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Player > Augmentations > Species Grafts

Species Grafts

This section introduces a new type of augmentation known as a species graft, giving you the ability to partially transcend your species by taking on the racial traits of other species. Species grafts follow the rules for augmentations (Starfinder Core Rulebook 208), in that they are installed in specific systems on your body. Once installed, they become a part of your body and generally can’t be affected by abilities that destroy or disable objects. Most of these augmentations are installed into the more common systems.
Species grafts can be cybernetics, biotech, magitech, nanite enhancements, or any other form of augmentation. A specific species graft might describe its form, but that is merely an example. Your GM might decide what a species graft looks like when you purchase one or you might determine its specifics when you craft it. This doesn’t affect how a species graft functions—only its appearance.
The benefits of a species graft don’t stack with the benefits granted by a racial trait of the same name. For example, a vesk character can’t benefit from the armor savant graft.
Species grafts are different from other augmentations in that they count as the racial trait mentioned in the name of the graft, and having one installed allows you to take feats and other player options that have that racial trait as a prerequisite. For example, if you have a limited telepathy graft installed, you count as having the limited telepathy racial trait in order to satisfy the prerequisite for the Extended Telepathy feat (Starfinder Pact Worlds 191). You can’t replace racial traits granted by species grafts with alternate racial traits, as those must be chosen at 1st level.
If you have a species graft removed, you no longer count as having the associated racial trait. If you have feats or other options with that racial trait as a prerequisite, you can no longer use them. You can replace a feat with a new one that has no prerequisites by spending a full week retraining (Starfinder Character Operations Manual 155).

NameLevelPriceSystemSource
Applied Knowledge Graft1400BrainAA4 p.141
Balanced Graft1350All FeetAA4 p.142
Carbonic Respiration Graft1150LungsAA4 p.142
Cold Inured Graft1150SkinAA4 p.143
Hold Breath Graft1200LungsAA4 p.144
Nimble Graft1375All FeetAA4 p.145
Photosynthesis Graft1300SkinAA4 p.146
Polymath Graft1140BrainAA4 p.146
Bolt Graft2750All Legs and FeetAA4 p.142
Bulwark Graft2600Spinal ColumnAA4 p.142
Desert Stride Graft2480All LegsAA4 p.143
Electrical Affinity Graft2750All Hands and SkinAA4 p.143
Electrolocation Graft2750All Hands or All FeetAA4 p.143
Natural Weapons Graft21000Hand, Foot, or Spinal ColumnAA4 p.145
Partner Bond Graft2480Brain and ThroatAA4 p.145
Skin Mimic Graft2450SkinAA4 p.146
Squirt Blood Graft2700EyeAA4 p.147
Stealthy Swimmer Graft2550All LegsAA4 p.147
Absorb Force Graft31350All HandsAA4 p.140
Communalism Graft31300BrainAA4 p.143
Defensive Ball Graft31300Spinal ColumnAA4 p.143
Eternal Hope Graft31300BrainAA4 p.144
Heat Tracker Graft31225All EyesAA4 p.144
Limited Telepathy Graft31500BrainAA4 p.145
Lurker Graft31250SkinAA4 p.145
Maze Mind Graft31200BrainAA4 p.145
Slow Fall Graft31200Spinal ColumnAA4 p.147
Sneaky Graft31300All FeetAA4 p.147
Stonecunning Graft31250All EyesAA4 p.147
Amplify Graft42000SkinAA4 p.141
Beguiling Glow Graft41900SkinAA4 p.142
Celestial Radiance Graft41800SkinAA4 p.142
Elven Immunities Graft42100BrainAA4 p.143
Fiendish Gloom Graft41800SkinAA4 p.144
Hyper Graft42125HeartAA4 p.145
Psychometry Graft41875Hand and BrainAA4 p.146
Retract Graft42100Spinal ColumnAA4 p.146
Tinker Graft41800HandAA4 p.147
Void Flyer Graft42000Lung and Spinal ColumnAA4 p.147
Armor Savant Graft53000SkinAA4 p.142
Atmospheric Alteration Graft52750LungsAA4 p.142
Ferocity Graft53000HeartAA4 p.144
Lashunta Magic Graft53200All HandsAA4 p.145
Resist Energy Drain Graft52800HeartAA4 p.146
Strix Mobility Graft53100Spinal ColumnAA4 p.147
Upgrade Slot Graft52700See TextAA4 p.147
Atmospheric Adaptation Graft64500LungsAA4 p.142
Cheek Pouches Graft63900ThroatAA4 p.143
Ferocious Charge Graft64250All Arms And LegsAA4 p.144
Force Bolt Graft64300BrainAA4 p.144
Impel Truth Graft64000BrainAA4 p.145
Kanabo Magic Graft63900All HandsAA4 p.145
Rolling Charge Graft64400All LegsAA4 p.146
Shielded Thoughts Graft64225BrainAA4 p.146
Snag Graft64400All ArmsAA4 p.147
Dessamar Magic Graft76200All HandsAA4 p.143
Buoy Graft89500BrainAA4 p.142
Hardened Mantle Graft89000SkinAA4 p.144
Lithic Graft88500Heart and LungsAA4 p.145
Psychic Shunt Graft89000BrainAA4 p.146
Early Stage Adaptation Graft913000All Arms and SkinAA4 p.143
Grave Touch Graft1017000All HandsAA4 p.144
Phase Graft1017500SkinAA4 p.145
Prehensile Tail Graft1124750Spinal ColumnAA4 p.146

