TEXT: 1
  
  2
  Author: Tim Hitchcock and Jason Nelson
  Editing and Development: Thurston Hillman, Jason Nelson
  Artist: Jason Juta, Tim Kings-Lynne, Tanyaporn Sangsnit
  Design and Layout: Rick Hershey
  Legendary Games Team Members: Clinton J. Boomer, Benjamin Bruck, Matthew Goodall, 
  Jim Groves, Tim Hitchcock, Jonathan H. Keith, Nicolas Logue, Jason Nelson, Richard Pett, 
  Tom Phillips, Alistair Rigg, Tork Shaw, Mark Seifter, Mike Shel, Mike Welham, Neil Spicer, Todd 
  Stewart, Russ Taylor, Greg A. Vaughan, Linda Zayas-Palmer, and Clark Peterson.
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Special Thanks: Erik Mona, Lisa Stevens, James Jacobs, and the Paizo staff for their excellent 
  Pathfinder Roleplaying Game Adventure Path: Iron Gods! 
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  Cyborgs © 2015, Legendary Games;   
  Author Tim Hitchcock and Jason Nelson.
  First printing May 2015.
  Printed in USA. 
  Legendary Games
  3734 SW 99th St.
  Seattle, WA 98126-4026
  makeyourgamelegendary.com
  
  3
  Welcome to Adventure PAth Plug-Ins!
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  sPecIAl electronIc FeAtures
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  4
  Rules elements with the superscript TG refer to the official guide to technology published for the 
  Pathfinder Roleplaying Game, the rules from which can also be found online at d20pfsrd.com.
  Contents
  What You Will Find Inside Cyborgs 
  5
  Base Class: Cyborg 
  6
  Table 1: Cyborg Class Features 
  7
  Cybernetic Modifications  
  8
  Tweaks 
  17
  Table 2: Cyborg Tweaks Known 
  18
  New Cyborg Feats 
  20
  Archetypes 
  20
  
  5
  What You Will Find 
  Inside Cyborgs
  Blurring the lines between living and machine, cybernetics grasps at the ever-complicated 
  task of retaining humanity in the subject even as she continues to use biomechanics to alter 
  and perfect the mortal form into which she was born. Cybernetics can be applied on a limited 
  basis, and characters of any race or class can potentially benefit from cybertech, as described 
  in the official Pathfinder Roleplaying Game guide to using advanced technology in a campaign. 
  However, this book presents a brand-new class that has devoted its entire existence to selec-
  tive surgery, myometric manipulation, and an almost obsessive fixation with transhumanoid 
  evolution to become more than nature ever intended: the CYBORG. Perfect for crossover cam-
  paigns where magic and technology collide, this class offers an integrated system of two dozen 
  cybernetic modifications that combine elements of robotics and nanotechnology to stand on its 
  own while integrating with the standard Pathfinder Roleplaying Game rules. In addition to the 
  base class itself, you’ll find rules for pseudomagical tweaks, cybernetic feats, and four new ar-
  chetypes to expand your cybernetic options: the cybermancer, hunter-killer, mechlancer, 
  and techrager!
  Legendary Games was founded on the principle of delivering first-class product for your 
  Pathfinder Roleplaying Game experience, brought to you by the very authors who design and 
  contribute to the adventures, hardbacks, and campaign supplements you are already using. 
  The Legendary Games tradition is to combine rich story and background, innovative layout, 
  beautiful aesthetics, and excellence in design that is second to none. This product is the latest 
  in that tradition, and we hope you enjoy using it as much as we enjoyed making it. Game on! 
  
  6
  base Class:  
  cyborg
  A cyborg is an individual whose living flesh 
  has been infused or replaced with advanced 
  technology. Unlike individuals who have 
  undergone cybernetic surgery to receive 
  cybertech, the cyborg’s infusion is far more 
  invasive. Unlike individuals that acquire 
  purely technologically based cybernetic 
  implants, a true cyborg’s initial cybernetic 
  implants contain within their architecture 
  self-replicating nanites that through a com-
  bination of technology and ritual become 
  fused to the cyborg’s cellular and nervous 
  systems. Thereafter, the nanites grow new 
  microfibers and circuitry that infiltrates the 
  nervous system, at times evolving into ex-
  ternally visible enhancements. The cyborg 
  herself directs this development, which is 
  powered by exercising existing cybernetic 
  components. Simply having an arcane or 
  mechanical prosthesis doesn’t make one a 
  cyborg; it’s the merging of the brain and the 
  technology to discover new senses not 
  possible under any other circum-
  stance. The cyborg’s neurologi-
  cal system grows differently as a 
  result of her modifications, making 
  the cyborg’s modifications unique and 
  far exceeding the capabilities of simple 
  prosthesis and even standard cybertech. 
  Role: While most find the cyborg’s alien 
  transformation and apparent mutilation of 
  their own flesh off-putting, their ability to 
  manipulate their implants to create a wide 
  range of effects is quite useful to adventur-
  ing parties. The types of modifications a 
  cyborg chooses and develops directly influ-
  ences her role within an adventuring party, 
  allowing the individual a fair amount of ver-
  satility in specific powers and abilities.
  Alignment: Any.
  Hit Die: d8.
  Starting Wealth: 3d6 × 10 gp (average 105 
  gp.) In addition, each cyborg begins play 
  with an outfit worth 10 gp or less.
  Class skills
  The cyborg’s class skills are Appraise (Int), 
  Craft (mechanical) (Int), Disable Device 
  (Dex), Fly (Dex), Heal (Wis), Knowledge (ar-
  cana) (Int), Knowledge (engineering) (Int), 
  Perception (Wis), Profession (Wis), Sleight of 
  Hand (Dex), Spellcraft (Int), Survival (Wis)
  Skill Ranks per Level: 6 + Int modifier.
  
  7
  Base
  Attack
  Bonus
  Fort
  Save
  Base
  NC 
  Per day
  Ref
  Save
  Will
  Save
  Level
  Special 
   
  1st
  +0
  +2
  +2
  +0
  nanite matrix, 1st cybernetic modification, 
  modification mastery, Technologist, tweaks 
  5
  2nd
  +1
  +3
  +3
  +0
  nanite surge 
  10
  3rd
  +2
  +3
  +3
  +1
  modification mastery 
  15
  4th
  +3
  +4
  +4
  +1
  2nd cybernetic modification
  20
  5th
  +3
  +4
  +4
  +1
  humanity loss, nanite surge (2)
  25
  6th
  +4
  +5
  +5
  +2
  modification mastery 
  30
  7th
  +5
  +5
  +5
  +2
  rapid recharge (1st modification)
  35
  8th
  +6/+1
  +6
  +6
  +2
  3rd cybernetic modification, nanite surge (3)
  40
  9th
  +6/+1
  +6
  +6
  +3
  modification mastery 
  45
  10th
  +7/+2
  +7
  +7
  +3
  humanity loss, 
  50
  11th
  +8/+3
  +7
  +7
  +3
  nanite surge (4)
  55
  12th
  +9/+4
  +8
  +8
  +4
  4th cybernetic modification, modification 
  mastery 
  60
  13th
  +9/+4
  +8
  +8
  +4
  rapid recharge (2nd modification)
  65
  14th
  +10/+5
  +9
  +9
  +4
  nanite surge (5)
  70
  15th
  +11/+6/+1
  +9
  +9
  +5
  humanity loss, modification mastery 
  75
  16th
  +12/+7/+2
  +10
  +10
  +5
  5th cybernetic modification
  80
  17th
  +12/+7/+2
  +10
  +10
  +5
  nanite surge (6)
  85
  18th
  +13/+8/+3
  +11
  +11
  +6
  rapid recharge (3rd modification)
  90
  19th
  +14/+9/+4
  +11
  +11
  +6
  modification mastery 
  95
  20th
  +15/+10/+5
  +12
  +12
  +9
  6th cybernetic modification, humanity loss, 
  nanite surge (7)
  100
  Table 1: Cyborg Class Features
  
