescient Lenses

    Prescient lenses blend quantum computing and divination magic to model, extrapolate, and display events happening in the next few seconds as translucent holograms. A pair of lenses has one charge, which is refreshed each day, and a creature can benefit from a single use of prescient lenses each day (with any subsequent attempt showing the same few seconds of time as the first daily use). Prescient lenses were originally as optical enhancements for the robotic anacites of Aballon and can be integrated into a robot for the listed price. Alternatively, they can be installed as a cybernetic eye augmentation for 1,000 additional credits.

    Mk 1: You can study the image in the lenses as a single action and gain a +1 insight bonus to a single attack roll, ability check, or skill check attempted before the start of your next turn. Attempting an attack roll or check expends the charge.

    Mk 2: These function as mk 1 prescient lenses, but you can instead roll the attack roll or check twice and take the better of the two results.

    Mk 3: These function as mk 2 prescient lenses, but as a reaction you can instead reroll a failed attack roll, ability check, or skill check.


    Quantum Processor

    Level: 14
    Price: 72,500 credits
    Bulk: 1
    Capacity: 1
    Usage: 1/action
    Source: AP #33 pg. 53

    A quantum processor can be attached to any computer with a 2-action activity. Any task that uses the Computers skill and normally requires 2 or more full rounds to complete takes half the time when performed on a computer with a quantum processor attached. A quantum processor also can be used to hack a computer without the need for an additional hacking kit. Finally, once per day, you can reroll one Computers check while hacking a computer to which a quantum processor has been attached.


    Radiation Converter, Mk 4

    Level: 14
    Price: 75,000 credits
    Bulk: 20
    Source: EN pg. 163 + Errata

    This device absorbs and converts radiation into usable energy that can be used to charge batteries, and power devices, vehicles, mechs, and starships. Through the process of conversion, the radiation converter also lowers the level of radiation by 1 while it is in use. Radiation Converter affects a 10 foot radius. The charging rate and maximum radiation that the device can handle depends on its mark

    Mk 1 (level 2): Can power handheld devices and can charge batteries at a rate of 1 charge per 10 minutes. Maximum level of converted radiation: low

    Mk 2 (level 6): Can power large devices and charge batteries at a rate of 1 charge per minute. Maximum level of converted radiation: medium

    Mk 3 (level 10): Can power large devices and charge batteries at a rate of 10 charges per minute. Maximum level of converted radiation: high

    Mk 4 (level 14): Can power vehicles and fully charge vehicles batteries in 10 minutes. Maximum level of converted radiation: severe


    Scrambler Gloves, Mk 3

    Level: 14
    Price: 73,000 credits
    Bulk: L
    Capacity: 3
    Usage: 1/action
    Source: AR pg. 124

    Runes and twisting lines crisscross the shimmering surface of scrambler gloves. The gloves count as a worn magic item unless you install them in armor, taking up one upgrade slot.

    You can touch a creature with these gloves by attempting a melee attack against your target’s EAC. If you hit, the scrambler gloves disrupt the target’s mental faculties, rendering the victim Confused and Shaken for 1 round if it succeeds at a Will saving throw (DC = 10 + half the item level + your key ability score modifier), or for 1d3+1 rounds on a failed save. However, when the creature rolls on the confusion table, a result of 51–75 causes the creature to instead be staggered, and on a result of 76–100, the creature is instead staggered and can’t cast spells or activate supernatural abilities. This is a mind-affecting effect.

    After you use the gloves, you can spend 1 Focus Point to use them again. The gloves’ type determines how many times they can be used per day and how many Focus Points you can spend for additional activations per day. Once you use a given pair of scrambler gloves, you can’t use a different pair for 24 hours.

    Three times per day; 3 Focus Points


    Besmaran Rose

    Level: 15
    Price: 103,300 credits
    Bulk: 1
    Capacity: 1
    Source: DC pg. 133

    ABesmaran Roseis an archaic, ornate compass with stylized flower petals around its circumference and a skeletal finger in place of a needle. Found in the possession of presumed Pirate Council members emerging from the Gap, these compasses have become informal badges for some councilors, with a pirate lord’sBesmaran Rosebeing passed to the next most seniorcouncillor upon the former’s death. Among the Free Captains, losing aBesmaran Roseis considered a terrible omen, signaling the owner’s imminent demise. Besmara’s faith periodically creates more of these items, yet the devices remain rare.

    Once per week while holding aBesmaran Rose, you can spend a 3-action activity to name an object, person, or place anywhere in the galaxy, prick your skin, and drip a drop of blood (or similar substance) onto the compass’s needle. The device quickly absorbs the blood, turns a reddish hue, and causes the skeletal finger to whirl indecisively for a moment. The compass attempts a special check, rolling 1d20+15 with a DC based on the named subject’s obscurity. The compass automatically succeeds in detecting a common subject, such as “potable water” or “a station that can repair our starship.” Rarer or more specific subjects are DC 20, such as “undersea treasure” or “the closest starport operated by the Veskarium.” Unique or carefully hidden subjects are typically DC 25 or higher, depending on their rarity, such as “Rasheen’s sunken treasure” or a specific and covert smuggler. Some subjects, like requesting secrets about the Gap, automatically fail.

    If the compass fails, it provides no benefit. If the compass succeeds, it imparts a helpful vision about the subject’s location, such as a nearby landmark. Until the compass is activated again, it can rest atop a starship’s or vehicle’s controls, granting the pilot a +10 bonus to astrogate and navigate to the location. However, theBesmaran Roseonly brings the user close to the objective, and additional local exploration and investigation are often necessary to uncover hidden destinations.


    Erasure Worm

    Level: 15
    Price: 110,000 credits
    Bulk: -
    Source: AP #26 pg. 45

    This 3-inch-long plastic tube contains an array of sentient magical computer code suspended in a gel. When the gel is squeezed directly onto a computer terminal, the code coalesces into a finger-length worm made of light. as a 2-action activity, you can tell the worm a name or description of a person, place, thing, or event you would like it to erase. The worm then rapidly makes its way into the computer’s system, attempting to corrupt or delete any information regarding the name or description it was given.

    If the computer system it is released into doesn’t have access to this information or root access, the erasure worm sits dormant until any user unlocks the system and gains access. The worm then usurps the access and starts erasing any data it finds that matches its target description. If the computer infected with an erasure worm connects to any other computer, including through an infosphere, the worm travels to that computer once it has deleted all target information on its current computer.

    An erasure worm can function for up to 30 days before the magic that binds it dissipates. It takes the worm 1 minute to erase all target data on a single computer system, 1 day to erase all target data on most large networks, and 2d6 days to erase all target data on most infospheres. If the gel is squeezed from the tube onto any other surface or object, it immediately becomes inert and evaporates in 1 hour.

