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


Functioning similarly to cybernetics, biotech items include modifications to your DNA combined with implants of biological origin that integrate into your physiology. Biotech mostly operates by the same rules as cybernetics and uses the same implantation slots.

Cerebral Countermeasures

Source Alien Archive 2 pg. 19
Item Level 6; Price 4,200; System Brain
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 saving throws 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.