  8
  Class Features
  The following are class features of the 
  cyborg
  Weapon and Armor Proficiency: Cy-
  borgs are proficient with all simple weapons 
  and any weapons installed as the result of 
  a modification. They are also proficient with 
  light armor, but not with shields.
  Natural Technologist: A cyborg gains 
  Technologist as a bonus feat at 1st level.
  Internal Nanite Matrix: All cyborg char-
  acters possess an internal nanite matrix that 
  gives them the ability to grow and evolve 
  their own cybernetic modifications. Unlike 
  cybertech, a cyborg’s modifications develop 
  as a result of her interactions with her envi-
  ronment as well as her skill at manipulating 
  her modifications. The nanite matrix woven 
  into the cyborg’s central nervous system 
  stores energy, or nanite charges (NC), which 
  she can use to power the special functions of 
  her cybernetic modifications. Nanite charges 
  can also power her tweaks (modifications 
  and tweaks are described below). Each day 
  a cyborg builds up a number of NC equal 
  to 5 x her cyborg class level + her Intelli-
  gence modifier. Once powered up, the na-
  nite matrix remains active until all NC are 
  expended, at which point the cyborg must 
  power down the matrix. It takes 8 hours rest 
  to recharge the matrix after it has powered 
  down. The cyborg can expend her NC on 
  whatever modification powers or tweaks 
  she wishes, however she must prepare her 
  tweaks in advance as described below.  
  Cybernetic Modification:  As a cyborg 
  advances, their ever-growing nanite matrix 
  allows them to continually shift from organ-
  ism into machine. At 1st-level, a cyborg be-
  gins with a basic cybernetic modification, a 
  bio-technological part permanently fused to 
  her body that either replaces or wholly alters 
  one of her existing body parts. Cybernetic 
  modifications are produced by the expansion 
  of the cyborg’s nanite matrix and the de-
  liberate manipulation of her body structure 
  and tissue. Once created, these modifica-
  tions become part of the cyborg’s body and 
  cannot be disarmed or sundered. A cyborg 
  controls her modifications naturally, as if they 
  are a part of her. 
  Cybernetic modifications are powered by the 
  cyborg’s nanite matrix and their use requires 
  the expenditure of NC. A cyborg may then 
  spend NC to activate the modification’s special 
  function. 
  The duration and power of a modification’s 
  function are determined by the cyborg’s class 
  level. Most functions require only a single 
  charge, however, the cyborg may further 
  augment the effects of some modifications 
  by powering them with additional uses of NC.  
  Regardless, a true cyborg can never boost a 
  cybernetic modification, ability, or modification 
  mastery with more nanite charges than her 
  true cyborg class level. Once the duration of 
  the effect expires, the cyborg must recharge 
  the modification before she can activate it 
  again. Unless otherwise noted in a modifi-
  cation’s description, recharging requires 1 
  minute, during which time the cyborg cannot 
  activate the modification’s special function.
  Magic items that require slots to function, 
  cannot function in tandem with cybernetic 
  implants occupying the same item slot. For 
  example, a ring of protection cannot be worn 
  on force pulse hand. Unless otherwise noted, 
  all modifications require the expenditure of an 
  energy charge in order to function, after which 
  they cannot be activated until they recharge. 
  Specific recharge times are noted in each of 
  the modifications’ descriptions.
  At 4th level and every four levels thereafter, 
  the cyborg can add another cybernetic modi-
  fication.
  Cybernetic 
  Modifications 
  The following modifications are available to 
  the cyborg class.
  Ability EnhAncEmEnt DEvicE
  This device looks like a metal spider af-
  fixed to the cyborg’s spine near the base of 
  the skull. A cyborg can only have a single 
  cerebral enhancement and single spinal 
  enhancement. Bonuses from ability en-
  hancement devices do not stack with bo-
  
  9
  nuses from magical ability enhancement 
  items such as belts and helms. In the event 
  that the cyborg attempts to combine an 
  ability-enhancing device with a magical item 
  or spell that provides a similar effect, the 
  greater bonus overrides the lower one.
  Cerebral Enhancement
  Activation Cost: 1 NC
  Duration: 1 hour
  Recharge Time: 1 minute
  This modification temporarily boosts a sin-
  gle mental ability score, granting the cyborg 
  a +1 enhancement bonus per every 4 cyborg 
  class levels. A cyborg can only have a single 
  booster affecting one ability score, which is 
  chosen at the time of implant and cannot be 
  changed unless the implant is removed.
  Spinal Enhancement
  Activation Cost: 1 NC
  Duration: 1 hour
  Recharge Time: 1 minute
  This modification temporarily boosts a 
  single physical ability score, granting the 
  cyborg a +1 enhancement bonus per every 4 
  cyborg class levels. A cyborg can only have 
  a single booster affecting one ability score, 
  which is chosen at the time of implant and 
  cannot be changed unless the implant is 
  removed. 
  Arm moDificAtions
  Arm modifications require the use of two 
  gear/item slots, replacing both the cyborg’s 
  arm and hand. 
  Mechabot Arm
  This prosthetic is fitted with a set of large 
  circular blades that deal 1d8 points of slash-
  ing damage when used in combat. Treat the 
  mechabot arm as the individual’s primary 
  attack. 
  speCial FunCtion
  Activation Cost: 1 NC
  Duration: 1 round per level
  Recharge Time: 1 hour
  Activating the special function causes the 
  blades to spin at incredibly high speeds ca-
  pable of shredding wood, metal, bone, and 
  flesh. When charged, the weapon ignores 5 
  points of hardness +1 point per cyborg level, 
  or 1 point of any material-based DR (such as 
  adamantine, cold iron, or mithril) per cyborg 
  level. 
  Medibot Arm
  A medibot arm looks like a series of 
  strange cylinders and tubes connected to 
  a mechanical hand with fingers resembling 
  hydraulic pumps. Three fingers convert to 
  syringes, while three more fingers serve as 
  a plasma scalpel, forceps, and a nanoprobe. 
  A medibot arm allows a cyborg to perform 
  skillful surgeries, gaining a circumstance 
  bonus on Heal checks equal to ½ his cyborg 
  class level. Furthermore, successful Heal 
  checks to treat deadly wounds heal twice the 
  normal number of hit points. 
  A medibot arm can also be modified to 
  perform one of the following special func-
  tions.
  speCial FunCtion
  Activation Cost: 1 NC
  Duration: Immediate
  Recharge Time: 1 minute
  A cyborg may expend a charge to inject a 
  single individual with microscopic nanobots 
  that repair damaged tissue and stimulate 
  cellular regrowth. The patient gains fast 
  healing equal for a number of rounds equal 
  to the cyborg’s class level, healing a number 
  of hit points each round equal to half the 
  cyborg’s level (minimum 1).
  speCial FunCtion
  Activation Cost: 1 NC per tweak level.
  Duration: Immediate
  Recharge Time: 1 minute
  A cyborg with a medibot arm also can 
  perform tweaks that simulate any spells that 
  heal lost hit points, cure disease, neutralize 
  poison, or restore ability score loss upon a 
  
  10
  patient as per those tweaks listed by level 
  normally only available for cyborgs with spi-
  nal implants. 
  Special: without a medibot arm, a cyborg 
  with a spinal implant that uses curative 
  tweaks can only use them to cure herself.
  Powered Arm
  Activation Cost: 1 NC
  Duration: 1 hour
  Recharge Time: 1 minute
  This cybernetic prosthetic provides the cy-
  borg with a +2 bonus to Strength. Following 
  each use, the arm must recharge and cannot 
  be activated for the next hour. 
  Shielding Arm
  Activation Cost: 1 NC
  Duration: 1 hour
  Recharge Time: 1 minute
  This implant looks like a series of strange 
  sub-dermal glowing disks running the length 
  of the cyborg’s forearm. When activated, 
  they create a translucent shield of force that 
  grants the cyborg a +1 shield bonus. This 
  bonus increases by +1 per 4 cyborg levels. 
  Activating the shield is a move action, and it 
  remains active for 1 hour, though it can be 
  discharged earlier in order to create a ray 
  with a 30-foot range that deals 1d4 points of 
  electricity damage per cyborg class level.
  Once the shield function ends, the arm 
  must be recharged before it can be activated 
  again. 
  cybErnEtic lEg moDificAtions
  These cybernetic implants replace one or 
  both of the cyborgs legs. A cyborg can only 
  have one type of cybernetic leg modification. 
  Cybernetic leg modifications used up the 
  boots gear/item slot.
  Propulsion Boosters
  These cybernetic leg modifications incor-
  porate propulsion boosters near the cyborg’s 
  calves. 
  speCial FunCtion
  Activation Cost: 1 NC
  Duration: Immediate
  Recharge Time: 1 minute
  Activating the boosters allows a cyborg, 
  as a full-round action, to launch herself in a 
  straight line, traveling up to 60 feet plus 10 
  feet per cyborg class level. The cyborg trav-
  els the total distance in a single round. If 
  used to travel through the air, the boosters 
  confer no special benefit to landing; thus, a 
  safe landing requires a successful Acrobatics 
  check (DC 10+1 per each 10 feet traveled) 
  to avoid or reduce falling damage. Similarly, 
  augmenting the effect with spells such as 
  levitate, featherfall, or fly may alleviate the 
  risk of hurting oneself. 
  Alternately, the cyborg can use the boost-
  ers to bull rush or overrun an opponent. 
  Cyborgs with the Improved Bull Rush or 
  Improved Overrun Feat can use them in 
  conjunction with the propulsion boost. If the 
  cyborg strikes an object or creature while 
  being rocketed, both the cyborg and the ob-
  ject or creature take 2d6 damage from the 
  collision.
  Roboskates
  These cybernetic leg modifications incorpo-
  rate modifiable gliding wheel, balls, skates, 
  skis, or similar adaptations onto the cyborg’s 
  feet. 
  speCial FunCtion
  Activation Cost: 1 NC
  Duration: 1 hour
  Recharge Time: 1 minute
  Activating rollers increases the cyborg’s 
  land speed by 10 feet on level round. This is 
  increased to 20 feet when moving downhill 
  on a gradual slope and by 30 feet on a steep 
  slope, but is negated when moving uphill. 
  The cyborg takes a -2 penalty to her CMD 
  against awesome blow, bull rush, drag, and 
  reposition combat maneuvers when using 
  this modification. Roboskates can be used on 
  surfaces like ice, snow, and sand, but have 
  no effect in bogs or similar highly unstable 
  terrain (GM’s discretion).
   
