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Cyborg [WIP]

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.

Organ Replacement [body]


Your natural organs are partially replaced with artificial ones.
These artificial organs always have an external component (a chute, contacts, a slot for
winding it up, etc.) which can generally be disconnected by the wearer, although the organ is
treated as if it were temporarily destroyed while the external component is not attached.

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.

Artificial Arm [arm]


One or both of your arms are replaced with artificial limbs. These arms generally function as
normal but are not inherently heavier or stronger than your natural arms. The penalties for
having two damaged artificial arms stack.

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).

Synthetic Sights [eyes]


Your eyes have been replaced, improved or otherwise changed to a more artificial form. Your
new Synthetic Sights work just as well as normal eyes, but have no inherent benefit.

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.

Total Conversion [special]


You may replace a large amount of smaller parts of your body (such as parts of your skin,
bones and muscles) with parts made of metal, crystal, wood, or stone, chosen when you
take this variation. This causes you to be treated as a creature made mostly of the
corresponding material for the purpose of how magic affects you (for example, a creature
made of metal could be affected by the Nature sphere’s Magnetize and would take a penalty
to AC and saving throws against the Destruction sphere’s Electric Blast.

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.

Structural Hydraulics [special]


Prerequisites: Small size, Artificial Arm, Mechanical Mobility

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.

Natural Attack [special]


You gain one of the following natural attacks, chosen when you select this talent. You must
have access to the appropriate [tag] if given and fulfil any other requirements. The damage
dice listed are for Medium-sized creatures and should be adjusted appropriately for
creatures of other sizes.

● 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

High-Capacity Lungs [body]


You gain a +2 bonus on saves against effects that cause fatigue and exhaustion and the
ability to hold your breath ten times longer than normal.

Blood Filter [body]


You gain a +2 bonus on saves against poison and disease effects.

Vein Modulator [body]


You gain a +2 bonus on saves against effects that cause bleed damage or pain effects. In
addition, whenever you take bleed damage, you take one less point of bleed damage, +1 per
3 ranks in Craft (mechanical). Note that this does not stop the application of bleed damage
and merely reduces the actual damage taken from it.

Adrenaline Glands [body]


You gain a +2 bonus on saves against sleep and paralysis effects.
Mechanical Gills [body]
You gain the ability to breathe underwater.

Chemical Converters [body]


Whenever you succeed at a saving throw against poison or disease, you heal 1 point of
ability damage of the type dealt by the poison. Whenever you heal ability damage naturally
or magically, you heal 1 additional point of ability damage. This talent has no effect on
penalties to ability scores or ability drain. Associated Feat: Toxic Recovery.

Emergency Dialysis [body]


You may roll twice when saving against either diseases or poisons (chosen when you select
this talent), taking the better roll. Whenever you exceed the save DC to recover from a
disease or poison effect by 5 or more, you are treated as though you had succeeded at two
consecutive saving throws. You may take this talent a second time, gaining this talent’s
benefits with the other option you did not select the first time.

Hardened [body]
You gain DR 2/- against nonlethal damage. This damage reduction increases by 1 for every
5 ranks in Craft (mechanical) you possess.

Crisis Clotting [body]


You gain a +5 origin bonus on Constitution checks to stabilize when dying and add your
character level to your Constitution score when determining the negative hit point total
necessary to kill you.

Anaerobic Oxygenator [body]


You are immune to altitude sickness and gain a +4 origin bonus on Constitution checks and
Fortitude saves to avoid fatigue, exhaustion, and nonlethal damage from running, forced
marches, starvation, thirst, and hot or cold environments. Associated Feat: Endurance.

Assisted Regeneration [body]


You only need to sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a
character that requires rest to regain spell points or prepare spells to do so after only 2
hours, but this does not allow a character to regain spell points or prepare spells more than
once per day.

