Archives of Nethys

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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.

Quantum Phasing

SFS Note: This relic can be sold for 50% of its value instead of 10%. This armor upgrade must be installed in a suit of armor for 24 hours before it functions, and when removed, no other upgrade can use the vacated slot for 24 hours.
Source Starfinder #33: Dominion’s End pg. 50
Item Level 18; Price 360,000
Slots 1; Armor Type Light; Bulk L
Capacity 10; Usage 1/round
This armor upgrade allows you to rapidly and randomly transition in and out of rel-state. You can activate the upgrade as a swift action; when it is activated, attacks against you have a 50% miss chance. During this time, you are flickering in and out of existence, so the Blind-Fight feat, blindsense ability, and true seeing spell don’t help opponents locate you. While this upgrade is active, you can step through (but not see through) solid objects. If you end your turn inside a solid object, you are shunted to the nearest open space and take 1d6 bludgeoning damage per 5 feet traveled. These benefits last until you take another swift action to deactivate the upgrade or it runs out of charges. A quantum phasing upgrade’s charges replenish each day.