  
  11
  Thigh Capacitor
  speCial FunCtion
  Activation Cost: 1 NC
  Duration: Immediate
  Recharge Time: 1 minute
  This implant replaces the exterior portion 
  of the cyborg’s thigh with a series of energy 
  storing capacitors. When activated they 
  release a stored charge into another previ-
  ously discharged implant allowing it to be 
  instantly recharged. Once a stored charge 
  is expended, the capacitor is drained and 
  needs to be recharged. 
  DErmAl EnhAncEmEnt 
  Dermal enhancements use nanites to mod-
  ify the cyborg’s flesh at the cellular level. A 
  cyborg can only have one dermal enhance-
  ment.
  Regenerative Nanites
  speCial FunCtion
  Activation Cost: 1 NC
  Duration: 1 minute per nanite charge 
  spent
  Recharge Time: 1 minute
  The cyborg laces his skin cells with nanites 
  that monitor reactions and adjust the cells 
  to control temperature, absorb energies, 
  and repair damaged tissue. The nanites 
  require exposure to external power 
  source to function. When created, 
  the cyborg chooses a single type of 
  energy (acid, cold, fire, electricity, 
  negative energy, or sonic) to power 
  the nanites. When activated the na-
  nites grant fast healing, repairing a 
  number of hit points each round equal 
  to 1 + the cyborg’s Intelligence 
  modifier, +1 additional point per 5 
  cyborg class levels. Once damage is 
  fully repaired, the effect stops and the im-
  plants must be recharged.
  Dermal Refractors
  This cybernetic enhancement consists 
  of nanites that release light-refractive 
  pigments into the outer dermal layers that 
  when activated cause the cyborg’s skin to 
  shift the way it refracts light allowing it to 
  alter its color, or even create illusions that 
  blur, disjoint, or even grotesquely warp the 
  shape of the cyborg. Cyborgs with this en-
  hancement can chose one of the following 
  special functions.
  speCial FunCtion
  Activation Cost: 1 NC
  Duration: 1 hour
  Recharge Time: 1 minute
  While none of the changes cause any phys-
  ical change to the cyborg, the illusory altera-
  tions allow her to shift colors and patterns 
  on her skin, blending in with any surround-
  ings, granting her a +10 bonus (+1 per 
  cyborg class level) on Stealth checks. 
  
  12
  speCial FunCtion
  Activation Cost: 1 NC
  Duration: 1 minute 
  Recharge Time: 1 minute
  Activating this function allows the cyborg 
  to blur, warp, and even duplicate her form to 
  impede the attempts of attackers from strik-
  ing her actual form. For as long the warped 
  form remains active, any attackers suffer a 
  chance of missing the cyborg equal to 5% 
  per cyborg level. 
  AsD (ADDitionAl sEnsory DEvicE)
  These facial modifications may affect the 
  cyborg’s mouth, nose, throat, or ears, either 
  augmenting base organs or replacing them 
  entirely. These modifications tend to be 
  ghastly, or at least more unsettling to non-
  cyborgs and impose permanent  -2 circum-
  stance penalty to any Charisma-based skill 
  checks.
  Precognition Chip
  speCial FunCtion
  Activation Cost: 1 NC
  Duration: special
  Recharge Time: 1 minute
  This implant connects the cyborg’s brain 
  to an additional electronic sense that can-
  not fully be defined in human terms. This 
  additional sense gives the cyborg a sort of 
  precognition allowing her to re-roll any failed 
  Perception checks to avoid surprise or to de-
  tect traps or secret doors, or an initiative roll 
  that is lower than her Intelligence modifier 
  plus one-half her cyborg level. The device is 
  always active, however once triggered (ei-
  ther deliberately or in response to environ-
  mental influences) a charge is expended
  Respiratory Filters
  speCial FunCtion
  Activation Cost: 1 NC
  Duration: 1 hour per nanite charge spent
  Recharge Time: 1 minute
  These gruesome modifications look like 
  metal slits carved into the cyborg’s neck. 
  The modification augments her normal 
  breathing functions by routing her trachea 
  into a set of artificial metal and polysyn-
  thetic gills capable of extracting oxygen from 
  nearly any compound containing oxygen. 
  The gills also store extra oxygen in times 
  when no oxygen is available whatsoever. In 
  tainted environments where oxygen is pres-
  ent, the cyborg breathes normally. She can 
  breath underwater or in rooms filled with 
  poison gas without risk of injury or death. 
  In an oxygen-deprived atmosphere, such 
  as space, the cyborg can spend a charge to 
  release stored oxygen. After expending the 
  charge, the gills must recharge for 1 hour in 
  an environment where there is clean oxy-
  gen. Until they are recharged, the cyborg 
  breathes as a typical member of her race 
  and gains no benefit from the gills whatso-
  ever, leaving her vulnerable to drowning, in-
  haling toxins, or suffocation as per her base 
  race. Respiratory filters use up a neck slot.
  Sonar Hearing
  speCial FunCtion
  Activation Cost: 1 NC
  Duration: 10 minutes per nanite charge
  Recharge Time: 1 minute
  These cybernetic implants are set into the 
  individuals ears leaving a rime of electronic 
  sensors in a crescent shape along the side of 
  the skull. When activated the cyborg can use 
  her ears to “see sound” in a 30-foot radius 
  as if she possessed the blindsight ability.
  Sonic Hearing Implants use a head slot.
  Vocal Detonator
  speCial FunCtion
  Activation Cost: 1 NC
  Duration: Immediate
  Recharge Time: 1 minute
  This cybernetic throat implant allows the 
  cyborg to spend a single charge to produce a 
  powerful 15-foot cone-shaped spread of sonic 
  energy that deals 1d6 points of sonic damage 
  per NC expended deafening creatures within 
  the blast range for 1d6 rounds. Those struck 
  
