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Characters using the Cyborg sphere slowly but surely replace parts of their body with
artificial versions of the same. Whether through magic, technological prowess or other
methods, these artificial replacements can be further improved to achieve feats no biological
being could hope for. This, however, comes at the cost of constant maintenance - contrary to
normal biological tissue, metal, necrotic grafts, elemental matter or other materials do not
have the ability to regenerate as normal.
The standard concept of this sphere applies to mechanical Modifications. For other
concepts, replace any mentions of Craft (mechanical) with an appropriate skill, such as
Spellcraft, Use Magic Device or another Craft skill.
Body Modifications
You replace key portions of your body with a different type of matter. These “Modifications”
can then be enhanced and expanded upon by taking the appropriate talents with the correct
descriptor.
These Modifications can be targeted by a “Called Shot” as normal but behave slightly
differently when struck. Rather than depending on the damage of the attack they suffered,
the Modifications incrementally get more damaged, applying notable drawbacks when
struck, when they gain the “broken” condition and when they are destroyed, regardless of
how many attacks were necessary to impose those conditions. The Modifications also suffer
from any ability that improves the “Sunder” combat maneuver or attacks that target objects
(such as a Blacksmith’s “Thunderous Blows” ability). They have a number of hit points equal
to 10 + your ranks in Craft (mechanical) +2 for each additional talent you possess with the
appropriate [tag], and have hardness equal to 5 + 1 per 4 ranks in Craft (mechanic) you
possess. Targeting these modifications with disarm or steal combat maneuvers is generally
impossible and would likely have the effect of moving the entire creature (and should thus be
resolved using a different combat maneuver such as drag or grapple).
Modifications can be fully repaired in a process that takes 1 hour (if any are broken) or 8
hours (if any are destroyed) and removes all negative conditions from broken or destroyed
Modifications. The benefits given by Modifications and the penalties for damaged or
destroyed Modifications depend on the type of Modifications you possess. Any ability
damage or conditions caused by the damaged or destroyed Modification cannot be restored
by any means as long as the device remains broken or destroyed unless otherwise noted.
Any numerical benefit gained from a broken Modification is halved and negated when the
Modification is destroyed. Likewise, non-numerical benefits are not provided when the
Modification is destroyed (exceptions may apply). This applies to all talents with the same
[tag] as the primary Modification.
You may attempt to hide your artificial parts, but doing so requires a successful Disguise
check (DC 10 + your character level, roll is hidden). Alternatively, if attempting to hide your
artificial parts as part of a more elaborate disguise, this gives a penalty to that Disguise
check equal to your character level. Using an illusion, shapechange, or other magical
disguise to hide your artificial parts automatically succeeds.
A character may possess multiple different types of Modifications but must find or provide
another character that can safely replace the character’s body parts and be willing to do so.
Damage
Called Shot: A called shot against this Modification applies no condition, but any skill checks
caused by the hit (such as an Acrobatics check while balancing or a Climb check while
climbing) take a –2 penalty.
Broken: A broken Organ Replacement deals 1d4 points of Constitution damage and
fatigues the character. The character also suffers the effects of a called shot to the chest.
Destroyed: A destroyed Organ Replacement deals 2d4 points of Constitution damage and
exhausts the target. The creature also suffers the effects of a called shot to the chest. Not
repairing a destroyed Organ Replacement for a longer time can have serious consequences
for the character, such as other organs failing or the body rejecting the Organ Replacement.
Damage
Called Shot: A called shot to an artificial arm deals no additional damage, but for 1d4
rounds, any attack rolls, ability checks, or skill checks made using the damaged arm take a
–2 penalty as your body readjusts to the slight changes in the arm caused by the damage.
Broken: A broken artificial arm deals 1d4 points of Dexterity damage and 1d4 points of
Strength damage. The character also suffers the effects of a called shot to the arm for until
the arm is no longer broken.
Destroyed: A destroyed artificial Arm deals 1d6 points of Dexterity damage and 1d6 points
of Strength damage. In addition, the arm is useless until repaired. A useless arm cannot be
used to wield any object or provide any bonuses and applies a -8 penalty on any check that
would require or profit from having two arms and hands.
