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


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.

Psychic Strike Node

A psychic strike node gradually accumulates your stray thoughts and releases them in an offensive burst of mental energy when activated as a standard action. The burst is a mind-affecting effect that affects all other creatures within 10 feet of you, dealing an amount of untyped damage based on the model. Affected creatures who succeed at a Will save (DC 10 + half your level + your choice of your Constitution modifier, Intelligence modifier, Wisdom modifier, or Charisma modifier, chosen when you install this augmentation) take half damage and negate any additional effects from the burst (below). Once you’ve activated the node, you can’t do so again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point to recharge it immediately.
If you have two psychic strike nodes of the same model (which requires having the ability to install two augmentations in your brain system), the second node doesn’t grant additional uses of the mental burst. Instead, you activate the nodes as a pair, augmenting the mental burst in one of the following ways, chosen each time you activate the augmentations: you increase the damage dice to d10s, the burst affects all creatures within 20 feet of you, you can exclude up to three creatures in the burst’s area to not affect, or you cause any creature who fails their Will saving throw to also become sickened for 1d3 rounds.

Psychic Strike Node, Standard

Source Interstellar Species pg. 75
Item Level 9; Price 13,500; System Brain

Psychic Strike Node, Basic

Source Interstellar Species pg. 75
Item Level 4; Price 2,100; System Brain

Psychic Strike Node, Advanced

Source Interstellar Species pg. 75
Item Level 14; Price 73,000; System Brain

Psychic Strike Node, Elite

Source Interstellar Species pg. 75
Item Level 19; Price 557,000; System Brain