  13
  must succeed a Fortitude save (DC 10 + cy-
  borg level + her relative ability score modifier 
  for half damage) to only take half damage and 
  ignore the deafened effect. At 5th level, a cy-
  borg can spend additional NC to increase the 
  duration by +1d6 rounds per charge. At 10th 
  level, the cyborg can spend 4 charges to make 
  the deafness permanent.  
  A vocal detonator uses up a head gear/
  item slot.
  hAnD moDificAtions
  Hand modifications replace the cyborgs 
  hand with a cybernetic prosthetic that 
  typically resembles a robotic looking metal 
  hand. The prosthesis functions as a nor-
  mal hand permitting the cyborg to perform 
  specialized tasks based on the nature or the 
  prosthesis. A cyborg can only have a single 
  prosthesis per hand and cannot combine a 
  hand with an arm modification (because arm 
  modifications also include hands). A hand 
  modification uses a hand gear/item slot.
  Force Pulse Hand
  speCial FunCtion
  Activation Cost: 1 NC
  Duration: Immediate
  Recharge Time: 1 minute
  A cyborg with this modification can you 
  can her hand to fires a ranged force pulse 
  attack that deals 1d6 points of damage per 
  NC expended and stuns living creatures that 
  fail a Fortitude save (DC 10 + cyborg level + 
  her relative ability modifier) for 1d6 rounds. 
  A successful save also reduces the damage 
  by half. At 5th level, a cyborg can spend ad-
  ditional NC to increase the duration by +1d6 
  rounds per charge. At 10th level, the cyborg 
  can spend 4 charges to change the stun to 
  paralysis. The pulse has a range of 30 feet 
  plus 10 feet per cyborg level.
  Machinist’s Hand 
  Your hand contains a number of strange but 
  useful mechanical gizmos that serve as a sort 
  of tool kit to aid in performing a specific func-
  tion from performing surgeries to crafting ob-
  jects to manipulating and disabling locks and 
  other similar mechanical devices. The ma-
  chinist’s hand functions as a masterwork set 
  of artisan’s tools, a climber’s kit, surgeon’s 
  tools, and thieves’ tools, however since they 
  are built into the hand, they cannot be used 
  by anyone other than the cyborg. 
  speCial FunCtion
  Activation Cost: 1 NC
  Duration: Immediate
  Recharge Time: 1 minute
  A cyborg with a machinist’s hand can 
  spend one NC to gain a bonus to a single 
  Craft, Disable Device, or Heal check equal to 
  10 + ½ her cyborg class level.
  Telekinetic Blast Hand
  speCial FunCtion
  Activation Cost: 1 NC
  Duration: Immediate
  Recharge Time: 1 minute
  As a ranged touch attack, a cyborg may 
  create a telekinetic blast that either pushes 
  or pulls an object within 30 feet per cyborg 
  level and weighing 25 pounds per cyborg 
  level a total distance of 5 feet per cyborg 
  level in a single direction. Alternately, the 
  cyborg can use the blast to throw the target 
  against a wall or similarly solid object deal-
  ing 1d6 points of damage per nanite charge 
  (max 10d6). If used offensively, the target 
  may attempt a Fortitude save (DC 10+ ½ 
  cyborg’s level + NC spent) to reduce the 
  damage by half. 
  oculAr implAnts 
  These cybernetic implants replace one or 
  both of the cyborgs eyes. Double implants 
  usually enhance or replace normal sight, 
  while a singular implant typically has a dif-
  ferent function, slightly impeding the cy-
  borg’s sight and requiring the second eye to 
  retain vision. For this reason a cyborg can 
  only have one type of ocular implant. Ocular 
  implants use an eyes/lenses/goggles gear/
  item slot. 
  
  14
  Eye Ray
  This implant decreases a cyborg’s Percep-
  tion checks to spot creatures by –2. 
  speCial FunCtion
  Activation Cost: 1 NC 
  Duration: Immediate
  Recharge Time: 1 minute
  A cyborg can activate the eye to project a 
  ray of a specific energy type of either acid, 
  cold, fire, electricity, or negative energy. The 
  type of energy must be decided before use, 
  however a cyborg may take a full round ac-
  tion, to set the eye ray to the energy type 
  she desires to produce.  A ray deals 1d6 
  points of damage per NC with a range of 30 
  feet plus 10 additional per 3 cyborg class 
  level. Opponents struck by the ray may at-
  tempt a Fortitude save DC 10 + cyborg class 
  level + NC spent) for half damage.
  At the cost of an additional NC, the cyborg 
  may change the damage type as a swift ac-
  tion.
  Vivid Sight
  speCial FunCtion
  Activation Cost: 1 NC
  Duration: 10 minutes per nanite charge
  Recharge Time: 1 minute
  When activated, the cybernetic implant al-
  lows the cyborg to project an invisible beam 
  of energy that after striking objects, 
  bounces back into a retinal inter-
  preter that sends a hyper-colorized 
  image any living creatures to the 
  brain. The image doesn’t require 
  light cyborg to view her surround-
  ing even in complete darkness or 
  when her normal sight is obscured 
  by smoke, water, fog, or similar 
  conditions that the beam may pass 
  through. Vivid sight can partially pen-
  etrate magical darkness. Each round magical 
  darkness persists, the cyborg may attempt a 
  Will save to overcome its effect for 1 round. 
  Each round the cyborg desires to overcome 
  the darkness requires a new Will save. 
  The implant detects living things in 60-foot 
  range as well as differences in structures, 
  such as variances in stonework used 
  in the construction of concealed doors 
  and mechanical traps. While spotting 
  living organisms requires no spe-
  cial talent, the cyborg can only 
  spot secret doors or mechanical 
  traps with the appropriate Percep-
  tion check, however she gains a 
  bonus to her check equal to half 
  her cyborg level plus her Intelligence modi-
  fier. Despite its effectiveness against magi-
  cal darkness, vivid sight cannot distinguish 
  between real images and illusions.
  Modification Mastery: As a cy-
  borg gains experience, she learns to slowly 
  
  15
  control and master different aspects of their 
  nanite matrix allowing them to alter them-
  selves and their connection to technology 
  both inside and outside of their own bodies. 
  A cyborg gains one modification mastery at 
  1st level and another at 3rd and every 3 lev-
  els thereafter. Unless otherwise stated in its 
  description, a cyborg cannot take a modifi-
  cation mastery more than once.
  Cybertech Crafter (Ex): When using Craft 
  (cybertech) to program an existing cyber-
  netic modification, a cyborg gains a compe-
  tence bonus equal to his class level to any 
  appropriate skill check. In addition, a cyborg 
  can use her Knowledge (engineering) skill 
  to identify cybernetic implants and similar 
  cybernetic devices or apparatus as if using 
  detect magic. She must hold and study the 
  apparatus for 1 round to make such a check.
  Modification Boost (Sp): The cyborg can 
  boost the power of one of her modifications 
  so that it functions at a higher power level. 
  The cyborg chooses the level to which she 
  wants to boost the power however she can 
  only boost a power to the level of highest 
  tweak level she is capable of manifesting (up 
  to a maximum of 6th level.) All of the power’s 
  level dependent effects (such as DCs) are 
  calculated according to the boosted level.  
  You must be 3rd level to take this modifica-
  tion mastery. A cyborg may take this Modi-
  fication Mastery more than once, each time 
  applying it to a different modification. 
  Modification Feats (Ex): The cyborg can 
  modify her matrix so that she is capable of 
  performing an additional feat. The cyborg 
  can choose from one of the following bo-
  nus feats: Anthroposophist, Bioboost, Craft 
  CyberneticsTG, Craft PharmaceuticalTG, Craft 
  Technological Arms and ArmorTG, Extra Nanite 
  Charge, Robot’s BaneTG, Scavenger’s LuckTG, 
  Skill Focus (Craft (cybernetics)TG, Craft (phar-
  maceuticals) TG, Craft (technological arms and 
  armor) TG, Heal, Knowledge (engineering)) 
  only, Technology AdeptTG, Wrest ChargeTG.
  The cyborg must still meet all prerequisites 
  for a bonus feat, including level minimums. 
  A cyborg may take this modification more 
  than once, but cannot take the same feat 
  more than once.
  Nanite Chakra Loading (Su): As a full-
  round action the cyborg can use intense 
  mediation to form a deeper connection be-
  tween his spiritual mind-body and his nanite 
  matrix that allows her to transform some of 
  her physical and mental energy into NC. The 
  cyborg takes temporary ability score damage 
  to any one of her ability scores she chooses 
  and converts it into 2d8 NC. If the cyborg 
  is disturbed during the meditation, he must 
  make a concentration check or she takes the 
  ability damage but fails to convert it into NC. 
  A cyborg must be at least 5th level to take 
  this mastery. There is no limit to the amount 
  of ability damage a cyborg may afflict upon 
  herself, thus it remains possible for a cyborg 
  to accidentally or deliberately die by nanite 
  loading her chakras.
  Overload Circuits (Ex): you can connect 
  your modification into a technological de-
  vice or circuit and infuse it with a surge of 
  power from her nanite matrix that causes it 
  to overload. The cyborg determines the time 
  remaining in the overloaded circuit (1 hour 
  max) before it explodes creating a blast that 
  deals 1d6 points of electrical damage in a 
  10-foot-radius per NC expended (max 10d6; 
  100-foot-radius; Reflex save DC 15 +number 
  of NC for half). 
  Salvage Cybertech (Ex): The cyborg’s mas-
  tery of increases allowing her to better ma-
  nipulate and employ artificial enhancements 
  and other external cybernetic devices which 
  she either finds or purchases, rather than 
  grows from her own body. Should she desire 
  to add an external component, she gains 
  a circumstance bonus to any Heal check to 
  affix the device to her body equal to ½ her 
  cyborg level. The cybertech device doesn’t 
  fuse with her internal self-replicating na-
  nites and is treated as a standard cybertech 
  bound by the existing rules in the official 
  guide to technology for the Pathfinder Role-
  playing Game. If the device that uses a body 
  slot, they cyborg cannot add a cybernetic 
  modification to that body slot unless she 
  first removes the cybertech device. A cyborg 
  must be 5th level to take this mastery.
  