Estivation [body] [special]


Prerequisites: Assisted Regeneration [body], Anaerobic Oxygenator [body]
You can spend 1 hour entering a state of suspended animation for an indefinite amount of
time. While estivating, you do not need to drink or eat, but take a penalty on Perception
checks as if sleeping. Ending this dormant state is a full-round action.

Hyperoxygenation [body] [special]


Prerequisites: Assisted Regeneration [body], Anaerobic Oxygenator [body], Estivation
[body]
You no longer need to breathe. This grants immunity to inhaled poison as well as suffocation
(such as from being underground, underwater, or in a vacuum) but does not grant immunity
to cloud or gas attacks that do not require breathing.

Total Fluid Conversion [body] [special]


Prerequisites: Blood Filter [body], Vein Modulator [body], Chemical Converters [body]
Each time you take bleed or blood drain damage, you and each creature currently adjacent
to you also takes 1 point of acid, cold, electricity, or fire damage for every 2 Hit Dice you
possess (chosen when you take this talent). You may choose to only damage outsiders and
undead with this blood, in which case the damage is untyped. As a move action, you may
inflict 1 point of bleed damage on yourself and immediately trigger this ability.
As a side effect, this renders the character infertile and permanently unable to produce
offspring. Associated Feat: Angelic Blood.

[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.

Focused Mauler [arm] [special]


Prerequisites: Natural Weapon [arm]
Whenever you make an attack action or attack of opportunity with a single natural weapon,
add 1-1/2 your Strength bonus to the damage dealt. This does not apply to bonus attacks
made as part of any attack action.

Integrated Glider [arm]


You can attempt a DC 15 Fly check to fall safely from any height without taking falling
damage, as if using feather fall. When falling safely, you may attempt an additional DC 15
Fly check to glide, moving 5 feet laterally for every 20 feet you fall, plus an additional 5 feet
laterally for every 5 by which you exceed the DC.

Shielding Forearm [arm]


Your arms are always treated as wearing a gauntlet and you are considered armed with this
gauntlet. Additionally, you may use the arm like a buckler, gaining the +1 shield bonus to AC
as normal for a buckler. The gauntlet’s enhancement bonus to attack and damage also
applies to the shield bonus granted by the weapon. You lose this bonus if you attack with the
weapon or wield another weapon in the same hand unless you possess an ability to retain
your shield bonus when making a shield bash attack, such as the Bashing Shield talent of
the Shield sphere or the Improved Shield Bash feat. Making an attack with this weapon may
count as making a shield bash if beneficial.
Note: while you are treated as wearing two bucklers, note that shield bonuses do not stack.

Locking Grip [arm]


You gain a +4 bonus to your CMD to resist steal and disarm combat maneuvers.

[legs] talents
Booster Coil [legs]
Your movement speeds are increased by 10 when you are using the charge, run, and
withdraw actions.

Lightweight Construction [legs]


One of your movement speeds that you possess increases by 5 feet. You may select this
talent multiple times. Associated Feat: Fleet.

Weight Redistribution [legs]


The total penalty to your movement speed from armor or encumbrance is reduced by 15, to
a minimum of 0.

Stabilisers [legs]
You gain a +4 bonus to your CMD to resist reposition, drag and bull rush combat maneuvers.

Extra Legs [legs] [special]


Prerequisites: Lightweight Construction [legs] x2, Stabilisers [legs]
You possess two additional legs, granting you a +4 bonus to CMB against trip attempts and
a +10 bonus to your land and climb speed (this does not grant a climb speed, but increases
any existing speed you have). In addition, your carrying capacity increases as a result of
being a quadruped. The speed bonus granted by this talent supersedes (does not stack
with) that of “Lightweight Construction”.

Total Leg Reconstruction [legs] [special]


Prerequisites: Lightweight Construction [legs] x2, Stabilisers [legs], Extra Legs [legs]
Rather than legs, your lower body is a single solid mass such as a tail or a complex mass
such as a cluster of tentacles. This makes you immune to trip attempts so long as you are
using your land speed.

Fin Aliped [legs]


You gain a swim speed of 30 feet. This grants you a +8 bonus on Swim checks.

