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


Magitech

Source Starfinder Armory pg. 90
Requiring both surgical skill and arcane mastery to create and install, magitech augmentations are a combination of cybernetic and magical components. These augmentations usually contain elements such as mystically charged crystals, starmetal alloys, and rune-covered microchips and are highly sought after by those who wish increase their magical might, such as technomancers. However, any spacefarer can benefit from even the most basic magitech augmentations.

Magitech augmentations follow much the same rules as all other augmentations in regards to implantation, activation, and removal (see page 208 of the Core Rulebook). Though they can be detected and crafted as if they were hybrid items, once they are installed, they become a part of your body and generally can’t be affected by abilities that disable or destroy hybrid items.


Selective Ears

Source Starfinder Armory pg. 93
Item Level 5; Price 2,830; System Ears
Your ears are implanted with magical sound-dampening membranes. You can activate selective ears as a move action or as a reaction to protect yourself from dangerous sounds. When you activate your selective ears as a reaction, you can’t take a move action on your next turn. Selective ears have three modes: inactive, muffling, and silence. Your selective ears remain in their current mode until you change them. While your selective ears are in muffling mode, you take a –2 penalty to initiative checks and hearing-based Perception checks, but you can’t be deafened for more than 1 round by sonic effects and you have sonic resistance 1. While your selective ears are in silence mode, you are deafened and thus immune to sound-based sense-dependent effects, and you also have sonic resistance 5.