    The existence of an erasure worm in a computer system can be discovered with a successful DC 41 Computers check and can be eliminated with two consecutive successful opposed Computers checks; an erasure worm has a total Computers bonus of +31. Each opposed check takes 1 minute, and while it is battling in this way, the erasure worm isn’t eliminating data.


    Hivejack, Mk 3

    Level: 15
    Price: 108,000 credits
    Bulk: L
    Capacity: 3
    Usage: 1/action
    Source: AP #16 pg. 52

    During the combined efforts of the Veskarium and the Pact Worlds to repel attacks from the Swarm, an enterprising research team composed mostly of Shirren and vesk mechanics developed the first hivejack to allow a user to “hack” into the hive mind of the Swarm in an effort to detect and manipulate the thoughts of individual Swarm components. A hivejack consists of a pair of small spherical applicators that are placed just above or below your visual sensors; it takes an uninterrupted 24 hours for the item to adjust to your mental patterns before you can use it. Each applicator is connected to a long, wispy tendril that lies flat upon your head or dangles from your face; this tendril taps into the Swarm’s hive mind through replicating specific pheromones, electrostatic fields, and psychic signals while, at the same time, blocking your own thoughts from the hive mind. Creatures with racial telepathy cannot use a hivejack. These items have not seen much use since the invasion, however, as prolonged use the technology leaves you vulnerable to being dominated by the Swarm hive mind. The effects of a hivejack depend on its model, as described below.

  • Mk 1**: You can understand the telepathic communication between members of the Swarm within 30 feet of you. As a result, you gain a +2 insight bonus to Perception checks to notice any Swarm creatures attempting to use Stealth in that range and a +2 insight bonus to initiative checks in a fight against Swarm creatures that begin within that range.
  • Mk 2**: A mk 2 hivejack functions as a mk 1 hivejack, and you also gain a +1 insight bonus on attack rolls against Swarm creatures within 30 feet as you can anticipate their movements. In addition, your bonus to initiative checks increases to +4.
  • Mk 3**: A mk 3 hivejack functions as a mk 2 hivejack, and three times per day as a 2-action activity, you can attempt to influence a single Swarm creature within 30 feet as per Suggestion, using your character level as the caster level. The DC of the saving throw is equal to 10 + half your character level + your Charisma modifier. If you have successfully used this ability against another Swarm creature that is within 30 feet of your target, that target takes a –2 penalty to the saving throw.

    Continued use of a hivejack is not without its risks. Once you have worn a hivejack for 1 week, you must attempt a Will save the first time each day you get within 30 feet of a creature with the Swarm mind ability (DC = 10 + the hivejack’s model number + 1 for each previous saving throw). If you fail, you feel an overwhelming desire to act as part of the Swarm. You must then attempt another Will save as if you had been struck with the energy ray produced by a Dominate Person spell cast by the Swarm creature with the highest CR within 30 feet, with a saving throw DC equal to 10 + 1-1/2 × the CR of the Swarm creature. You can attempt a new saving throw to shake off the dominating effect each day as long as you haven’t come within 30 feet of a Swarm creature within 24 hours.


    Mindshield Circlet, Mk 3

    Level: 15
    Price: 107,000 credits
    Bulk: L
    Source: AP #21 pg. 42

    Mindshield Circlet

    When shirrens first arrived in the Chuuva system, they were still plagued by fears that despite the protection of Hylax, they might be forced back into the Swarm, losing all the individuality and freedom of choice they had come to embrace. Researchers explored ways to further insulate the empathic race from the Swarm’s psychic call, ranging from the ineffective to the distasteful to some outright unethical practices. The mindshield circlet is in the center of this gamut, although it has retained some utility beyond the potential it has to prevent Swarm manipulation.

    While wearing a mindshield circlet, you can’t use limited telepathy and telepathy, and those using such abilities can’t contact you. In addition, you can cast no spells and use no innate spells that are mind-affecting. Furthermore, it is more difficult to affect you with such abilities, even beneficial ones. The mindshield circlet’s model determines a DC, providing protection against such effects. The creator of an effect must make a check, rolling 1d20 + caster level or CR against the DC to overcome your circlet’s protection and affect you normally.

    Even at the height of the shirrens’ collective fear of the Swarm, mindshield circlets were a poor solution, as most Shirren found the loss of their telepathic abilities to be too isolating to bear for long. The items retain utility, especially by species that don’t rely on telepathy. Such species have copied the technology and make more use of these protective devices.

    • Basic (Level 3): DC 14.
    • Mk 1 (Level 7): DC 18.
    • Mk 2 (Level 11): DC 22.
    • Mk 3 (Level 15): DC 26.
    • Mk 4 (Level 19): DC 30.

    Mnemonic Editor, Mk 3

    Level: 15
    Price: 20,000 credits
    Bulk: 10
    Source: CRB pg. 226

    Mnemonic Editor

    A mnemonic editor consists of a complex series of brain implant injectors, digital harrow deck autoreaders, illusion runes, and virtual-reality programs, all controlled by an enchanted analysis computer and attached to a mobile surgical bed. The network of magic and technology is capable of removing experiences from a patient strapped to the bed over the course of a single 24-hour session. Skills and knowledge can be excised, lessons unlearned and muscle memory altered. Memories are not lost entirely; the patient still recalls what it did during its life, whom it met, and how it felt about the moments it experienced, but the impact of those experiences is subtly altered. The device then creates a new set of experiences—clearly artificial but no less effective—by leaving impressions and implanting new knacks, muscle memory, reflexes, and skills.

    If you use a mnemonic editor, you can undo 2 character levels’ worth of decisions about which class levels you took, which feats you selected, how you applied any level-based increases to ability scores, how you assigned new skill ranks, and so on. All decisions you made as a result of advancing over the previous 2 character levels you gained are undone. You then make new selections, including new class levels, feats, skills, and the like, as if you had regained the 2 missing character levels. Go through the normal process of advancing your character through each of these 2 levels.

    Each mnemonic editor works only once—the strain on its technology and the consequences of rewriting your past to even this small degree cause it to break down into valueless junk after a single session. Additionally, the alterations made to you render it more difficult for such extraordinary procedures to be effective in the future. A mk 1 mnemonic editor cannot be used on you if you have already benefited from one in the past. However, it is possible to use a more advanced mk 2 model that functions in the same manner, even if you have already used a mk 1 mnemonic editor. Of course, you can only benefit from a mk 2 mnemonic editor once. There exist even more advanced mk 3 and mk 4 models, and each can be used on you once even after you have used a lower-level mnemonic editor, but they are so expensive that they are usually produced only upon request.


    Reworking Your Character


    A GM has the final decision on whether or not you may rework your character, changing decisions you previously made, and whether you are required to use a mnemonic editor to do so. A GM can decide that mnemonic editors are not available and cannot be crafted, created, or accessed through any means. A GM might also let a player to change a feat or class level if the player and GM agree it makes sense to do so, without resorting to such a device. The mnemonic editor provides an in-world explanation for mechanical changes made to a character. For example, it gives a character who started as an envoy but decided to study the ways of mysticism (and was seen casting spells) a plausible way to suddenly lose that spellcasting ability if the player decides that multicasting as an envoy/mystic isn’t as fun as expected.