Mechanical Mobility [legs]
Both of your legs are replaced with artificial ones. These limbs function just as well as your
normal limbs with no inherent notable improvements. These changes may also be used to
replace other modes of movement, such as via wings. The function is nearly identical.
Damage
Called Shot: A called shot to an artificial leg lowers the character’s speed by 10 feet for 1d4
rounds if it has two or fewer legs, and by 5 feet if it has three or four legs. In either case, the
creature's speed cannot be reduced below 5 feet per round. Called shots to the leg have no
effect on creatures with five or more legs. Hitting the same leg more than once has no extra
effect, but the speed penalty for hits on different legs stack. Additionally, any skill or ability
checks involving movement (such as Acrobatics or Swim checks) take a –2 penalty for 1d4
rounds.
Broken: A broken artificial leg to the leg deals 1d4 points of Dexterity damage and knocks
the character prone, after which they can get up as normal. The character also suffers the
effects of a called shot to the artificial leg until repaired.
Destroyed: A destroyed artificial leg knocks the character prone. The blow renders the leg
entirely useless until repaired. A creature with a useless artificial leg moves at half speed if it
still has more than half of its legs usable; otherwise, it cannot stand up and must crawl to
move. A useless leg makes certain actions impossible (such as kicking without falling prone)
and imposes a penalty of -8 to any checks related to the movement mode the limb was tied
to (as well as swimming and climbing).
Damage
Called Shot: A called shot to the Synthetic Sights gives all of the character's foes
concealment against its attacks and gives it a –2 penalty on Perception checks for 1 round. If
the creature only has one functional Synthetic Sight prior to the called shot, it is blinded for 1
round instead.
Broken: A broken Synthetic Sight grants other creatures the benefit of concealment against
the character and imposes a penalty of -5 on Perception checks to locate something by sight
until the Synthetic Sights are repaired.
Destroyed: A destroyed Synthetic Sight grants other creatures the benefit of total
concealment against the character and effectively renders them blind until the Sights are
repaired.
Extrasensory Ears [ears]
Your ears, both outside and inside, have been replaced with complicated mechanisms that
replicate the function of normal ears almost perfectly. This also affects the inner workings of
your ear, notably your sense of balance.
In addition, other changes regarding your face (aside from your eyes) fall under this
category.
Damage
Called Shot: A called shot to the Extravagant Ears imposes a –2 penalty on Perception
checks as well as all checks requiring stable footing and CMD to avoid being tripped or
moved. A creature that loses hearing in all ears is deafened until hearing is returned.
Broken: A broken Extravagant Ear leaves the character staggered for 1 round. The target
also suffers the effects of a called shot to the ear until it is repaired.
Destroyed: A destroyed Extravagant Ear leaves the character stunned for 1 round as well
as deafening the character and rendering them battered until it is repaired. The target also
suffers the effects of a called shot to the ear until it is repaired.
Cyborg Talents
To select a talent with a specific [tag], a character must possess the Modification relating to
that talent’s [tag] first.
Some talents have the [special] tag. These talents may only be taken with DM approval and
generally have prerequisites that need to be fulfilled beforehand.
You are not healed or harmed by positive or negative energy effects which deal or heal hit
point damage. Effects which can be used to repair constructs or objects that cost at least 1
spell point (or which use a spell slot of 1st level or higher) can target you and restore your hit
points.
Hidden Storage
Somewhere on your body are compartments that you can use to hold and carry small loads.
In total, these pouches can hold up to a total of 1 cubic foot in volume and 10 pounds in
weight, such as light weapons, potions, scrolls, and similar objects.
You can transfer a held object to your hidden storage or extract an object from it as a swift
action. As a move action that provokes an attack of opportunity, you can instead release all
of the items held in hidden storage onto the ground in the square you occupy. You may hide
objects in your hidden storage using the Sleight of Hand skill. Associated Feat: Quick Draw.
