Archives of Nethys

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


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.

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

Enervating Hand

Source Starfinder Armory pg. 95
System Hand
An enervating hand replaces a living hand with a withered extremity capable of draining the life essence of living creatures. As a standard action, you can make an unarmed strike with the enervating hand against a target’s EAC to deal the amount of damage listed for your necrograft’s model. You deal only the listed amount of damage (plus additional damage from the Weapon Specialization feat, if applicable), even if you have other abilities that increase your unarmed strike damage (such as natural weapons or the Improved Unarmed Strike feat). On a successful attack, you gain a number of temporary Hit Points equal to the necrograft’s item level; these temporary Hit Points last for 10 minutes, until lost when you take damage, or until you gain a larger number of temporary Hit Points from another source. This attack has no effect on unliving creatures or creatures immune to negative energy damage (such as those under the effects of a death ward spell). Once you make a successful attack with an enervating hand, you can’t attack with it again until you have rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any time to recharge it immediately.
Mk 14d4 C
Mk 26d4 C
Mk 38d4 C
Mk 412d4 C
Mk 516d4 C