    Null-space kennel, mk 4

    Level: 15
    Price: 102,000 credits
    Bulk: L
    Source: GM pg. 46

    Anull-space kennelis a small device designed to be worn or strapped to clothing. This functions as anull-space chamber(Core Rulebook227), opening a circular extradimensional rift into a pocket space when activated, closing that rift when activated again, and not increasing in bulk despite the pocket space’s contents. Whereas anull-space chambercan store virtually any object, anull-space kennelis designed to house and transport a willing pet or companion creature (Alien Archive 3138), giving it enough room to relax, eat, and play in relative comfort. The maximum creature size and available air capacity of the pocket space depends on the model ofnull-space kennel. For every size category a creature is smaller than thenull-space kennel’s maximum creature size, multiply the time the item can sustain the creature by 4. Other than its creature occupant, anull-space kennelcan only store and close while containing items of a combinedbulk that doesn’t exceed the device’s item level. While the device’s rift is open, the creature can leave freely, and the rift closes once it exits.

    When you purchase anull-space kennel, you can customize its interior, such as having it be a saltwater pool, woodland clearing, or indoor space. These features are entirely contained within the pocket space, even if you attempt to pour out the device’s contents. If you store UPBs in anull-space kennel, the device consumes a number of UPBs per day equal to twice its item level, using these to fabricate food and a variety of engaging toys for the creature inside. By spending 8 hours reconfiguring the device and expending UPBs worth 10% the device’s cost, you can change the interior features.

    • Mk 1 (Level 3): The device can house a Medium creature with enough air for 24 hours.
    • Mk 2 (Level 7): The device can house a Large creature with enough air for 24 hours.
    • Mk 3 (Level 11): The device can house a Huge creature with enough air for 24 hours.
    • Mk 4 (Level 15): The device can house a Huge creature with enough air for a week.

    Retrieval Charms, Mk 3

    Level: 15
    Price: 105,000 credits
    Bulk: L
    Capacity: 1
    Usage: 1/action
    Source: AR pg. 124

    Retrieval Charms

    Most retrieval charms are bejeweled decorations, although some are knickknacks that depict popular idols or fictional characters. These items come in a pair, each charm attuned to the other with magically enhanced quantum entanglement. It takes 1 minute to attach a charm to an object, and this object can have no more than 3 bulk. as a single action, you can activate the second charm while holding it, teleporting the first charm and its attached object to you. If you do so, the object instantly appears in hand if you have enough hands free to grasp it. Otherwise, it appears in your space. The attached object teleports to you even if it is worn or carried by another creature. Each set of retrieval charms can be used one time per day. The charms’ type limits the scale of the teleportation, as follows.

    Range:

    Anywhere on the same plane


    Software Imp, Tier 8

    Level: 15
    Price: 100,000 credits
    Bulk: -
    Source: AR pg. 124

    Whether or not it has attained true consciousness, a software imp is a perverse and illegal AI obnoxious enough that the question is academic. Software imps come on memory sticks so they remain isolated from your own systems. A software imp has a tier, and it is ineffective on any computer of a higher tier than its own.

    You must have access to a computer to install a software imp on it, and you can do so as a 3-action activity. The imp renders its memory stick unusable on the way out, leaving no way to conclusively determine what was once stored there. Once installed, the software imp becomes an artificial personality on its host computer. If the computer already has an artificial personality, the imp finds and overwrites it if possible. Faced with an artificial personality to which it does not have access, the imp lies in wait until it gains access to that personality in order to replace it.

    Initially, the imp can access information and modules that were accessible to you when you installed the imp. It can gain further access if a user unwittingly uses more access while the imp is installed. The imp can also fool users into giving it more access by attempting Bluff, Diplomacy, Intimidate, and Sense Motive checks with a bonus according to its tier.

    While acting as an artificial personality, the imp is as unhelpful as possible to anyone attempting to use the system. The software imp doesn’t ignore commands, but it interprets them in the worst way possible. It can misdirect, reveal unwanted information, obfuscate the truth, and otherwise aggravate and demoralize the user.

    Finding and removing a software imp requires a successful Computers check to hack the imp as if it were a computer of its tier. However, the imp copies and installs itself as redundantly as it can, based on its tier number, and it can revive itself so long as a single copy remains. A dismissal spell targeting a computer infested with software imps can remove the malicious AIs as if they were extraplanar creatures, each with a CR equal to its item level and a Will save bonus based on its tier.

    The tiers of software imps and the capabilities of each are as follows.

    Skill bonus +26; Will +18; four copies


    Soul Projector, Returner

    Level: 15
    Price: 120,000 credits
    Bulk: L
    Source: AP #16 pg. 34

    Soul Projector

    A soul projector is a bracer of dark stone accented with brassy metal. While you wear the bracer, you are proficient with it, and you can’t be disarmed of it. The bracer counts as a worn magic item unless you install it in armor, taking up one upgrade slot. Unliving creatures can’t use a soul projector.

    Each time you attack with a soul projector, it draws forth a tiny bit of your essence to power itself, and you lose a number of Hit Points equal to the number of damage dice the projector deals to your target. This drain of vitality bypasses DR, and the soul projector fails to work if you take no damage. However, if you spend 1 Focus Point, you can cause the weapon to work without taking this damage.

    You can use the soul projector to make melee attacks or ranged attacks with a range increment of 60 feet. These attacks target EAC and deal piercing damage that has the force descriptor. A soul projector is also a boost weapon, although boosting the weapon increases the Hit Points the weapon drains from you, with the total amount remaining equal to the total number of damage dice rolled. The amount of damage the weapon deals depends on the model of the soul projector: an arriver deals 3d4 damage (boost 1d4), a returner deals 6d4 (boost 3d4), and an awakener deals 10d4 (boost 5d4). When you score a critical with the weapon, you recover the Hit Points you lost activating the soul projector, as the weapon replaces your spiritual drain with a portion of your target’s spirit.

    When your character level is within 2 levels of that of the next-highest model of soul projector, you can upgrade the item to its next model. To do so, you must acquire magical ingredients including djezet, mithral, and diamond worth the price of the more powerful soul projector, less 30% of the value of your current projector. You then use the ingredients in a 1-hour ritual to upgrade your soul projector to the higher-level model. You must also pay to upgrade any weapon fusions you wish to keep on the weapon as if transferring each of those fusions to a higher-level weapon.


    Transplanar gluon blade, ethereal

    Level: 15
    Price: 135,000 credits
    Bulk: L
    Capacity: 1
    Usage: 1/day
    Source: DC pg. 55

    Occasionally, abductees manage to escape from grays with atransplanar gluon blade. It resembles a standard box cutter consisting of a plump, hard plastic handle with a short blade that extends out the top while depressing a button, retracted rapidly by a simple spring. Once per day, you can spend 1 minute concentrating with the blade to subtly work it between the seams of reality and cut open a portal to its linked transitive plane. Atransplanar gluon bladedoesn’t function if not on the Material Plane or its linked transitive plane. Portals created with the blade close after 1d4 rounds.