Spiny
You graft spines, thorns, or spikes that may be treated as armor spikes of their size (damage
1d6 Medium, 1d4 Small, critical 20/x2, damage type piercing) but may be enhanced as
natural weapons into your skin. If you take this talent a second time, these spikes are treated
as one size larger and may be wielded as a secondary natural weapon if beneficial (allowing
you to use them as part of a full attack).
Stench
You emit a terrible scent as a 10-foot aura that nearly every other creature finds offensive.
This is a poison effect. All living creatures (except other creatures with the stench ability)
within the aura must succeed at a Fortitude saving throw (DC 10 + 1/2 your character level +
your Constitution modifier) or be sickened for a number of rounds equal to your Constitution
modifier. Creatures that succeed at the saving throw cannot be sickened by the same
creature’s stench for 24 hours. A delay poison or neutralize poison spell or similar effect
removes the effect from the sickened creature.
Subdermal Plating
You gain a +1 natural armor bonus to AC. You may take this talent a second time, in which
case the bonus increases to +2. Associated Feat: Improved Natural Armor.
Convenient Appendage
You possess a tail, smaller arm, or other appendage that you can use to carry objects. You
cannot wield equipment with this appendage, but the appendage allows you to retrieve a
small, stowed object carried on your person as a swift action. You may take this talent
multiple times, each time gaining an additional convenient appendage. Associated Feat:
Grasping Tail, Quick Draw.
Key aspects of your structure, such as bones and muscles, can extend.
You gain the change shape ability. Instead of changing appearance, you can use your
change shape ability to change your size category to Medium. Your ability scores do not
change, only your size (and thus your weapon damage); normal size penalties and bonuses
to AC and CMD and on attack and skill rolls apply. Changing size or returning to your true
size is a full-round action. Your size in this form overrides and ignores any other effects
which might change your size unless the caster succeeds at a magic skill check against 11 +
your Hit Dice.
This change in size is visibly abnormal and does not aid you in disguising as a creature of a
larger size category.
● Claws [arm]: You gain a pair of claws on 2 of your hands which can be used as
primary natural weapons and deal 1d4 points of slashing damage. These claws do
not stop you from holding or using things in your hands but cannot be used to make
attacks while the hands hold something.
● Bite [ears]: You gain a bite attack as a primary natural attack with one of your heads
which deals 1d6 points of piercing damage.
● Gore: You gain a gore attack as a primary natural attack which deals 1d6 points of
damage.
● Hooves/Talons: [legs] You gain a pair of hooves or talons on your feet or hands that
can be used as primary natural weapons, dealing 1d4 damage (bludgeoning if
hooves, slashing if talons). You can only use foot-based hooves or talons to attack
targets you are grappling, targets that are prone, or if you are at least 5 feet above
the ground (attacking while either flying, leaping, or falling).
● Tail Slap (requires Convenient Appendage): Your tail can make a tail slap attack.
This is a secondary natural attack that deals 1d6 points of bludgeoning damage.
[body] talents
Hardened [body]
You gain DR 2/- against nonlethal damage. This damage reduction increases by 1 for every
5 ranks in Craft (mechanical) you possess.
[arm] talents
Climbing Graspers [arm]
You gain a climb speed of 20 feet. If you do not possess a land speed, you may use half
your climb speed as a land speed.
[legs] talents
Booster Coil [legs]
Your movement speeds are increased by 10 when you are using the charge, run, and
withdraw actions.
Stabilisers [legs]
You gain a +4 bonus to your CMD to resist reposition, drag and bull rush combat maneuvers.
[eyes] talents
Darkvision [eyes]
You either gain darkvision with a range of 60 feet or you increase the range of your
darkvision by 30 feet (to maximum of 120 feet), chosen when you gain this talent. This talent
can be selected up to 3 times.
You may take this talent a second time. If you do, you can choose to take a -5 penalty on an
attack roll against a target you have pinpointed to ignore any miss chance that they might
possess from concealment. In addition, attackers you pinpoint get no advantages related to
hitting you with ranged attacks, regardless of the range. That is, you do not lose your
Dexterity bonus to armor class, and the attacker does not get the usual +2 bonus for being
invisible.