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


Cybernetic augmentations use machines and circuitry integrated with the flesh and bone of the recipient. In most cases, cybernetics must be installed into the body by a trained surgeon—a process that takes 1 hour per level of the augmentation and the price of which is covered in the price of the cybernetic. Cybernetics are more than just machine implants: they are complex meldings of technology and the living host’s own organs. This allows them to be hardened against assaults that affect other technologies in ways robots and other entirely technological creatures can’t. Cybernetics are not subject to any effect or attack that targets technology unless it specifies that it affects cybernetics.


As a swift action, you can fan out these replacement ears to triple their surface area, giving you blindsense (sound) with a range of 30 feet. Active and enhanced echolocators occupy both the ears and throat system, also allowing you to spend a move action to produce, receive, and process a series of subsonic chirps to gain the benefits of blindsight (sound) until the beginning of your next turn. The blindsight from active echolocators has a range of 30 feet, while the blindsight from enhanced echolocators has a range of 60 feet.

Echolocators, Reactive

Source Starfinder Armory pg. 88
Item Level 6; Price 4,450; System Ears

Echolocators, Active

Source Starfinder Armory pg. 88
Item Level 9; Price 13,700; System Ears

Echolocators, Enhanced

Source Starfinder Armory pg. 88
Item Level 13; Price 50,900; System Ears