Hover Mechanism [legs] [special]


You may float up to 5 feet plus 5 feet per 5 levels above the ground, with a horizontal
movement speed of 5 feet. When floating this way, Fly checks are not required to hover or
change direction, although you are treated as flying for the purpose of wind effects and other
forces which would move you. When falling you may choose to descend at a slower rate to
control your fall. Each round you descend 30 feet, and may move in another direction for 5
feet. You may choose to drift sideways, gliding forwards while descending, or down, safely
increasing your rate of descent. You may even choose to drift ‘upwards’ to reduce its rate of
descent, even allowing you to negate it entirely and hover midair if your movement speed
exceeds 30 feet. You may take this talent a second time, in which case your speed increases
from 5 feet to 20 feet.
Special: When you gain the Hover Mechanism talent, you may choose to lose the use of
any legs and lose any land speed you possess. If you do, any talent you gain which grants
additional legs grants legs that cannot be used for walking. This prevents you from taking
actions that would normally require legs and imposes a -4 penalty to your CMD due to lack
of leverage. You do not gain immunity to being tripped due to hovering. If you do, you are
treated as having taken the Hover talent a second time.

[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.

Protective Layering [eyes]


You are immune to the dazzled condition and to light-based blindness.

Reality Filter [eyes]


You gain a +2 bonus on saves against visual illusions, patterns and phantasm effects.

Precision Upgrade [eyes]


You gain a +2 bonus to Perception checks and gain lowlight vision, allowing you to see twice
as far in dim light.
Alternative Spectrum [eyes] [special]
Prerequisites: Protective Layering [eyes]
Your eyes can operate in a different spectrum than common light, although your brain cannot
use the information as well as normally, giving you a rough idea of an invisible enemy’s
position without actually granting you the ability to see them.
An invisible attacker gets no advantages related to hitting you in melee. 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. The invisible attacker’s bonuses do still apply for ranged attacks,
however. You do not need to attempt Acrobatics checks to move at full speed while blinded
and do not take any penalties on Strength– or Dexterity-based checks due to blindness.

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.

Integrated Luminosity [eyes]


As a move action, you may shine light from your eyes in a 30-foot cone, creating normal light
and increasing the light level by one step within a 60-foot cone, up to normal light. You may
maintain this effect for any duration and may suppress it as a move action or swift action.
This light does not function in areas of magical darkness.

Bright Flash [eyes] [special]


Prerequisites: Integrated Luminosity [eyes]
As a move action, you may increase the brightness of your Integrated Luminosity talent to
dazzle any creature caught within the initial 30-foot cone of light created with it.
Additionally, you may create a bright flash that blinds every creature within the same area as
a standard action (Fortitude negates) for one round.

Piercing Vision [eyes]


You can see through fog, mist, murky water, and smoke as if they were perfectly clear,
ignoring the miss chance for these obstructions, up to your normal range of vision.

Broad-Lens Vision [eyes]


As a move action, you may expand your vision to 360 degrees, rendering you immune to
flanking. This vision is straining and requires a move action to concentrate on every turn.
You may also activate this talent as part of taking the total defense action.
[ears] talents

Danger Filter [ears]


You gain a +2 bonus on saves against Language-dependent and sonic effects as well as
effects that cause deafness.

Nasal Upgrade [ears]


You have a limited scent ability, which only functions for corpses and badly wounded
creatures (50% or fewer hit points). If you take this talent a second time, you gain the full
benefits of the scent ability.

Olfactory Upgrade [ears]


You gain an acute sense of taste, much like that of a snake.
You gain blindsense out to 10 feet. You may select this talent up to three times, each time
beyond the first increasing the range of blindsense by 10 feet (if you already possess
blindsense from another source, your blindsense increases by 10 feet for each time you take
this talent).

Balance Recalibration [ears]


You gain a +2 bonus on Acrobatics and a +4 bonus on CMD against the trip combat
maneuver.

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