    Ethereal (Level 15): You cut open a portal between the Material Plane and the Ethereal Plane.


    Interplanar comm unit, Inner Sphere

    Level: 16
    Price: 160,000 credits
    Bulk: 60
    Capacity: 2
    Usage: 2/day
    Source: DC pg. 55

    Comm units capable of piercing the barriers between planes are rare. Such marvels of hybrid technology are typically controlled by powerful organizations, and their use is closely monitored. Aninterplanar comm unitcan communicate only with otherinterplanar comm unitsthat are on a single specific plane, and it can send or receive only two messages per day.

    Inner Sphere (Level 16): These can send and receive transmissions between two of the following: the Material Plane, Elemental Planes, Ethereal Plane, First World, Negative Energy Plane, Positive Energy Plane, and Shadow Plane.


    Kinetic Coverter, Mk 3

    Level: 16
    Price: 172,000 credits
    Bulk: L
    Capacity: 3
    Usage: 1/action
    Source: AR pg. 123

    Kinetic Coverter

    A kinetic converter, also called a rebound generator or bouncy ball, is a 4-inch spherical generator that can capture incoming energy and magically redirect it. You wear the converter on your body. The converter counts as a worn magic item unless you install it in your armor, taking up a number of upgrade slots equal to its mark number. If you are the target of an attack, spell, or similar effect that deals you damage while you wear the kinetic converter, you can activate the device as a reaction, provided the effect wasn’t a critical hit. Once activated, the converter disperses the kinetic energy of the attack. Instead of taking damage, you are knocked away from the source of the damage a distance based on the convertor’s type, rounding the damage up to the nearest 5. You can fall Prone during this movement to halve the distance you move. If you hit an obstacle before moving the distance the converter threw you, you take 1d6 bludgeoning damage per 10 foot increment you would have traveled, rounded up to the nearest 10 feet. This damage conversion protects you against additional effects if those effects relied on the damage you negated. For example, a creature’s poisonous bite can’t poison you without dealing you damage. A kinetic converter protects you only from attacks and similar effects, not from hazards such as lava or extreme gravity. The device works against falling damage, but the conversion hurls you back into the air. The damage-to-distance conversion rate and daily uses of a kinetic converter are based on its model. Once you benefit from a given kinetic converter, using a different one before 24 hours have passed throws off your sense of balance and you become Sickened until after an uninterrupted 8-hour rest.
    • Mk 1 (Level 8): Distance 10 feet per 5 damage; one use
    • Mk 2 (Level 12): Distance 5 feet per 5 damage; two uses
    • Mk 3 (Level 16): Distance 5 feet per 10 damage; three uses

    Proton snare Mk V

    Level: 16
    Price: 141,000 credits
    Bulk: 1
    Source: DC pg. 55

    This disc-shaped device has multidirectional rollers on five points and a stiff cable with a large button on its end for activation. as a 2-action activity, you may deploy theproton snareon solid ground up to 20 feet away. as a single action, you can activate the snare by stomping on or pressing the switch. The snare emits a 20-foot cone of high-intensity muon lasers upward. Incorporeal creatures within the cone must make a Reflex save (DC = 10 + the snare’s level) or be drawn into the trap, closing them inside, regardless of size. Trapped creatures are suspended, and don’t need to breathe, eat, or drink. The snare emits a loud alarm for one round if a trapped creature loses its incorporeal state, and then automatically opens and releases all contained creatures randomly into the spaces around it.

    Each version of the trap can affect only a certain CR of incorporeal creatures and trap up to a certain number of Hit Points. If multiple incorporeal creatures are in the trap cone, start with those closest to the trap when it’s activated, trapping those creatures and deducting their current Hit Points from the Hit Point capacity until the device reaches maximum. All remaining creatures are unaffected.

    Aproton snarecan’t be activated again until emptied (even if it’s not at capacity). Emptying aproton snarerequires a fullaction, and releases its contents randomly into either the spaces around it or another snare with available capacity.

    Mk V (Level 16): Affects up to CR 20; 500 HP capacity.


    Short-range Teleporter, Mk 3

    Level: 16
    Price: 172,500 credits
    Bulk: 1
    Hands: 1
    Usage: 3/day
    Source: EN pg. 163 + Errata

    This device is a glowing translucent cube that is warm to the touch. as a 2-action activity, you can activate it to teleport instantly to an empty space you can see within a number of feet equal to 50 x the short-range teleporter’s mark; this movement doesn’t provoke reactive Strikes. You can use this device a number of times per day equal to twice its mark.


    Telespectrum Circlet, Mk 3

    Level: 16
    Price: 160,000 credits
    Bulk: L
    Capacity: 15
    Usage: 1/action
    Source: AP #13 pg. 45

    Telespectrum Circlet

    A telespectrum circlet is a hybrid item that counts as a worn magic item unless you install it in armor, taking up one upgrade slot. The circlet increases the range of your limited telepathy based on the item’s model number. In addition, the circlet has a number of charges per day based on its model number. as a single action, you can expend one of these charges to use your limited telepathy on any creature that knows a language rather than only those that share a language with you. This effect lasts for 10 minutes. Once the circlet’s charges are expended, you can spend 1 Focus Point in place of a charge to power the effect. The psychic link created by using a given circlet prevents you from using a different one for 24 hours.

    Your limited telepathy range increases by 90 feet. The circlet has 15 charges.


    Captive-Star Amulet, Pulsar

    Level: 17
    Price: 270,000 credits
    Bulk: L
    Capacity: 1
    Usage: 1/action
    Source: AR pg. 120

    Captive-Star Amulet

    The pendant of a captive-star amulet is a miniature containment field that holds magical energy compressed to resemble a tiny star. While you wear the amulet, if a spell includes you as a target, the necklace allows you to use the counter option of Dispel Magic against that spell as a reaction. You must attempt a dispel check (1d20 + half the amulet’s item level + your key ability score modifier). A captive-star amulet works once per day, but you can spend 1 Focus Point to activate it a second time during that same day. Once you use a given captive-star amulet, you can’t use a different one for 24 hours.

    Captive star amulets come in three types with varying functions.

    A pulsar captive-star amulet can function like a magnetar captive-star amulet. Alternatively, instead of negating and absorbing the spell, you can redirect the spell. You choose the spell’s new targets, area, or other variables, but statistics determined by caster level are still calculated according to its original caster.


