Gear Up: Best Augmentations / Upgrades


Advice


So looking through the Rulebook as of yet, what are yall's thoughts on the best cybernetics upgrades and augmentations?

So far mine are the
Speed Suspension Upgrades
Cardiac Modulator
Dermal Plating


Dermal plating is kinda must if you want to survive in worst case scenerio remaining ones depend on camping setting


I would feel that speed suspensions are a must have for any melee builds


A hideaway limb sounds like it could be fun. Android operative whose laser pistol folds out of his forearm? Bombard Soldier who keeps a spare grenade in his calf? Technomancer who keeps his spell cache out of harm's way? There's a lot of neat things you can do.


I'm planning on my Operative having a cybernetic arm and having it morph into a sonic blaster of some kind. Not sure how rules legit it will be but it's an idea. And that's the left arm. Right arm might have an electrified whip that comes out.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
MagicA wrote:

So looking through the Rulebook as of yet, what are yall's thoughts on the best cybernetics upgrades and augmentations?

So far mine are the
Speed Suspension Upgrades
Cardiac Modulator
Dermal Plating

I agree that the Speed Suspension upgrades are pretty amazing.

I couldn't find a "Cardiac Modulator"... Did you mean Cardiac Accelerator or Vocal Modulator? The Cardiac Accelerator didn't really excite me, but the Vocal Modulator was a nice (and cheap!) little boost for spy-types.

I'm not that enthusiastic about Dermal Plating, since the Enhanced Resistance feat gives you much better DR for a single feat. Though it may still be worth getting the lowest level of Dermal Plating for the extra point of DR.

Another good augmentation are the Advanced Darkvision Capacitors -- a permanent untyped bonus to vision-based Perception checks, and Darkvision? I'll take it!


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@Porridge
Yes I meant the Cardiac Acceleator, which yeah is kinda lackluster

I was considering the advanced Capacitors but the infrared sensors for armor are way cheaper (only 200 credits!)


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Most of the eye mods seem like probably best to just get it on your helmet but sometimes it is nice not to have to depend on some specific equipment to navigate to the bathroom in the middle of the night.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Some augmentations that are probably worth getting:

Datajack. Especially a mystic or a technomancer; Datajack + Tier 1 Computer (with Miniaturization 1) + Spell Chips = immediate access to the spells in the Spell Chips.

Respiration Compounder. Cheap for the +2 on saves vs. inhaled poisons; the ability for the character to hold their breath longer is situational, but could be useful.

Retinal Reflectors. Combine with Infrared Sensors on the character's armor to see in almost all conditions; unless the character's race already gains low-light vision.

Speed Suspension. The best part is it stacks with the Fleet feat, the operative Quick Movement class feature, and the Rapid Response style technique.

Vocal Modulator. Nice for characters that use Disguise.

Dragon Gland. Basically overheat (but can be other energy types) several times a day.

Gill Sheath. At only 95 cr, being able to breathe water may be useful in some environments.

Venom Spur. Even when empty or if the opponent makes the save, it does 1d6 damage; the continuing damage on a failed save is pretty decent.

Wildwise. For non-Xenodruid mystics that want to communicate with animals.


I really like the data jack, and the dragon gland. The data jack means no interface is necessary for computer checks. Now I think that technically all you need is a hacking kit, but it can see a GM being stingy if you're just splicing into a line somewhere. And the dragon gland is a free "leave me alone" card for pretty much everyone each fight.

Also the speed suspensions as mentioned are going to be high on the list.

One that I see being great mechanically though I don't personally like it from a thematic point of view is the extra arm mods. Now you can hold your rifle and a knife so you can still take attacks of opportunity if needed.

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