Prosthetic Limbs

All prosthetic limbs currently known to exist use Steam-jack or Real Steam technology, with more leaning towards Real Steam, as more people who loose limbs are hard asses, who don’t want their prosthetic to turn off on them ever. Artificial Organs are made using Aerelicity, and self renew their power from the body. All implants have craft wondrous item as a prerequisite, though this prerequisite may be ignored by adding 5 to the craft check.

You may have as many prosthetic as you want, but you may only have an Essence equal to 1+con. For each point (or even partial point) of Essence Damage over this threshold you gain one permanent negative level. This negative level can be removed via Restoration Surgery or getting a restoration cast, but the negative level returns in one week. Ability damage does not put you at risk of going over in Essence Damage, though drain does. The hit to Essence damage is only taken once for a set of items. Such as eyes or lungs, along with any implants, even though they may need to be installed in both locations.

Implant Type Caster Level Creation Time Material Cost (gp) Craft DC Essence Damage
Prosthetic Limbs 4th 1 day 250 10 .1
Minor 4th 1 day 500 15 .5
Basic 7th 1 day 1000 20 1
Artifical Organs 9th 6 days 3000 25 .25
Advanced 11th 6 days 4000 25 2
Superior 14th 12 days 16000 30 4

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The following costs are in addition to the limb or organ:

Minor Tech Implants

Minor Implant Location Special Type
Body Compartment does not need to install on an implant -
Chest Spikes Prosthetic (Skeletal Structure) Steam
Climbing Hooks Prosthetic Arms or Legs Need at least 2 for the climbing benefit Steam
External Weapon Mount Prosthetic Arm Steam
Finger Gun Prosthetic Hand Can be taken multiple times Steam
Internal Toolkit Any Prosthetic Steam
Iron Grip Prosthetic Hand Steam
Skill Booster Varies Must be taken somewhere that makes sense – GM Discretion (Fort instance sleight of hand may be in a hand prosthetic while perception may be in an eye artificial organ) Varies
Targeting Optics Artificial Organs (Eyes) Must get them in both eyes Aelectricity

Body Compartment (Ex): The body features a small, airtight, lead-lined compartment that can completely conceal a small item (such as a dagger, potion bottle, or grappling hook). This implant can be installed multiple times, either as multiple small compartments, or as a combination of two small compartments into a single compartment capable of concealing a larger item (such as a shortsword, telescope, or tightly coiled rope). Items within these compartments may be drawn with a move action (as if they were a weapon).

Chest Spikes (Ex): The golemoid’s features retractable spikes that can be extended or withdrawn as a swift action. These are functionally identical to masterwork armor spikes, and can be enchanted as magical or tech weapons for the usual cost.

Climbing Hooks (Ex): Retractable hooks set into the wrists or ankles allow him to climb at twice the normal speed, and you must fail by 7 or more to fall while climbing instead of 5. In a pinch, these can be used as light weapons, inflicting 1d4 slashing damage (for a Medium golemoid, 1d3 damage for Small golemoids). The hooks may be retracted or extended as a free action once per round.

External Weapon Mount The recipient’s prosthetic arm ends in a weapon instead of a hand.

Benefit: The recipient has a melee or ranged weapon attached to a prosthetic arm. Attempts to disarm the recipient of the attached weapon automatically fail, though the weapon can still be attacked (like any other weapon) in an attempt to destroy it

Finger Gun (Ex): The hand has a holdout firearm built into one of his fingers. This does not prevent the hand from functioning normally. The finger must be unscrewed and removed to be reloaded (a full round action to remove, reload, and replace). This counts as a concealed weapon, with a +20 bonus to the Sleight of Hand check to hide the weapon. This implant may be chosen multiple times, granting the implanted multiple finger blasters that may each be used individually.

Internal Toolkit (Ex): A masterwork tool is incorporated into the body. Such devices could be thieves’ tools that pop out of the wrist, an arm that transforms into a smith’s hammer, an anvil that retracts from the knee with a miniature forge in the torso, or any number of similar items. This tool is completely retractable as a swift action, grants everything needed to practice the associated skill in the field, and, if desired, is undetectable when not in use.

Iron Grip (Ex): The hand can lock his grip around an object as a swift action. This provides a +10 bonus to his Combat Maneuver Defense to keep from being disarmed, and a +10 bonus to any checks to maintain his grip on an item. He can relinquish his grip with another swift action.

Skill Booster (Su): Select one skill when this implant is implanted. The implant grants a +2 equipment bonus to that skill. This implant may be taken multiple times, but affects a different skill each time it is implanted.

Targeting Optics

The recipient’s eyes are replaced with ocular implants that use a projected targeting reticle to improve the recipient’s aim. All of the recipient’s eyes must be replaced to gain any benefit.
Benefit: Targeting optics grant a +1 insight bonus on all attack rolls made with ranged weapons.

Basic Tech Implants

Basic Implant Location Special Type
Empowered Strikes Prosthetic Limbs (Arms & Legs) Must be installed on all 4 limbs Steam
Fortified Frame Prosthetic (Skeletal Structure) Steam
Injector Unit Artificial Organs (Muscular) may be taken 3 times Aelectricity
Nocturnal Vision Enchantment Artificial Organs (Eyes) Must Be Installed in both eyes Aelectricity
Steam Speed Boost Prosthetic Limbs (Legs) Must be installed in both Steam
Telescopic Optics Artificial Organs (Eyes) Both eyes installed Aelectricity
Voice Stress Analyzer Artificial Organs (Ears) Aelectricity

Empowered Strikes (Su): The limbs are reinforced with specialized enchantments that allow him to leverage his strength more effectively. He counts as one size larger for all combat maneuvers. This does not affect your combat maneuver bonus, merely the size of creatures you are allowed to perform maneuvers against. This does not stack with other versions of empowered strikes.