    Domination Visor

    Level: 17
    Price: 220,000 credits
    Bulk: 1
    Capacity: 1
    Usage: 1/action
    Source: AP #33 pg. 52

    A domination visor is a method of mental control used by sivvs on species they had enslaved. The visor looks like a pair of virtual reality goggles marked by glowing magical runes. A domination visor must be programmed or reprogrammed by someone trained in both Computers and Mysticism in a process requiring 1 day of work. The visor requires a 3-action activity to put on, and the subject must be helpless, Unconscious, or willing.

    Once donned, a domination visor plays its program over the course of 1 minute, during which time the subject is exposed to a potent, magically augmented virtual reality that subtly reprograms their conscious mind. The subject must succeed at a DC 24 Will save or be subject to an effect similar to Dominate Person, obeying whatever instructions have been programmed into the visor. A domination visor can be removed with a single action; if the domination visor is removed at any time during the 1 minute required for its program to complete, the dominate person effect fails. The commands implanted by a domination visor last for 24 hours, after which the effect ends. No new orders or commands can be given, and if the target is forced to take actions against its nature, it gets a new saving throw with a +2 bonus. The subject can’t carry out self-destructive orders. A domination visor can be used only once per day.


    Matter converter Mk 3

    Level: 17
    Price: 270,000 credits
    Bulk: 1
    Source: DC pg. 92

    This empty box is 1-foot square and lined with glass panels and steel plates. as a 3-action activity, you can seal a consumable item (such as a grenade or serum) into the box and activate it. Once activated, thematter converterdestroys the object sealed inside the box, consuming it in a black void, and thencreates a new consumable item in its place. This new item must have an item level up to one level lower than the item consumed by thematter converter, with a maximum level based on its type. Amk 1 matter convertercan create an item with a level no higher than level 5. Amk 2 matter convertercan create an item with a level no higher than 10. Amk 3 matter convertercan create an item with a level no higher than 15.

    Amatter convertertakes 1 round per level of the created item to generate the replacement item. An item created in this way is of average quality and has the statistics for an ordinary item of its type.


    Null-space Chamber, Mk 4

    Level: 17
    Price: 250,000 credits
    Bulk: L
    Source: CRB pg. 226

    You can close up to 200 bulk in this device’s pocket space, a 12-foot cube. It can hold enough air for one Medium creature or two Small creatures for 1 week.

    A null-space chamber is a circular device often designed to be strapped to an arm or backpack. When you press a button on the side, the device creates a circular extradimensional rift to a pocket space, the size of which is determined by the null-space chamber’s model. You can close it by pressing the button again, causing the entrance to the space to disappear. Anything stored within the space remains, however, traveling with the item. The null-space chamber can be opened and closed only from the outside.

    The only air within the pocket space is that which enters when you open the entrance. The device does not accumulate bulk even as its pocket space is filled. Each null-space chamber is associated with its own particular extradimensional space. Each null-space chamber can carry a set amount of bulk, after which it can no longer be closed (even if it has room left for more material). Spells and items that contain or create extradimensional spaces, such as other null-space chambers, do not function within a null-space chamber’s pocket dimension.

    A readout on a null-space chamber automatically catalogs all items within it, and if the chamber is open, you can call up any such item and have it placed in your hand as a 3-action activity.


    Software Imp, Tier 9

    Level: 17
    Price: 225,000 credits
    Bulk: -
    Source: AR pg. 124

    Whether or not it has attained true consciousness, a software imp is a perverse and illegal AI obnoxious enough that the question is academic. Software imps come on memory sticks so they remain isolated from your own systems. A software imp has a tier, and it is ineffective on any computer of a higher tier than its own.

    You must have access to a computer to install a software imp on it, and you can do so as a 3-action activity. The imp renders its memory stick unusable on the way out, leaving no way to conclusively determine what was once stored there. Once installed, the software imp becomes an artificial personality on its host computer. If the computer already has an artificial personality, the imp finds and overwrites it if possible. Faced with an artificial personality to which it does not have access, the imp lies in wait until it gains access to that personality in order to replace it.

    Initially, the imp can access information and modules that were accessible to you when you installed the imp. It can gain further access if a user unwittingly uses more access while the imp is installed. The imp can also fool users into giving it more access by attempting Bluff, Diplomacy, Intimidate, and Sense Motive checks with a bonus according to its tier.

    While acting as an artificial personality, the imp is as unhelpful as possible to anyone attempting to use the system. The software imp doesn’t ignore commands, but it interprets them in the worst way possible. It can misdirect, reveal unwanted information, obfuscate the truth, and otherwise aggravate and demoralize the user.

    Finding and removing a software imp requires a successful Computers check to hack the imp as if it were a computer of its tier. However, the imp copies and installs itself as redundantly as it can, based on its tier number, and it can revive itself so long as a single copy remains. A dismissal spell targeting a computer infested with software imps can remove the malicious AIs as if they were extraplanar creatures, each with a CR equal to its item level and a Will save bonus based on its tier.

    The tiers of software imps and the capabilities of each are as follows.

    Skill bonus +29; Will +20; four copies


    Universal Solvent, Regia

    Level: 17
    Price: 36,000 credits
    Bulk: -
    Source: AR pg. 125

    Universal Solvent

    Sold in enchanted vials that hold one application each, universal solvent is a magical chemical mixture that can dissolve almost every known substance in the galaxy. (Universal solvent can’t damage creatures.) as a 2-action activity, you can splash universal solvent on an object. If a creature holds or wears the item, you must hit with a melee attack against that creature’s EAC. One application of solvent can cover five objects of light bulk, one object of 1 bulk, or a 5-foot area of a surface. When the solvent’s vial is emptied, it leaves a clean, empty vial with no residue.

    Universal solvent dissolves adhesives instantaneously, including the strands released by stickybomb grenades, provided the adhesive is of an item level equal to or lower than the solvent. The solvent also softens objects it coats, suppressing hardness according to the solvent’s type. as a 3-action activity, a creature can wipe off an application of universal solvent, ending the solvent’s effect on the cleaned object (but not the object used to clean it).

    If an object is exposed to universal solvent for 1 minute, the object takes an amount of damage equal to twice the amount by which the solvent’s hardness suppression exceeded the object’s actual hardness. The solvent then becomes inert and turns to dust, and the object returns to its normal hardness.

    Universal solvent comes in the following types.

    Hardness suppression 40


    Universal Solvent, Regiarsal

    Level: 17
    Price: 36,000 credits
    Bulk: -
    Source: AR pg. 125

    Universal Solvent

    Sold in enchanted vials that hold one application each, universal solvent is a magical chemical mixture that can dissolve almost every known substance in the galaxy. (Universal solvent can’t damage creatures.) as a 2-action activity, you can splash universal solvent on an object. If a creature holds or wears the item, you must hit with a melee attack against that creature’s EAC. One application of solvent can cover five objects of light bulk, one object of 1 bulk, or a 5-foot area of a surface. When the solvent’s vial is emptied, it leaves a clean, empty vial with no residue.