SYSTEM

All augmentations have a system entry indicating the part of the body into which it must be installed. You can’t have more than one augmentation on the same part of your body.
In some cases, such as with augmentations installed in limbs, you can install an augmentation into a single general type of body part, such as any single one of your feet or hands. In these cases, the augmentation lists the acceptable body parts into which the augmentation can be installed. You can install a single augmentation on each limb of which you have multiples. For example, if you’re a kasatha, you could install a separate augmentation on each of your four hands, as long as each of those augmentations requires only a single hand.
If an augmentation requires multiple limbs for installation— such as climbing suckers, which require all feet, or a speed suspension, which requires all legs—the augmentation’s systems entry indicates that requirement. The augmentation’s description will also indicate whether a limb-based upgrade requires the replacement of a limb or the augmentation of an existing limb. In the case of augmentations that specifically replace a lost limb, such as a polyhand or a prosthetic limb, you cannot attach such an augmentation to an existing limb, due to the way these upgrades are manufactured.
Common Systems: Although exceptions do exist, most augmentations require installation into one of the following body systems: arm (or all arms), brain, ears, eyes, foot (or all feet), hand (or all hands), heart, leg (or all legs), lungs, spinal column, skin, and throat.

IMPLANTATION

Getting an augmentation installed requires the services of a professional cybernetic surgeon or someone with ranks in Medicine equal to the level of the augmentation. A session with a cybernetic surgeon usually takes 1 hour per level of the augmentation. The price of such implantation procedures is included in the prices listed for each augmentation.

REMOVING AUGMENTATIONS

You might want to have an augmentation removed, usually because you want to install a different one in the same system of your body. This removal usually occurs during surgery to install new cybernetics. Biotech usually kills off the old augmentation while it’s integrating with your body, allowing you to purge the dead biotech naturally. Because augmentations are coded to your body, it’s not possible to resell an old augmentation, nor can you reimplant one into a different person. The price of a new augmentation includes the price and time to remove the old augmentation.

ACTIVATION

Most augmentations work continuously. Those requiring some degree of control are plugged into your nervous system, and you can turn them on or off as a standard action unless otherwise noted. For example, you could activate or deactivate cybernetics in your eyes to observe different visual phenomena.

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