  16
  Siphon Power (Ex): a cyborg can use the 
  ability to use the charges of technology 
  sources to power up her nanite matrix. After 
  identifying the nature of recovered techno-
  logical items, you can use a full round ac-
  tion to siphon power and redirect it into your 
  nanite matrix. The transfer ratio is 2 to 1, 
  so you may only convert half the number 
  of charges into NC (minimum 1). You can-
  not use this ability to siphon a number of 
  charges per day greater than your Constitu-
  tion modifier (minimum 1) per day without 
  damaging your matrix. If you exceed this 
  number, each additional charge you attempt 
  to siphon off deals 1d4 points point of Con-
  stitution damage (DC 25 Fort save for half 
  damage, minimum 1) per NC. 
  Technofuser (Su): the cyborg can attempt 
  to use her Craft Cybertech feat to perma-
  nently fuse an artificial enhancement or 
  other cybernetic device to the microfibers of 
  her own nanites. If successful, she thereaf-
  ter treats the device as a cybernetic modifi-
  cation allowing her to perform tweaks upon 
  the device. The DC to fuse the cyborg’s na-
  nites is 15 + twice the implantation value. If 
  the cyborg fails the attempt, she must wait 
  a month for the nanites to regrow before she 
  can attempt to procedure again. A cyborg 
  must be 12th level to take this modification 
  mastery. 
  Nanite Surge: Starting at 
  2nd level, the cyborg performs 
  an alteration to one of her 
  modifications allowing her to 
  flood it with a surge of tem-
  porary nanite charges. The 
  cyborg chooses the modifi-
  cation to be affected by this 
  ability at the time she gains 
  it, and thereafter she can-
  not reassign a rapid recharge 
  to a different modification. 
  Nanite surge affects modifi-
  cations only and cannot be 
  used to charge tweaks. 
  Once per day, as a full 
  round action, the cyborg can 
  use nanite surge to gain 1d4 
  temporary NC to apply to the 
  designated modification that 
  must be spent before her 
  matrix powers down. Any NC 
  gained as a result of the rap-
  id recharge cannot be used 
  to activate a tweak. Regard-
  less, once the cyborg spends 
  all of her daily allotment of 
  NC, her nanite matrix shuts 
  down and any temporary NC 
  gained from rapid recharge 
  ability is lost. 
  At 5th level and every three 
  levels thereafter, the cyborg 
  gains another daily use of her 
  nanite surge ability. She can 
  
  17
  either apply the nanite surge to the same 
  modification or apply the temporary NC 
  to one of her other modifications. If she 
  chooses to boost the first modification, she 
  gains +1d4 NC for each additional nanite 
  surge she applies beyond the first nanite 
  surge. For example, a 5th level cyborg could 
  use nanite surge to gain 2d4 NC to a single 
  modification or nanite surge two different 
  modifications by 1d4 NC each.
  Humanity Loss: Because the cyborg’s 
  modifications grow organically from the 
  individual cyborg’s nanite matrix, modifica-
  tions aren’t nearly as invasive as undergo-
  ing surgery to implant cybertech. Still, the 
  overall transformation from living creature 
  to machine imposes a significant effect on 
  an individual cyborg’s connection to her hu-
  manity. This profound change is both physi-
  cal and mental as the cyborgs’ reliance on 
  technology alters her entire being. For this 
  reason, most livening creatures find cyborgs 
  unsettling and tend to shun them upon first 
  encountering them.  
   
  By 5th level, a cyborg’s humanity becomes 
  so scarred her Charisma score permanently 
  decreases by 1 point.  Conversely, her men-
  tal capacity continues to shift and grow while 
  the nanite matrix boosts her bio-metabolic 
  functions. This causes her to permanently 
  gain either one point in any physical ability 
  score (Str, Dex, or Con) or 1 point in either 
  her Wisdom or Intelligence ability scores. 
  Thereafter, this trend continues causing the 
  cyborg’s humanity erode dramatically every 
  five levels to a maximum reduction of –4 
  at 20th level. Each time the cyborg loses a 
  point of Charisma, she gains 1 point that she 
  can apply to permanently increase any other 
  ability score, however she cannot increase 
  the same score more than once.
  Rapid Recharge: At 7th level, a cyborg 
  may adjust her nanite matrix to increase 
  the flow of depleted power to a designated 
  modification to significantly reduce its re-
  charge time. The cyborg must designate 
  which modification she is applying her rapid 
  recharge ability to at the time she gains the 
  ability. The designation is permanent and 
  she cannot reassign the ability to a different 
  modification at a later time. Thereafter, the 
  recharge time of the designated modification 
  decreases to 1d4 rounds.  The cyborg gains 
  this ability again at 13th level and again at 
  18th level, each time applying the rapid re-
  charge to a different modification.
  Tweaks
  Cyborgs are experts at tweaking their 
  modifications to produce a multitude of 
  spell-like effects not necessarily intended as 
  a function of the original modification. In es-
  sence, a cyborg prepares and programs his 
  implants to perform special acts in advance. 
  When a cyborg enhances his modifications, 
  he programs them with a tiny fraction of his 
  own living essence—this enables the cre-
  ation of unique bio-technological effects, 
  exclusively bound to each individual cyborg. 
  These are known as tweaks. 
  In game terms, tweak effects function 
  much like spells and should be treated as 
  such for purposes of determining the results 
  of tweak level, caster level, and provoking 
  attacks of opportunity.
  Specific tweaks are tied to specific modi-
  fications, thus the cyborg must have the 
  proper modification in order to use its asso-
  ciated tweak. 
  Each day, a cyborg must prepare his 
  tweaks in advance and then power them for 
  use with some of his nanite charges. Power-
  ing a tweak requires the expenditure of one 
  nanite charge per tweak level; therefore a 
  powering a 3rd level tweak requires 3 na-
  nite charges. The nanite charges are used 
  to power the tweak at the time the tweak is 
  prepared. Unlike spells, there is no specific 
  number of times a cyborg can choose to 
  power a tweak and no specific tweak slots. 
  He can choose any combination of tweaks to 
  prepare provides he knows the tweaks and 
  possesses enough nanite charges at the time 
  he prepares them.
  To perform a tweak a cyborg must have an 
  Intelligence score equal to at least 10 + the 
  tweak’s level. The Difficulty Class for a sav-
  ing throw against a cyborg’s tweak’s effect is 
  10 + the tweak’s level + the cyborg’s Intel-
  ligence modifier.
  A tweak’s activation time is the same as 
  the base spell’s casting time. A cyborg ac-
  
  18
  tivates a tweak by fiddling with or similarly 
  manipulating the associated implant, for 
  example a cyborg with a leg implant may 
  activate an area effect by stomping on the 
  ground or an ocular implant might be manip-
  ulated to produce a ray or project a symbol 
  or rune. Certain tweaks are more limited in 
  scope than their spell counterparts in that 
  they can only affect the cyborg even if the 
  spell descriptions says they affect others as 
  noted below.
  A cyborg’s selection of tweaks is extremely 
  limited. She begins play with two 1st level 
  tweaks. At each new cyborg level, she gains 
  one or more new tweak, as indicated on Table 
  2: Cyborg Tweaks Known. Unlike spells per 
  day, the number of tweaks a cyborg knows 
  is not affected by her Intelligence score; the 
  numbers on Table 2: Cyborg Tweaks Known is 
  fixed. These new tweaks can be chosen from 
  the cyborg tweak list in accordance with her 
  cybernetic modifications.
  Upon reaching 4th level, and at every 
  even-numbered cyborg level after that (6th, 
  8th, and so on), a cyborg can choose to 
  learn a new tweak in place of one she al-
  ready knows. In effect, the cyborg rewires 
  her circuits removing the old tweak in ex-
  change for the new one. The new tweak’s 
  level must be the same as that of the tweak 
  being exchanged. A cyborg may swap only 
  a single tweak at any given level, and must 
  choose whether or not to swap the tweak at 
  the same time that she gains new tweaks 
  known for the level.
   Tweaks duplicate the spells of the same 
  name and can be found in the Pathfinder 
  Roleplaying Game Core Rulebook, Pathfinder 
  Roleplaying Game Advanced Class Guide, 
  Pathfinder Roleplaying Game Advanced 
  Player’s Guide, Pathfinder Roleplaying Game 
  Advanced Race Guide, Pathfinder Roleplay-
  ing Game Ultimate Combat, and Pathfinder 
  Roleplaying Game Ultimate Magic and can 
  also be referenced online in the Pathfinder 
  Reference Document or on d20pfsrd.com.
  While tweaks duplicate the effect of spells, 
  they are not magical in nature and are not 
  subject to spell resistance or antimagic ef-
  fects, such as antimagic field. 
  Table 2: Cyborg Tweaks Known
  Level
  Tweaks Known
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  2
  —
  —
  —
  —
  —
  2nd
  3
  —
  —
  —
  —
  —
  3rd
  4
  —
  —
  —
  —
  —
  4th
  4
  2
  —
  —
  —
  —
  5th
  4
  3
  —
  —
  —
  —
  6th
  4
  4
  —
  —
  —
  —
  7th
  5
  4
  2
  —
  —
  —
  8th
  5
  4
  3
  —
  —
  —
  9th
  5
  4
  4
  —
  —
  —
  10th
  5
  5
  4
  2
  —
  —
  11th
  6
  5
  4
  3
  —
  —
  12th
  6
  5
  4
  4
  —
  —
  13th
  6
  5
  5
  4
  2
  —
  14th
  6
  6
  5
  4
  3
  —
  15th
  6
  6
  5
  4
  4
  —
  16th
  6
  6
  5
  5
  4
  2
  17th
  6
  6
  6
  5
  4
  3
  18th
  6
  6
  6
  5
  4
  4
  19th
  6
  6
  6
  5
  5
  4
  20th
  6
  6
  6
  6
  5
  5
  