    Universal solvent dissolves adhesives instantaneously, including the strands released by stickybomb grenades, provided the adhesive is of an item level equal to or lower than the solvent. The solvent also softens objects it coats, suppressing hardness according to the solvent’s type. as a 3-action activity, a creature can wipe off an application of universal solvent, ending the solvent’s effect on the cleaned object (but not the object used to clean it).

    If an object is exposed to universal solvent for 1 minute, the object takes an amount of damage equal to twice the amount by which the solvent’s hardness suppression exceeded the object’s actual hardness. The solvent then becomes inert and turns to dust, and the object returns to its normal hardness.

    Universal solvent comes in the following types.

    Hardness suppression 40


    Vital Seed, Regrower

    Level: 17
    Price: 40,000 credits
    Bulk: -
    Capacity: 1
    Usage: 1/action
    Source: AR pg. 125

    Vital Seed

    Bioengineered to grow specific chemicals and cellular structures, even those that replicate animal or humanoid flesh, vital seeds come packed in tiny capsules of First World soil to make them grow at alarming speeds. The specific effect depends on the purpose for which the seed was bioengineered. Vital seeds can grow livestock and plants, replace missing organs, and perform many other useful tasks. Some common vital seeds are listed here.

    **as a 2-action activity, you can swallow a regrower vital seed. This allows you to regain 12d8 Hit Points and removes the Exhausted and fatigued conditions. Any lost organs and limbs also start regrowing. If you can reattach a missing part, this regrowth takes only 1 round. Otherwise, it takes 2d10 rounds.**


    Phase Excavator, Mk 3

    Level: 18
    Price: 330,000 credits
    Bulk: 1
    Source: EN pg. 163

    This device is a 2-foot disk that is approximately 4 inches thick. When placed on the ground or a horizontal surface and then activated as a 2-action activity, this device phases through the surface to a preset depth, instantly excavating and teleporting the material it phases through into a neat pile in an empty space next to the hole. Once it has been used to excavate a hole, the phase excavator must recharge for 24 hours before it can be used again. The width, depth, and maximum hardness that a phase excavator can excavate through depends on its mark value.

    Mk 1 (level 6): Maximum width: 2.5 feet; maximum depth: 10 feet; maximum hardness: 8

    Mk 2 (level 12): Maximum width: 5 feet; maximum depth: 20 feet; maximum hardness: 15

    Mk 3 (level 18): Maximum width: 10 feet; maximum depth: 50 feet; maximum hardness: 25


    Transplanar gluon blade, astral

    Level: 18
    Price: 450,000 credits
    Bulk: L
    Capacity: 1
    Usage: 1/day
    Source: DC pg. 55

    Occasionally, abductees manage to escape from grays with atransplanar gluon blade. It resembles a standard box cutter consisting of a plump, hard plastic handle with a short blade that extends out the top while depressing a button, retracted rapidly by a simple spring. Once per day, you can spend 1 minute concentrating with the blade to subtly work it between the seams of reality and cut open a portal to its linked transitive plane. Atransplanar gluon bladedoesn’t function if not on the Material Plane or its linked transitive plane. Portals created with the blade close after 1d4 rounds.

    Astral (Level 18): You cut open a portal between the Material Plane and the Astral Plane.


    Mind memory chip, mk 4

    Level: 19
    Price: 585,000 credits
    Bulk: L
    Source: GM pg. 46

    Amind memory chipresembles a thumb drive or similar data-storage device, albeit with a flesh-like exterior engraved with silvery outlines resembling a brain’s folds. When held against the skin of a helpless or willing living creature for 3 rounds, the chip adheres to the creature, after which you can command the chip to download a specific memory (or memories from an unbroken stretch of time) from the host creature. The host creature can resist the chip in several ways. First, the host can attempt a Will save with a DC based on the device’s model, becoming immune to that chip’s memory extraction for 24 hours if it succeeds. Second, attaching the chip to a sleeping host is noticeable, and you must succeed at a Sleight of Hand check opposed by the host’s Perception check (including only a –5 penalty for the asleep condition) to attach it without alerting the target.

    Themind memory chipdetaches from the host creature easily and can be plugged into a computer to transfer and display the memories like a video or uploaded into another creature’s memories through a datajack augmentation or similar device. A recipient can easily distinguish uploaded memories from their own, and even if the uploaded memories record educational material, the memories don’t grant the recipient additional skills, languages, or abilities. The capacity of themind memory chipis dependent upon its model, as described below.

    • Mk 1 (Level 3): The chip has a 10-minute capacity and Will save DC of 14
    • Mk 2 (Level 8): The chip has a 1-hour capacity and Will save DC of 18.
    • Mk 3 (Level 14): The chip has a 1-day capacity and Will save DC of 22.
    • Mk 4 (Level 19): The chip has a 1-week capacity and Will save DC of 26.

    Mindshield Circlet, Mk 4

    Level: 19
    Price: 550,000 credits
    Bulk: L
    Source: AP #21 pg. 42

    Mindshield Circlet

    When shirrens first arrived in the Chuuva system, they were still plagued by fears that despite the protection of Hylax, they might be forced back into the Swarm, losing all the individuality and freedom of choice they had come to embrace. Researchers explored ways to further insulate the empathic race from the Swarm’s psychic call, ranging from the ineffective to the distasteful to some outright unethical practices. The mindshield circlet is in the center of this gamut, although it has retained some utility beyond the potential it has to prevent Swarm manipulation.

    While wearing a mindshield circlet, you can’t use limited telepathy and telepathy, and those using such abilities can’t contact you. In addition, you can cast no spells and use no innate spells that are mind-affecting. Furthermore, it is more difficult to affect you with such abilities, even beneficial ones. The mindshield circlet’s model determines a DC, providing protection against such effects. The creator of an effect must make a check, rolling 1d20 + caster level or CR against the DC to overcome your circlet’s protection and affect you normally.

    Even at the height of the shirrens’ collective fear of the Swarm, mindshield circlets were a poor solution, as most Shirren found the loss of their telepathic abilities to be too isolating to bear for long. The items retain utility, especially by species that don’t rely on telepathy. Such species have copied the technology and make more use of these protective devices.

    • Basic (Level 3): DC 14.
    • Mk 1 (Level 7): DC 18.
    • Mk 2 (Level 11): DC 22.
    • Mk 3 (Level 15): DC 26.
    • Mk 4 (Level 19): DC 30.

    Rel-state generator

    Level: 19
    Price: 550,000 credits
    Bulk: L
    Capacity: 10
    Usage: 1/round
    Source: AP #33 pg. 53

    CAPACITY 10;USAGE 1/ROUND

    Using this handheld hybrid device, a Large or smaller user enters rel-state. It also can be attached to an object of Large size or smaller, in which case it affects the object and anything inside it (such as a vehicle and its passengers). Activating or deactivating a rel-state generator is a free action. Creatures and objects in rel-state cease to exist; they can’t be perceived by any sense, can’t communicate or interact with other creatures or objects in any way, and are immune to all environmental effects. Nevertheless, they continue to take actions and can move through (but not see through) physical barriers. Nothing can leave a creature or object that has entered rel-state for the duration of the effect, so passengers of a vehicle in rel-state can’t exit the vehicle. When the rel-state generator is deactivated, the creatures or objects return to existence.


