Archives of Nethys

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

Armor | Shields | Weapons
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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 upgradesā€™ statistics follow.
Click here for the remaining rules on Armor Upgrades.

Weapon Spikes

Source Starfinder Dead Suns Adventure Path pg. 241, Starfinder #2: Temple of the Twelve pg. 53
Item Level 1; Price
Slots 1; Armor Type Heavy, Powered; Bulk
A suit of armor covered in wicked spikes is an iconic piece of devourer cultist gear. You can add a one-handed basic melee weapon of light or negligible bulk to your armor to act as weapon spikes. You pay 125% of the cost of the selected basic melee weapon to add it as an upgrade. You must have a hand free to attack with the weapon spikes (so you can maneuver a foe into a position where the spikes are effective), unless the foe is grappling you or you are grappling the foe (in which case you can attack with the weapon spikes even if you do not have a free hand). You can also make attacks with weapon spikes when pinned, though only against the creature pinning you.