Source: Diamond Spheres: Expanded Tinker and Silverminds
“What is a man but the sum of his parts? What are parts but the ways we live our life? Should we not make our parts better, so that our sum is higher?”
The cyborg is a Tinker savvy practitioner which creates powerful, personalized augmentations and prosthetics for their own exclusive use. Cyborgs thrive when combining these personalized gizmos with their martial or skillful prowess, where a dedicated Tinker practitioner might be the more proficient builder, the cyborg is handed the tools to be a one man army.
Requirements
To qualify to become a cyborg, a character must fulfill all the following criteria.
- Skills: Tinker sphere associated skill (5 or more ranks)
- Talents: Tinker sphere (any two talents)
Class Skills: The cyborg’s class skills are Knowledge (engineering), plus additional skills as determined by their cybernetic path (see below).
Skill Points at each Level: 4 + Int modifier.
Hit Die: d8.
Table: Cyborg
| Class Level | Base Attack Bonus | Good Saves | Poor Saves | Special | Combat Talents |
| 1 | +1 | +1 | +0 | Cybernetic path (cybernetic synergy), cyberware (1) | 0 |
| 2 | +2 | +1 | +1 | Mechanical resilience (+2, 25%), cyberware (2) | 1 |
| 3 | +3 | +2 | +1 | Cybernetic path (bonus talent), cyberware (3), technical expertise | 1 |
| 4 | +4 | +2 | +1 | Mechanical resilience (+4, 50%), cyberware (4) | 2 |
| 5 | +5 | +3 | +2 | Cybernetic ascension, cyberware (5) | 2 |
Combat Training: A cyborg may combine combat spheres and talents to create powerful martial techniques. Cyborgs gain combat talents according to Table: Cyborg.
Cybernetic Path: At 1st level, the cyborg chooses one of the following paths and gains its features. The cyborg’s cybernetic path determines their additional class skills, good saving throws, and one or more class features that the cyborg gains. A class feature granted this way stacks with other sources of that class feature.
For example, a gadgeteer cyborg gains the inspiration class feature and, if the cyborg possesses the inspiration class feature from a different source, their cyborg level would stack with investigator levels when determining the inspiration ability’s effects.
A full list of cybernetic paths are listed below.
Cyberware (Ex): At 1st level, the cyborg gains the ability to craft and upgrade themselves with specialized augmentations, referred to as “cyberware”. The cyborg may maintain 1 cyberware per cyborg class level.
Each cyberware is an augmentation or prosthetic of the cyborg’s choice. The cyborg may determine the cyberware ‘s abilities and effects as though they possessed every Tinker sphere talent, even if the cyborg does not possess the (augmentation) package. The cyborg cannot freely select from advanced talent options this way until 3rd level, but must still meet any associated skill rank prerequisites to select any options. Access to advanced talents is subject to GM discretion.
Cyberware are personal gizmos that do not count against the cyborg’s normal gizmo limit. Each must be implanted to be used. Cybeware may be crafted as advanced as the cyborg chooses (additional effects that make the cyberware an advanced gizmo do not cause it to require additional maintenance, the cyborg may always maintain 1 cyberware per cyborg level).
Cyberware may otherwise be maintained and repaired as a normal gizmo.
Crafting Cyberware: Cyberware is crafted through a unique and intricate process, requiring 8 hours (which may be done as part of resting).
If the cyborg would possess feats, features, or options to further alter their gizmos, they may use those to alter their cyberware normally.
Installing Cyberware: The cyborg always succeeds on the Heal skill check to implant their cyberware (and may perform these implantations on themselves without assistance or special tools, even if cyberware is replacing a vital organ).
Note - Cyborgs and Feat Prerequisites: The cyborg is treated as possessing the (augmentation) package and any other Tinker sphere talents for the purposes of feat prerequisites (but only for feats that directly modify or provide options to augmentations or prosthetics, such as the Compounding Arsenal feat). Qualifying for feats this way is subject to GM discretion. Feats qualified for via this ability only benefit the cyborg’s cyberware.
Mechanical Resilience (Ex): At 2nd level, the cyborg gets +2 on all Fortitude saving throws against effects that can’t also affect objects, Will saves against mind-affecting effects, and a 25% chance to ignore critical hits and precision damage, which stacks with other chances to ignore critical hits and precision damage.