  19
  1st-Level Cyborg Tweaks by Modification  
  Arm: flare burst, grease, frostbite, hydraulic 
  push, long arm, shock shield
  ASD: anticipate peril, detect secret doors, 
  detect undead, heightened awareness, keen 
  senses, see alignment 
  Cerebral Enhancement: comprehend 
  languages, cultural adaptation, identify, seek 
  thoughts, truestrike
  Dermal Enhancement: endure elements, 
  entropic shield, obscuring mist, shield, 
  stunning barrier, vanish
  Eye:  charm person, hypnotism, lock gaze, 
  true strike, sleep, true strike
  Hand: burning hands, chill touch, corrosive 
  touch, ray of enfeeblement, shocking grasp, 
  stone fist 
  Leg: adjuring step, expeditious retreat, 
  feather fall, grease, jump, thunderstomp 
  Spinal Enhancement: body capacitance, 
  enlarge person, mirror strike, monkey fish, 
  phantom blood, reduce person 
  Throat: adhesive spittle, air bubble, 
  ear-piercing scream, obscuring mist, 
  ventriloquism, vocal alteration
  2nd-Level Cyborg Tweaks by Modification
  Arm: ablative barrier, bullet shield, kinetic 
  reverberation, knock, protection from arrows, 
  tremor blast 
  ASD: acute senses, blood transcription, detect 
  thoughts, companion life link, defensive 
  shock, locate object
  Cerebral Enhancement: eagle’s splendor, 
  fox’s cunning, obscure object, owl’s wisdom, 
  share language, share memory
  Dermal Enhancement: alter self, barkskin, 
  blur, blood armor, invisibility, protection from 
  arrows, resist energy
  Eye: burning gaze, darkvision, hypnotic 
  pattern, scorching ray, see invisibility, 
  unshakeable chill
  Hand: certain grip, elemental touch*, frigid 
  touch, ghoul touch, pilfering hand, web
  Leg: air step, effortless armor, levitate, 
  slipstream, stone call, tactical acumen 
  Spinal Enhancement: bear’s endurance, bull’s 
  strength, cat’s grace, cure moderate wounds, 
  delay poison, false life, restoration (lesser)
  Throat: distracting cacophony, distressing 
  tone, fire breath, gust of wind, piercing 
  shriek, shatter
  3rd-Level Cyborg Tweaks by Modification
  Arm: ablative barrier, chain of perdition, 
  dispel magic, hostile levitation, hydraulic 
  torrent, silver darts
  ASD: blood biography, bloodhound, 
  clairaudience/clairvoyance, locate weakness, 
  pierce disguise, seek thoughts, witness 
  Cerebral Enhancement: mantel of calm, 
  nondetection, suggestion, tongues, rage 
  Dermal Enhancement: blink, cloak of winds, 
  displacement, elemental aura, protection 
  from energy, resinous skin, thorn body
  Eye: arcane sight, aura sight, countless eyes, 
  daylight, ray of exhaustion
  Hand: absorbing touch, flame arrow, force 
  punch, howling agony, vampiric touch, web 
  bolt
  Leg: air geyser, burst of speed, fly, haste, 
  magic circle, thunderstomp (greater)
  Spinal Enhancement: cure serious wounds 
  (self only), gaseous form, heroism, remove 
  curse, I(self only), remove disease (self 
  only)
  Throat: distracting cacophony, haunting 
  choir, shout, stinking cloud, water breathing, 
  wind wall
  4th-Level Cyborg Tweaks by Modification
  Arm: ball lightning, fire shield, vitriolic mist, 
  wall of fire, wall of ice 
   
  ASD:  detect scrying, discern lies, locate 
  creature, scrying, share senses
  Cerebral Enhancement: confusion, 
  dominate person, lesser geas, fear, 
  phantasmal killer, telekinetic charge
  Dermal Enhancement: absorb toxicity, 
  elemental body I, lesser globe of 
  invulnerability, invisibility (greater), spell 
  immunity, stoneskin
  Eye: arcane eye, darkvision (greater), 
  enervation, eyes of the void, fear
  Hand: calcific touch, detonate, ice storm, 
  resilient sphere, touch of slime,
  Leg: air walk, earth glide, freedom of 
  movement, obsidian flow, ride the waves
  Spinal Enhancement: cure critical wounds 
  (self only), death ward (self only), fluid 
  form APG, neutralize poison (self only), 
  restoration (self only)
  Throat: dragon’s breath*, primal scream, 
  river of wind, spit venom, sonic thrust, wall 
  of sound
  
  20
  5th level Cyborg Tweaks by Modification
  Arm: cone of cold, lightning arc, wall of 
  force, wall of stone, wreath of blades 
  ASD: contact other plane, dream, 
  echolocation, find the path, legend lore, 
  prying eyes, telepathic bond
  Cerebral Enhancement: mind fog, 
  nightmare, possess object, sending, 
  telekinesis
  Dermal Enhancement: caustic blood, 
  elemental body II, ice body, life bubble, 
  planar adaptation (self only), spell 
  resistance
  Eye: arcane sight (greater), feeblemind, 
  flesh to stone, prying eyes, symbol of pain, 
  true seeing
  Hand: acid spray, banish seeming, 
  corrosive consumption, fire snake, teleport 
  object  
  Leg: blight, hostile juxtaposition, hungry pit, 
  overland flight, painstrike (mass)
  Spinal Enhancement: dust form, 
  polymorph, regenerate (self only), 
  righteous might,
  Throat: cloud kill, banshee blast, ki shout, 
  power word blind, sending, sonic thrust 
  6th level Cyborg Tweaks by Modification
  Arm: anti-magic field, banishment, 
  forcecage, repulsion, wall of iron, waves of 
  exhaustion
  ASD: analyze dweomer, control weather, 
  discern location, scrying (greater), 
  vision 
  Cerebral Enhancement: battlemind link, 
  eyebite, mind blank, spell crash, suggestion 
  (mass), waves of ecstasy
  Dermal Enhancement: globe of 
  invulnerability, elemental body III, iron 
  body, mislead, storm bolts
  Eye: disintegrate, polar ray, prismatic spray, 
  symbol of fear
  Hand: chain lightning, cold ice strike, finger 
  of death, freezing sphere, orb of the void, 
  slay living 
  Leg: getaway, horrid wilting, tar pool, 
  shadow walk, walk through space, wind 
  walk.
  Spinal Enhancement: cleanse, heal, heroes 
  feast (self only), twin form, transformation
  Throat: acid fog, power word stun, shout 
  (greater), scouring winds, sirocco, word of 
  chaos
  New Cyborg Feats
  Anthroposophist
  Your studies into the nature of humanity 
  help you preserve and strengthen your con-
  nection to your humanity.
  Benefit: You resist the effects of humanity 
  loss to your Charisma by 1.     
  Special: You can take this feat multiple 
  times. Its effects stack. 
  bioboost
  Drawing upon your own mental and physical 
  power you siphon energy into your cybernet-
  ic implants pushing them to greater perfor-
  mance.
  Requirements: 6th level cyborg
  Benefit: You can bolster the effect of one 
  of your tweaks increasing its power level 
  for a single use, after which you become 
  fatigued for twice the number of rounds as 
  the level boost. You can boost the power 
  a number of levels equal to your natural 
  Constitution modifier. You cannot apply any 
  bonus gained as a result of a cybernetically 
  enhanced Constitution. 
  ExtrA nAnitE chArgE
  You gain the ability to gather and store ad-
  ditional nanite charges in your matrix.
  Prerequisite: Nanite Matrix class feature 
  Benefit: You gain two additional nanite 
  charges per day.
  Special: You can gain Extra Nanite Charge 
  multiple times. Its effects stack.
   
