Technomagical Implant

Type: General
Source: Dragon #351

You can place small pieces of technology into your body, which grant a variety of results.
Prerequisite: Con 13, character level 3rd.
Benefit: You may gain technomagical implants. Minor implants are small colored disks or chips of metal usually no more than a couple inches long, with tiny, barely visible inner workings of gears and springs. Minor implants install directly beneath the skin, requiring a DC 20 Spot check to notice them (implants concealed by clothing or armor cannot be seen in this way).
A major implant is a colored disk or rod of metal usually no more than a foot long, with tiny, barely visible inner workings of gears and springs. A major implant installs into your flesh (usually with some part of it protruding from the skin), requiring a DC 10 Spot check to notice it (an implant concealed by clothing or armor cannot be seen in this way).
Because of its size and potency, a technomagical implant takes up a body slot as a magic item of the appropriate type. All implants, minor and major, are compatible with each other and their bonuses stack where applicable.
The ability to create the technology found in implants no longer exists among the mortal races of the world, so the only way to acquire them is as treasure (hence their gp values). Note that taking this feat does not grant you possession of any implants. You must find them as a part of treasure.
You may install as many technomagical implants as you can find, as long as you do not violate the rules governing magic item slots.
Special: A monk may gain Technomagical Implant as her 6th-level monk bonus feat.

Close