Archives of Nethys

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Biotech | Cybernetics | Magitech | Necrografts | Personal Upgrades | Species Grafts


Necrografts

Source Starfinder Armory pg. 94
Necrografts are augmentations utilizing undead organs and necromantic rituals rather than technology. They were invented on Eox, and they are most commonly available in Orphys and at the Necroforge within Eox’s Lifeline. Most other Pact Worlds outlaw the creation and installation of necrografts (though not their possession), but they can still be found in some less reputable back-alley augmentation clinics on multiple worlds throughout the system and beyond.

Necrografts follow the existing rules for augmentations (Core Rulebook 208), but they use different components than biotech and cybernetics. Any biotech or cybernetic augmentation can be created as a necrograft and installed for only 90% of the augmentation’s normal cost, but doing so causes the recipient to gain the necrograft subtype (see below). Necrografts have the same system restrictions that all augmentations share.

For those low on funds, some bone sages and corporations on Eox are willing to defer the cost of travel to Eox and augmentation for any client who signs a corpse-lease agreement. Necrograft versions of standard prosthetic limbs (Core Rulebook 210) and necrograft ears, eyes, or tongues (which use the same mechanics as prosthetic limbs but serve as sensory organs and occupy the corresponding system) can even be implanted with no up-front cost. However, the corpselease agreement states that if the recipient dies before paying off all the costs associated with the travel and augmentation, the leasing Eoxian group owns the patient’s body, which it then uses in creating undead servitors or more necrografts. More advanced necrografts aren’t generally available without payment in full (though complimentary travel is likely to still be offered to customers within the Pact Worlds).

Click here for the remaining rules on Necrografts.

ModelLevelPrice
Mk 11200
Mk 264,000
Mk 31230,000
Mk 418350,000
Mk 520775,000



Withered Lungs

Source Drift Crisis pg. 73
System Lungs
These scarred, shriveled lungs allow you to breathe normally, yet they especially thrive when exposed to harmful airborne effect, such as smoke or an inhaled affliction. As a move action while in the area of an airborne hazard, you can inhale deeply, eliminating the airborne hazard from your space as well as from a number of contiguous 5-foot cubes equal to twice the augmentation’s model. Doing so exposes you to the hazard, though you gain a +4 enhancement bonus to any saving throw to resist initial exposure to the hazard. Upon absorbing a hazard in this way, the lungs process the material into vital energy, and you regain a number of Stamina Points equal to twice the hazard’s CR, twice the level of the item that created the hazard, or twice the CR of the creature that created the effect. Once you inhale a hazard in this way, you cannot do so again until you have rested for 10 minutes to regain Stamina Points.