  Archetypes
  While cybernetics are perfected by char-
  acters taking the cyborg class, they also 
  can be used by members of other classes to 
  supplement and enhance their normal class 
  abilities. The following  archetypes offer 
  variations in using a cyborg or cybernetic 
  character in an ongoing campaign. 
  
  21
  Cybermancer (Cyborg Archetype)
  You straddle the line firmly between ma-
  gician and machine, twisting technology 
  through dabbling in the arcane arts. 
  Class Skills: You add Use Magic Device as 
  a class skill. 
  Magical Modification (Ex): At 1st level 
  and again at 3rd level and every 3 levels 
  thereafter, a cybermancer may learn an 
  arcane spell from the sorcerer/wizard list as 
  if it were a tweak of the same level, which 
  must be a level of tweak that he is able to 
  use. Unlike tweaks, spells gained with this 
  class feature do not require specific modifi-
  cations to use. 
  Spells learned in this way are magical ef-
  fects rather than extraordinary effects and 
  follow the normal rules for spellcasting, 
  though the cybermancer must still expend 
  nanite charges (NC) to cast them as if they 
  were tweaks. The cybermancer does not 
  have an arcane spell failure chance for cast-
  ing these spells as long as he is wearing 
  light or no armor. 
  Spells learned in this way are fixed and 
  cannot be changed from day to day. Howev-
  er, each time the cybermancer gains a new 
  spell through this magical modification abil-
  ity, he may exchange one spell he already 
  knows for a different spell of the same or 
  lower level. This ability replaces modification 
  mastery.
  Spell Surge (Su): At 2nd level, a cyber-
  mancer can use her nanite surge as a swift 
  action when casting a spell or using a tweak 
  to increase the caster level and save DC of 
  that spell or tweak by 1. At 11th level, she 
  can expend two nanite surges to increase 
  caster level and save DC by 2, and at 17th 
  level she can expend three nanite surges 
  to increase caster level and save DC by 
  3. This ability alters nanite surge.
  Cybernetic Modification (Ex): At 
  4th level and above, when a cy-
  bermancer gains a new cybernetic 
  modification, he may choose to gain 
  an entirely new modification or to enhance 
  a previously gained modification as if he 
  possessed the modification mastery class 
  feature.
  Hunter-Killer (Cyborg Archetype)
  You are a cold-hearted killing machine, de-
  signed with adaptive camouflage and sensor 
  arrays that help you track with ruthless ef-
  ficiency, whether in service of your masters 
  or as a lone-wolf bounty hunter.
  
  22
  Class Skills: You add Stealth as a class 
  skill. 
  Weapon and Armor Proficiency: A 
  hunter-killer is proficient with all simple and 
  martial weapons.
  Technologist: A hunter-killer does not 
  gain Technologist as a bonus feat. 
  Tweaks: A hunter-killer does not gain the 
  ability to use tweaks.
  Sneak Attack (Ex): This ability is identi-
  cal to the rogue class feature of the same 
  name. The extra damage dealt increases by 
  +1d6 every other level (1st, 3rd, 5th, 7th, 
  and 9th). If an assassin gets a sneak attack 
  bonus from another source, the bonuses on 
  damage stack.
  Track (Ex): You add a bonus equal to 
  one-half your cyborg level on Survival 
  checks made to follow tracks.
  Stealth Mode (Ex): At 4th level, a hunt-
  er-killer can expend one nanite charge as 
  a swift action to gain a bonus on Stealth 
  checks equal to one-half his cyborg level 
  for one hour. She can also expend 5 nanite 
  charges as a swift action to become invisible 
  (as invisibility) for a number of rounds equal 
  to her cyborg level. 
  Swift Tracker (Ex): at 6th level, a hunt-
  er-killer can move at his normal speed while 
  using Survival to follow tracks without taking 
  the normal –5 penalty. He takes only a –10 
  penalty (instead of the normal –20) when 
  moving at up to twice normal speed while 
  tracking. This ability replaces the modifica-
  tion mastery normally gained at 6th level. 
  Death Attack (Ex): At 8th level, if a 
  hunter-killer studies his victim for 3 rounds 
  and then makes a sneak attack with a me-
  lee weapon that successfully deals damage, 
  the sneak attack has the additional effect 
  of possibly either paralyzing or killing the 
  target (hunter-killer’s choice). Studying the 
  victim is a standard action. The death attack 
  fails if the target detects the hunter-killer 
  or recognizes the hunter-killer as an enemy 
  (although the attack might still be a sneak 
  attack if the target is denied his Dexterity 
  bonus to his Armor Class or is flanked). If 
  the victim of such a death attack fails a For-
  titude save (DC 10 + 1/2 the hunter-killer’s 
  class level + the hunter-killer’s Int modifier) 
  against the kill effect, she dies. If the saving 
  throw fails against the paralysis effect, the 
  victim is rendered helpless and unable to act 
  for 1d6 rounds plus 1 round per 2 levels of 
  the hunter-killer. If the victim’s saving throw 
  succeeds, the attack is just a normal sneak 
  attack. Once the hunter-killer has completed 
  the 3 rounds of study, he must make the 
  death attack within the next 3 rounds.
  If a death attack is attempted and fails 
  (the victim makes her save) or if the hunt-
  er-killer does not make the attack within 
  3 rounds of completing the study, 3 new 
  rounds of study are required before he can 
  attempt another death attack.
  Quarry (Ex): At 12th level, a hunter-killer 
  can, as a standard action, denote one target 
  within his line of sight as his quarry. When-
  ever he is following the tracks of his quarry, 
  a ranger can take 10 on his Survival skill 
  checks while moving at normal speed, with-
  out penalty. In addition, he receives a +2 
  insight bonus on attack rolls made against 
  his quarry, and all critical threats are au-
  tomatically confirmed. A hunter-killer can 
  have no more than one quarry at a time. He 
  can dismiss this effect at any time as a free 
  action, but he cannot select a new quarry 
  for 24 hours. If the hunter-killer sees proof 
  that his quarry is dead, he can select a new 
  quarry after waiting 1 hour.
  Hide in Plain Sight (Ex): At 15th level, 
  a hunter-killer can use the Stealth skill even 
  while being observed. As long as he is within 
  10 feet of some sort of shadow, a hunter-
  killer can hide himself from view in the open 
  without having anything to actually hide 
  behind. He cannot, however, hide in his own 
  shadow. This ability replaces the modifica-
  tion mastery normally gained at 15th level.
  Silent Killer (Ex): At 16th level, when-
  ever a hunter-killer kills a creature using 
  his death attack during a surprise round, he 
  can also make a Stealth check, opposed by 
  Perception checks of those in the vicinity to 
  prevent them from identifying him as the as-
  sailant. If successful, those nearby might not 
  even notice that the target is dead for a few 
  moments, allowing the assassin to avoid de-
  tection. In addition, once per day the hunt-
  er-killer can make a death attack against a 
  foe without studying the foe beforehand. He 
  must still sneak attack his foe using a melee 
  weapon that deals damage.
  
