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


Light Armor | Heavy Armor | Powered Armor
Armor Upgrades


Armor Upgrades

A creature can personalize armor by purchasing and installing armor upgrades, described below, which add bonuses or customized abilities to armor. Some individuals keep a collection of upgrades at hand, swapping them out as needed (requiring 10 minutes to replace the unit and resecure all connections). Explanations of entries for upgrades’ statistics follow.
Click here for the remaining rules on Armor Upgrades.

Flashblinders

The crystals used at the core of this upgrade are harvested from a slow-moving, geode-like beast that hunts the dark side of Verces and stuns its prey with flashes of light. You can activate this upgrade as a move action to emit a strobe-like burst of radiance. All creatures other than you within 20 feet must succeed at a Reflex saving throw (DC = 10 + half the upgrade’s item level + your Dexterity modifier) or become blind for 1 round. A set of flashblinders recharges automatically after 1 minute.

Flashblinders, MK 2

Source Pact Worlds pg. 197
Item Level 8; Price 10,000
Slots 1; Armor Type Any; Bulk 1
Capacity 1; Usage 1



Flashblinders, MK 1

Source Pact Worlds pg. 197
Item Level 4; Price 2,000
Slots 1; Armor Type Any; Bulk 1
Capacity 1; Usage 1


Flashblinders, MK 3

Source Pact Worlds pg. 197
Item Level 12; Price 38,000
Slots 1; Armor Type Any; Bulk 1
Capacity 1; Usage 1


Flashblinders, MK 4

Source Pact Worlds pg. 197
Item Level 16; Price 180,000
Slots 1; Armor Type Any; Bulk 1
Capacity 1; Usage 1