    Retrieval Charms, Mk 4

    Level: 19
    Price: 480,000 credits
    Bulk: L
    Capacity: 1
    Usage: 1/action
    Source: AR pg. 124

    Retrieval Charms

    Most retrieval charms are bejeweled decorations, although some are knickknacks that depict popular idols or fictional characters. These items come in a pair, each charm attuned to the other with magically enhanced quantum entanglement. It takes 1 minute to attach a charm to an object, and this object can have no more than 3 bulk. as a single action, you can activate the second charm while holding it, teleporting the first charm and its attached object to you. If you do so, the object instantly appears in hand if you have enough hands free to grasp it. Otherwise, it appears in your space. The attached object teleports to you even if it is worn or carried by another creature. Each set of retrieval charms can be used one time per day. The charms’ type limits the scale of the teleportation, as follows.

    Range:

    From another plane


    Software Imp, Tier 10

    Level: 19
    Price: 550,000 credits
    Bulk: -
    Source: AR pg. 124

    Whether or not it has attained true consciousness, a software imp is a perverse and illegal AI obnoxious enough that the question is academic. Software imps come on memory sticks so they remain isolated from your own systems. A software imp has a tier, and it is ineffective on any computer of a higher tier than its own.

    You must have access to a computer to install a software imp on it, and you can do so as a 3-action activity. The imp renders its memory stick unusable on the way out, leaving no way to conclusively determine what was once stored there. Once installed, the software imp becomes an artificial personality on its host computer. If the computer already has an artificial personality, the imp finds and overwrites it if possible. Faced with an artificial personality to which it does not have access, the imp lies in wait until it gains access to that personality in order to replace it.

    Initially, the imp can access information and modules that were accessible to you when you installed the imp. It can gain further access if a user unwittingly uses more access while the imp is installed. The imp can also fool users into giving it more access by attempting Bluff, Diplomacy, Intimidate, and Sense Motive checks with a bonus according to its tier.

    While acting as an artificial personality, the imp is as unhelpful as possible to anyone attempting to use the system. The software imp doesn’t ignore commands, but it interprets them in the worst way possible. It can misdirect, reveal unwanted information, obfuscate the truth, and otherwise aggravate and demoralize the user.

    Finding and removing a software imp requires a successful Computers check to hack the imp as if it were a computer of its tier. However, the imp copies and installs itself as redundantly as it can, based on its tier number, and it can revive itself so long as a single copy remains. A dismissal spell targeting a computer infested with software imps can remove the malicious AIs as if they were extraplanar creatures, each with a CR equal to its item level and a Will save bonus based on its tier.

    The tiers of software imps and the capabilities of each are as follows.

    Skill bonus +32; Will +21; five copies


    Interplanar comm unit, Outer Sphere

    Level: 20
    Price: 880,000 credits
    Bulk: 100
    Capacity: 2
    Usage: 2/day
    Source: DC pg. 55

    Comm units capable of piercing the barriers between planes are rare. Such marvels of hybrid technology are typically controlled by powerful organizations, and their use is closely monitored. Aninterplanar comm unitcan communicate only with otherinterplanar comm unitsthat are on a single specific plane, and it can send or receive only two messages per day.

    **Outer Sphere (Level 20): ** These units are rarer still. These can send and receive transmissions between two of the following: the Material Plane, Abaddon, the Abyss, the Astral Plane, Axis, the Boneyard, Elysium, Heaven, Hell, the Maelstrom, and Nirvana.


    Mnemonic Editor, Mk 4

    Level: 20
    Price: 125,000 credits
    Bulk: 10
    Source: CRB pg. 226

    Mnemonic Editor

    A mnemonic editor consists of a complex series of brain implant injectors, digital harrow deck autoreaders, illusion runes, and virtual-reality programs, all controlled by an enchanted analysis computer and attached to a mobile surgical bed. The network of magic and technology is capable of removing experiences from a patient strapped to the bed over the course of a single 24-hour session. Skills and knowledge can be excised, lessons unlearned and muscle memory altered. Memories are not lost entirely; the patient still recalls what it did during its life, whom it met, and how it felt about the moments it experienced, but the impact of those experiences is subtly altered. The device then creates a new set of experiences—clearly artificial but no less effective—by leaving impressions and implanting new knacks, muscle memory, reflexes, and skills.

    If you use a mnemonic editor, you can undo 2 character levels’ worth of decisions about which class levels you took, which feats you selected, how you applied any level-based increases to ability scores, how you assigned new skill ranks, and so on. All decisions you made as a result of advancing over the previous 2 character levels you gained are undone. You then make new selections, including new class levels, feats, skills, and the like, as if you had regained the 2 missing character levels. Go through the normal process of advancing your character through each of these 2 levels.

    Each mnemonic editor works only once—the strain on its technology and the consequences of rewriting your past to even this small degree cause it to break down into valueless junk after a single session. Additionally, the alterations made to you render it more difficult for such extraordinary procedures to be effective in the future. A mk 1 mnemonic editor cannot be used on you if you have already benefited from one in the past. However, it is possible to use a more advanced mk 2 model that functions in the same manner, even if you have already used a mk 1 mnemonic editor. Of course, you can only benefit from a mk 2 mnemonic editor once. There exist even more advanced mk 3 and mk 4 models, and each can be used on you once even after you have used a lower-level mnemonic editor, but they are so expensive that they are usually produced only upon request.


    Reworking Your Character


    A GM has the final decision on whether or not you may rework your character, changing decisions you previously made, and whether you are required to use a mnemonic editor to do so. A GM can decide that mnemonic editors are not available and cannot be crafted, created, or accessed through any means. A GM might also let a player to change a feat or class level if the player and GM agree it makes sense to do so, without resorting to such a device. The mnemonic editor provides an in-world explanation for mechanical changes made to a character. For example, it gives a character who started as an envoy but decided to study the ways of mysticism (and was seen casting spells) a plausible way to suddenly lose that spellcasting ability if the player decides that multicasting as an envoy/mystic isn’t as fun as expected.

    Proton snare Mk VI

    Level: 20
    Price: 890,000 credits
    Bulk: 1
    Source: DC pg. 55

    This disc-shaped device has multidirectional rollers on five points and a stiff cable with a large button on its end for activation. as a 2-action activity, you may deploy theproton snareon solid ground up to 20 feet away. as a single action, you can activate the snare by stomping on or pressing the switch. The snare emits a 20-foot cone of high-intensity muon lasers upward. Incorporeal creatures within the cone must make a Reflex save (DC = 10 + the snare’s level) or be drawn into the trap, closing them inside, regardless of size. Trapped creatures are suspended, and don’t need to breathe, eat, or drink. The snare emits a loud alarm for one round if a trapped creature loses its incorporeal state, and then automatically opens and releases all contained creatures randomly into the spaces around it.

