Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Armor | Shields | Weapons
Artifacts | Augmentations | Creature Companions | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers (Augmentations) | Manufacturers (Weapons) | Other Items | Special Materials


Biotech | Cybernetics | Magitech | Necrografts | Personal Upgrades | Species Grafts


Magitech

Source Starfinder Armory pg. 90
Requiring both surgical skill and arcane mastery to create and install, magitech augmentations are a combination of cybernetic and magical components. These augmentations usually contain elements such as mystically charged crystals, starmetal alloys, and rune-covered microchips and are highly sought after by those who wish increase their magical might, such as technomancers. However, any spacefarer can benefit from even the most basic magitech augmentations.

Magitech augmentations follow much the same rules as all other augmentations in regards to implantation, activation, and removal (see page 208 of the Core Rulebook). Though they can be detected and crafted as if they were hybrid items, once they are installed, they become a part of your body and generally can’t be affected by abilities that disable or destroy hybrid items.


Godheart

Source Starfinder Enhanced pg. 149
Item Level 7; Price 6,600; System Heart
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: When you strike an economically significant deal for yourself, an ally, or an allied organization, you gain a +4 divine bonus to your next two Diplomacy and Culture checks attempted within 24 hours. You can gain this benefit at most once per week.
  • Besmara: When you succeed at a check in starship combat, you gain a +2 divine bonus to your next check of the same type within the next 24 hours.
  • Damoritosh: After you defeat a significant enemy in combat, you gain a +1 divine bonus to attack rolls and spell DCs against enemies in the same combat that can see or hear you.
  • Desna: For 1 minute after you roll a natural 20 on a skill check, saving throw, or attack roll, you get a +2 divine bonus to the next roll of the same type you attempt.
  • The Devourer: When you defeat a sentient significant enemy or destroy a piece of equipment that’s your level or higher, you can reroll your next two failed Engineering or Life Science skill checks attempted within 24 hours.
  • Eloritu: After you succeed at a Mysticism check to identify a creature, magic item, or spell being cast, or to recall knowledge, you gain a +4 divine bonus to the next Mysticism check you attempt (of any type) within the next 24 hours. You can gain this benefit at most once per week.
  • Hylax: After negotiating a peaceful resolution to a significant conflict, you gain a +4 divine bonus to your next two Diplomacy and Culture checks attempted within 24 hours. You can gain this benefit at most once per week.
  • Ibra: When you solve a significant mystery, you gain a +4 divine bonus to your next two Intelligence-based skill checks attempted within 24 hours. You can gain this benefit at most once per week.
  • Iomedae: After combat in which you faced at least one significant enemy, you can choose one of the following benefits: a battery in one of your weapons is fully recharged, you regain Stamina Points equal to twice your level, or you stabilize an ally you can see.
  • Lao Shu Po: When you succeed at a Stealth check to hide against a significant enemy, you gain a +4 divine bonus to your next Stealth check to hide against that enemy
  • Nyarlathotep: After you succeed at a Bluff check to lie or an Intimidate check to bully, you gain a +4 divine bonus to your next two checks of the same type attempted within 24 hours.
  • Oras: On installation, choose a specific biotech augmentation of 7th level or lower installed in your body. If the augmentation provides one or more skill or save bonuses, one of those bonuses (your choice) is increased by 1. Once per day, you can use or benefit from the augmentation as though you hadn’t used or benefited from it yet that day.
  • Pharasma: After recovering from the dying condition, the next instance of damage or an effect that would return you to the dying condition instead reduces you to 1 Hit Point. You can gain this benefit at most once per week.
  • Sarenrae: After an ally regains Stamina Points or Hit Points thanks to one of your effects or items (including a serum of healing), the next time one of your effects or items restores Stamina Points or Hit Points to an ally within 24 hours, they recover the maximum possible amount. For example, if an effect would let you restore 2d8 Hit Points, and you’re benefiting from this ability, that effect would automatically restore 16 Hit Points.
  • Talavet: For 24 hours after you succeed at a check to recall knowledge, you gain a +4 divine bonus to your next two checks to recall knowledge.
  • Triune: After successfully transiting the Drift via a starship you or an ally has successfully performed the astrogation check for, you gain a +4 divine bonus to the first Computers or Engineering skill check you attempt within 24 hours.
  • Urgathoa: You become immune to a specific disease, chosen when this augmentation is installed. You can change the disease to which you’re immune by spending a week praying daily.
  • Weydan: When you arrive at a system or world you haven’t visited before, you gain a +4 Circumstance bonus to the next two Life Science or Physical Science skill checks you attempt within the next 24 hours.
  • Yaraesa: For 1 hour after you succeed at an Intelligence-based skill check, you gain a +2 divine bonus to the next two skill checks of the same type as the successful skill check.
  • Zon-Kuthon: After you deal damage as a result of a critical hit, the next time you deal damage with an attack or effect within 24 hours, that damage is increased by an amount equal to twice your level.