  23
  Improved Quarry (Ex): At 20th level, 
  the hunter-killer’s ability to hunt his quarry 
  improves. He can now select a quarry as a 
  free action, and can now take 20 while us-
  ing Survival to track his quarry, while mov-
  ing at normal speed without penalty. His 
  insight bonus to attack his quarry increases 
  to +4. If his quarry is killed or dismissed, he 
  can select a new one after 10 minutes have 
  passed.
  Mechlancer (Cyborg Archetype)
  You have learned to adapt your cybernetic 
  experiments to your mount as well to your-
  self, helping you become a seamless blond of 
  man, mount, and machine. Your linking cir-
  cuitry and tireless training make you a devas-
  tating combination in combat. 
  Class Skills: You add Handle Animal and 
  Ride as class skills. 
  Weapon and Armor Proficiency: A mech-
  lancer is proficient with light, medium, and 
  heavy armor and with shields (but not tower 
  shields) and is proficient with all simple and 
  martial weapons, as well as weapons installed 
  as part of her cybernetic modifications. 
  Technologist: A mechlancer does not gain 
  Technologist as a bonus feat. 
  Mecha-Mount (Ex): A mechlancer gains 
  a loyal mount as a cavalier does, using his 
  cyborg level as his effective druid level to 
  determine the mount’s abilities. In addition, 
  the mechlancer can use her cybernetic modi-
  fication, modification mastery, nanite surge, 
  and rapid recharge class features to affect 
  her mount rather than herself. The mech-
  lancer and her mount are considered to have 
  a shared pool of nanite charges (NC) which 
  can be used to affect either the mechlancer 
  or her mount. If the mechlancer wishes to 
  affect herself and her mount with an ability, 
  she may do so as part of the same action by 
  expending twice the usual number of nanite 
  charges. 
  Mechlancer’s Charge (Ex): At 3rd level, 
  a mechlancer learns to make mroe accurate 
  charge attacks while mounted. She receives 
  a +4 bonus on melee attack rolls (instead 
  of the usual +2) and does not take a pen-
  alty to her AC when making a charge while 
  mounted. 
  Tweaks: A mechlancer does not gain the 
  ability to use tweaks until 6th level, and in 
  all respects her tweaks function as a cyborg 
  5 levels lower than her actual level. She can 
  use her tweaks to affect her mount in lieu of 
  herself, as if she were a spellcaster with an 
  animal companion or familiar that had the 
  share spells ability. 
  Mighty Charge (Ex): At 11th level, a 
  mechlancer learns to make devastating 
  charge attacks while mounted. Double the 
  threat range of any weapons wielded during 
  a charge while mounted. This increase does 
  not stack with other effects that increase the 
  threat range of the weapon. In addition, the 
  mechlancer can make a free bull rush, dis-
  arm, sunder, or trip combat maneuver if his 
  charge attack is successful. This free combat 
  maneuver does not provoke an attack of op-
  portunity.
  Supreme Charge (Ex): At 20th level, 
  whenever the mechlancer makes a charge 
  attack while mounted, he deals double the 
  normal amount of damage (or triple if us-
  ing a lance). In addition, if the mechlancer 
  confirms a critical hit on a charge attack 
  while mounted, the target is stunned for 1d4 
  rounds. A Will save reduces this to stag-
  gered for 1d4 rounds. The DC is equal to 10 
  + the mechlancer’s base attack bonus.
  Techrager (BloodragerACG Archetype)
  Your radical experimentation with advanced 
  and alien secrets has infused your tissue and 
  bloodstream with self-aware nanites. Their 
  surging flow brings you unpredictable yet mar-
  velous insights into technology but also drives 
  you into periodic fits of rage as your existence 
  becomes a waking dream of metal and wheels 
  that slips now and then into a nanotech night-
  mare. 
  Class Skills: Disable Device and Knowledge 
  (engineering) replace Handle Animal and In-
  timidate as class skills.
  Artificer’s Touch (Sp): At 1st level, you 
  gain this ability, which functions as the Artifice 
  domain power described in the Pathfinder Ro-
  leplaying Game Core Rulebook, save that your 
  number of uses per day is determined by your 
  Charisma rather than your Wisdom score. This 
  ability replaces your fast movement.
  
  24
  Magitech Engineering (Ex): At 7th level, 
  you may create metal or mechanical con-
  structs as if you had the Craft Construct feat. 
  You may also use Disable Device to disarm 
  magical traps. This ability replaces the dam-
  age reduction you normally would gain at 7th 
  level. 
  Damage Reduction (Ex): At 10th level, 
  you gain damage reduction 1/─, and your 
  damage reduction improves by 1 for every 
  5 levels after 10th. This alters the damage 
  reduction ability. 
  Cybernetic Physiology (Ex): At 11th 
  level, your infused nanites have replicated 
  and superseded a large amount of your natu-
  ral tissues and organ systems. You automati-
  cally stabilize when dying and gain immunity 
  to bleed damage. You heal hit point dam-
  age and ability damage at twice the normal 
  rate and you also gain a +2 bonus on saving 
  throws against disease, poison, death ef-
  fects, and mind-affecting effects, as well as 
  saves or checks to resist effects that cause 
  exhaustion, fatigue, or sleep. Your personal-
  ity, however, becomes somewhat robotic and 
  stilted, causing you to take a -2 penalty on 
  Charisma-based skills that involve interac-
  tion with living creatures. This ability replaces 
  greater bloodrage.
  Neural Nanovirus (Su): At 13th level, you 
  can infuse predatory nanites into a creature 
  that you successfully damage with a natural 
  weapon or unarmed strike by expending two 
  uses of your artificer’s touch as a move ac-
  tion. This deals 1d4 points of Wisdom dam-
  age to the target, halved with a successful 
  Fortitude save (DC 10 + 1/2 your bloodrager 
  level + your Constitution modifier). A target 
  whose Wisdom damage equals or exceeds 
  his Wisdom score becomes unconscious for 1 
  hour and then dies if the Wisdom damage is 
  not healed, rising after death as a cyber-zom-
  bie (see below). This cyber-zombie decays 
  rapidly, collapsing into lifeless circuitry after 
  a number of days equal to your bloodrager 
  level. You can control a maximum number of 
  Hit Dice of cyber-zombies equal to twice your 
  bloodrager level; if you exceed this limit, the 
  oldest cyber-zombie you control becomes un-
  controlled and hostile to all living creatures. 
  This ability replaces the damage reduction 
  you would normally gain at 13th level
  Advanced Bloodrage (Ex): A techrager 
  gains greater bloodrage at 19th level in-
  stead of 11th level, but does not gain mighty 
  bloodrage at all. 
  Cyber-Zombies
  These walking corpses are produced when a 
  body is invaded by hostile micromechanical 
  invaders and forced into a state of animation 
  that is outwardly similar to that of a typical 
  zombie as described in the Pathfinder Role-
  playing Game Bestiary, but it is not undead 
  and is not empowered by negative energy. A 
  cyber-zombie follows the normal rules for the 
  zombie (or fast zombie) template, except as 
  noted below:
  Alignment: Always neutral.
  Type: The creature’s type changes to 
  construct. It retains any subtype except 
  for alignment subtypes (such as good) and 
  subtypes that indicate kind. It does not gain 
  the augmented subtype. It uses all the base 
  creature’s statistics and special abilities ex-
  cept as noted here or in the standard zombie 
  template.
  Armor Class: A cyber-zombie’s natural 
  armor bonus to AC is increased by 1.
  Defensive Abilities: A cyber-zombie has 
  the following defensive abilities:
  Construct Durability: A cyber-zombie gains 
  one-half the normal bonus hit points that a 
  construct of its size would gain, as described 
  in the Pathfinder Roleplaying Game Bestiary.
  Fast Healing (Ex): A cyber-zombie gains 
  fast healing equal to 1/2 its Hit Dice (maxi-
  mum 10).
  Weaknesses: A cyber-zombie has the fol-
  lowing weakness:
  System Shock: Whenever a cyber-zombie 
  takes electricity damage, its fast healing is 
  suppressed for 1 round. If it takes more than 
  one-half its hit points in electricity damage, it 
  is staggered for 1d4 rounds.
  
  25
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Cyborgs © 2015, Legendary Games; Author Tim Hitchcock and Jason Nelson
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Campaign Setting: Inner Sea Bestiary © 2012, Paizo Publishing, 
  LLC; Authors: Jim Groves, James Jacobs, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ Taylor, and 
  Greg A. Vaughan. 
  Pathfinder Campaign Setting: Technology Guide © 2014, Paizo Inc.; Authors: 
  James Jacobs and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; 
  Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason 
  Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will 
  McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ 
  Taylor. 
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, James Jacobs, Steve Kenson, 
  Hal Maclean, Rob McCreary, Erik Mona, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Owen 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, 
  Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen 
  Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, Brian Cortijo, Adam Daigle, Mike Ferguson, Joshua J. Frost, 
  James Jacobs, Rob McCreary, Erik Mona, Sean K Reynolds, F. Wesley Schneider, 
  Lisa Stevens, James L. Sutter, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, 
  LLC; Lead Designer: Jason Bulmahn; Designers: Dennis Baker, Jesse Benner, 
  Benjamin Bruck, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, 
  Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, 
  and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; 
  Lead Designer: Jason Bulmahn; Designers: Tim Hitchcock, Colin McComb, 
  Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor.
  
  26
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Metal Gods/Cyborgs.pdf