At 4th level, the bonus to saving throws increases to +4 and the chance to ignore critical hits and precision damage increases to 50%.
Technical Expertise (Ex): At 3rd level, the cyborg gains Skill Focus as a bonus feat, selecting their Tinker sphere associated skill.
Cybernetic Ascension (Ex): At 5th level, the cyborg chooses one of their cyberware, increasing its effective gizmo level by +5. The cyborg may change the selected cyberware each time they maintain their gizmos.
Cybernetic Paths
The follow cybernetic paths are available to the cyborg prestige class:
Agent
Good saves: Fortitude, Reflex
Class skills: Stealth (Dex),
Level benefit: +1 gizmo limit per cyborg level
Cybernetic Synergy: At 1st level, the cyborg gains the studied target class feature, as a slayer equal to their cyborg level. If the cyborg possesses the sneak attack class feature, cyborg levels also stack when determining the number of sneak attack damage dice he gains.
Bonus Talent: At 3rd level, the cyborg gains the Tinker sphere Disguised Gizmo talent as a bonus talent. The cyborg’s cyberware are always disguised as prosthetics (even if not a prosthetic) so long as they are not in active and obvious use (GM discretion).
In addition, the cyborg may add their practitioner modifier as a circumstance bonus to checks made as part of disguising gizmos.
In addition, the cyborg may reveal one or more disguised gizmos to either outwit a target or as part of feinting a creature, allowing the cyborg to feint that creature 1 step faster (normally a standard, reduced to a move action > swift > free). The cyborg may only outwit or feint a creature this way once per day.
Gadgeteer
Good saves: Reflex, Will
Class skills: Disable Device (Dex), Stealth (Dex), Sense Motive (Dex)
Level benefit: +2 skill ranks per cyborg level
Cybernetic Synergy: At 1st level, the cyborg gains the inspiration class feature, as an investigator equal to their cyborg level. If the cyborg possesses the studied combat or studied target class features, cyborg levels also stack when determining the effects of those features (this does not grant the cyborg these features).
Bonus Talent: At 3rd level, the cyborg gains the Tinker sphere Tinker Savvy talent as a bonus talent. The cyborg no longer takes a -5 penalty when attempting a Tinker sphere associated skill check in place of the appropriate check involving mechanical subject matter.
In addition, the cyborg gains the following personal battery use:
- Personal Battery Use [Savvy Mastery] (1 battery): You may attempt a Tinker sphere associated skill check with a -5 penalty in place of another skill check. You may only use this battery use ability once per minute
Juggernaut
Good saves: Fortitude, Will
Class skills: Acrobatics (Dex), Climb (Str), Intimidate (Cha), Fly (Dex), Swim (Str)
Level benefit: +2 hit points per cyborg level
Cybernetic Synergy: At 1st level, the cyborg gains the rage class feature, as an unchained barbarian equal to their cyborg level. If the cyborg possesses the rage powers class feature, cyborg levels also stack when determining the effects of rage powers (this does not grant the cyborg any rage powers or new rage powers).
Bonus Talent: At 3rd level, the cyborg gains the Tinker sphere Security Measures talent as a bonus talent. The cyborg may set countermeasures into their cyberware. Countermeasures installed this way may trigger when the cyberware is directly attacked or targeted, or otherwise another source is attempting to disable or tamper with them (in addition to when a creature would attempt to use the cyberware without having the security bypass, failing a proficiency check, affect with a countergizmo, and so on). Lastly, the cyborg adds their practitioner modifier as a circumstance bonus to the DC of proficiency checks and Disable Device checks associated with their cyberware.
For the purposes of countermeasures, the “user” is considered the source of the attack or tampering, provided they are within 5 feet of the cyborg (i.e. the punishment countermeasure cannot attempt to hurt someone at range, but the alarm may trigger).
In addition, the cyborg gains the following unique countermeasure which may only be applied to their cyberware:
- Retribution: When triggered, the cyberware’s owner (the cyborg) may immediately make an attack using a wielded weapon against the disruption’s source. The cyborg cannot benefit from this countermeasure more than once per target per round.