    Each version of the trap can affect only a certain CR of incorporeal creatures and trap up to a certain number of Hit Points. If multiple incorporeal creatures are in the trap cone, start with those closest to the trap when it’s activated, trapping those creatures and deducting their current Hit Points from the Hit Point capacity until the device reaches maximum. All remaining creatures are unaffected.

    Aproton snarecan’t be activated again until emptied (even if it’s not at capacity). Emptying aproton snarerequires a fullaction, and releases its contents randomly into either the spaces around it or another snare with available capacity.

    Mk VI (Level 20): Affects up to CR 25; unlimited HP capacity.


    Quantum Pad

    Level: 20
    Price: 900,000 credits
    Bulk: L
    Capacity: 10
    Usage: 1/round
    Source: AP #33 pg. 53

    A quantum pad is a thin piece of 1-foot-square cloth sivvs used to store objects and bypass barriers. The pad can be unfolded as a 3-action activity with more material appearing by magic until the cloth covers a 5-foot-square area. Anything placed on the pad vanishes into rel-state; up to 200 Bulk can be kept in rel-state at any one time, and all objects must be able to fit entirely on the pad. Items can be recalled from rel-state with a single action, appearing atop the unfolded pad.

    In addition, a quantum pad can be unfolded and draped against a physical barrier such as a wall or door, becoming quantum entangled to the individual who places it. The pad puts the adjacent barrier into rel-state, creating an open tunnel 5 feet high, 5 feet wide, and up to 10 feet deep. The individual to whom the pad is entangled can take a single action to reclaim the pad from either side of this tunnel. This function of a quantum pad has 10 charges per day, and one charge is consumed every round the tunnel exists. If the tunnel is still open when the quantum pad runs out of charges, anyone inside the tunnel is shunted to the nearest empty space.


    Soul Projector, Awakener

    Level: 20
    Price: 900,000 credits
    Bulk: L
    Source: AP #16 pg. 34

    Soul Projector

    A soul projector is a bracer of dark stone accented with brassy metal. While you wear the bracer, you are proficient with it, and you can’t be disarmed of it. The bracer counts as a worn magic item unless you install it in armor, taking up one upgrade slot. Unliving creatures can’t use a soul projector.

    Each time you attack with a soul projector, it draws forth a tiny bit of your essence to power itself, and you lose a number of Hit Points equal to the number of damage dice the projector deals to your target. This drain of vitality bypasses DR, and the soul projector fails to work if you take no damage. However, if you spend 1 Focus Point, you can cause the weapon to work without taking this damage.

    You can use the soul projector to make melee attacks or ranged attacks with a range increment of 60 feet. These attacks target EAC and deal piercing damage that has the force descriptor. A soul projector is also a boost weapon, although boosting the weapon increases the Hit Points the weapon drains from you, with the total amount remaining equal to the total number of damage dice rolled. The amount of damage the weapon deals depends on the model of the soul projector: an arriver deals 3d4 damage (boost 1d4), a returner deals 6d4 (boost 3d4), and an awakener deals 10d4 (boost 5d4). When you score a critical with the weapon, you recover the Hit Points you lost activating the soul projector, as the weapon replaces your spiritual drain with a portion of your target’s spirit.

    When your character level is within 2 levels of that of the next-highest model of soul projector, you can upgrade the item to its next model. To do so, you must acquire magical ingredients including djezet, mithral, and diamond worth the price of the more powerful soul projector, less 30% of the value of your current projector. You then use the ingredients in a 1-hour ritual to upgrade your soul projector to the higher-level model. You must also pay to upgrade any weapon fusions you wish to keep on the weapon as if transferring each of those fusions to a higher-level weapon.


    Transplanar gluon blade, shadow

    Level: 20
    Price: 1,100,000 credits
    Bulk: L
    Capacity: 1
    Usage: 1/day
    Source: DC pg. 55

    Occasionally, abductees manage to escape from grays with atransplanar gluon blade. It resembles a standard box cutter consisting of a plump, hard plastic handle with a short blade that extends out the top while depressing a button, retracted rapidly by a simple spring. Once per day, you can spend 1 minute concentrating with the blade to subtly work it between the seams of reality and cut open a portal to its linked transitive plane. Atransplanar gluon bladedoesn’t function if not on the Material Plane or its linked transitive plane. Portals created with the blade close after 1d4 rounds.

    Shadow (Level 20)****: You cut open a portal between the Material Plane and the Shadow Plane.


    Transposition Key

    Level: 20
    Price: 800,000 credits
    Bulk: -
    Capacity: 1
    Usage: 1/action
    Source: AP #33 pg. 39

    A transposition key is a flat piece of metal with circuitry and arcane symbols running down its length and a thick plastic handle marked with a circle inside an arch. Once per day as a 2-action activity, you can touch the key to a willing, helpless, or Unconscious creature (including yourself) and twist it, forcing the creature into relstate. An unwilling target can attempt a Will save (DC = 19 + your key ability score modifier) to avoid the effect. The target essentially ceases to exist on the Material Plane for 1 minute, during which time it cannot be located or contacted by any mundane or magical means (nor can the creature affect anything on the Material Plane during that time). When the duration expires, the creature reappears in the space it last occupied, or in the closest unoccupied space if its original space is now occupied. Time continues to pass for the affected creature, although it can’t take any actions. If you affect yourself with the transposition key, you can spend 1 Focus Point as a reaction when you use it; if you do, the key can be used again that day.

    In addition, the transposition key counts as an attuned object or navigational program (as appropriate) for any plane you have visited within the past year for the purpose of casting plane shift.


    8. SF2E Playtest Equipment (7)

    Source: PZO22006_TechClass_Playtest.pdf (Paizo Inc., 2025) Status: PLAYTEST - Subject to change before final release Module Source Tag: playtest

    This section covers equipment from the SF2E Tech Class Playtest.

    8.1 Electromag Grenades

    Electromag grenades discharge a shocking field that deals electricity damage with a basic Reflex save. Tech creatures and unattended tech items that critically fail the save become glitching.

    GradeLevelPrice (credits)Price (gp)BurstDamageCritical
    Commercial01015 ft1d8 electricityglitching 1
    Tactical280410 ft2d8 electricityglitching 1
    Advanced4120710 ft3d8 electricityglitching 1
    Superior101,5008315 ft8d8 electricityglitching 1
    Elite123,00016715 ft10d8 electricityglitching 2
    Ultimate1613,00072220 ft12d8 electricityglitching 2
    Paragon1950,0002,77820 ft14d8 electricityglitching 3

    Traits: Consumable, Electricity, Grenade, Tech, Playtest Usage: held in 1 hand | Bulk: L Activate: one-action Area Fire