Fortified Frame (Su): The prosthetic is reinforced granting a +1 equipment natural armor class bonus.

Injector Unit
This unit, attached the recipient’s forearm or thigh, incorporates three medical hypo-syringes. Upon command, the unit can inject any or all of the medicinal substances into the recipient’s bloodstream.
Benefit: The injector unit has a built-in hypos, and the hypo holds a single dose of any potion or Alchemical Reagant (Like anti-toxin). As a swift action during his turn, the recipient can contract his muscles to inject himself with any or all of these hypos, gaining the benefits immediately. A drained hypo can be removed and replaced as a full-round action. This Implant may be taken up to three times.

Nocturnal Vision Enhancement (Su): The golemoid has lowlight vision. If he already possesses low-light vision, the range of that vision is doubled.

Steam Speed Boost (Su): The legs and ankles are reinforced with powerful pistons. He gains a +5 bonus to his base speed.

Telescopic Optics

The recipient’s eyes are replaced with ocular implants that simulate the effects of binoculars, enabling the recipient to perceive distant objects more easily. All of the recipient’s eyes must be replaced to gain any benefit.
Benefit: Telescopic optics reduce the range penalty for Spot checks to –1 for every 30 feet of distance (instead of –1 for every 10 feet).

Voice Stress Analyzer
Sensors attached to the recipient’s optic nerves and inner ear analyze minute physical indicators from living beings (including increased pulse galvanic skin response) and enable the recipient to better determine the emotional states of others.
Benefit: The recipient gains a +4 equipment bonus on all Sense Motive checks.

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Advanced Implants Location Special Type
Aelectric Ears Artificial Organ (Ear Drum) must add twice to gain benefits Aelectricity
Aelectric Eyes Artificial Organ (Eyes) must add twice to gain benefits Aelectricity
Greater Empowered Strikes Prosthetic Limbs (Arms & Legs) Must be installed on all 4 limbs Steam
Improved Fortified Frame Prosthetic (Skeletal Structure) Steam
Initiative Implant Prosthetic (Spinal Cord) Steam
Internal Weapon Mount Any Prothetic Steam
Laser Optics Artificial Organs (Eyes) May be taken twice Aelectricity
Nightvision Optics Artificial Organ (Eyes) Must be installed in both eyes for any benefits Aelectricity
Prosthetic Enhancer Prosthetic Limbs Can be taken multiple times but excessive Essence damage Steam
Stabilizer Artificial Organ (Heart) Aelectricity
Thoracic Chamber Prosthetic (Skeletal Structure) Can be taken multiple times but excessive Essence damage Steam
Threat Analysis Matrix Artificial Organs (Eyes) Aelectricity
Wall Walker Artificial Organ (Skin) Aelectricity

Aelectric Ear
A cybernetic ear can be given an unusual color or shape at no additional cost. When a pair of ears is installed, the user gains a +2 equipment bonus on Perception checks. This bonus stacks with equipment bonuses on Perception checks from other cybernetic senses. Cybernetic ears grant a +4 resistance bonus on all saving throws against sonic effects.

Aelectric Eye
A cybernetic eye can be given an unusual color or shape at no additional cost. When a pair of eyes is installed, the user gains a +2 equipment bonus on Perception checks. This bonus stacks with equipment bonuses on Perception checks from other cybernetic senses. Cybernetic eyes grant a +4 resistance bonus on all saving throws against blindness and visual effects.

Greater Empowered Strikes:
The golemoid is reinforced with specialized enchantments that allow him to leverage his strength more effectively. He counts as two sizes larger for all combat maneuvers. This does not affect your combat maneuver bonus, merely the size of creatures that you are allowed to perform maneuvers against. This does not stack with other versions of empowered strikes.

Improved Fortified Frame (Su): The prosthetic reinforced granting a +2 equipment natural armor class bonus.

Initiative Implant
The initiative implant consists of a series of wires threaded around the recipient’s spinal cord and attached to the recipient’s nervous system. The implant stimulates faster response times.
Benefit: The recipient gains a +2 equipment bonus on initiative checks.

Internal Weapon Mount
The recipient has a subcutaneous weapon embedded in her body, usually in a prosthetic forearm or hand. The weapon extends from the prosthesis and is visible when in use.
Benefit: The recipient has a melee or ranged weapon hidden under her skin. Attempts to disarm the recipient of the attached weapon automatically fail, and the weapon itself cannot be attacked unless it is extended. Extending or retracting the weapon is a free action.
Spotting a subcutaneous weapon requires a successful perception check opposed by the recipient’s Sleight of Hand check +15. The weapon’s size applies a modifier to the Sleight of Hand check.

Laser Optics
The recipient’s eyes are replaced with ocular implants capable of firing thin laser beams.
Benefit: Using laser optics is a standard action that does not provoke attacks of opportunity. A “laser eye” is a ranged touch attack that deals 2d6 points of electricity damage, threatens a critical hit on a natural 20, and has a range increment of 40 feet. This may be taken a second time and the additional eye adds 2d6 to the damage roll (thus, a pair of laser eyes would deal 4d6 points of electricity damage).

Nightvision Optics

The recipient’s eyes are replaced with ocular implants that enable the character to see better in the dark. All of the recipient’s eyes must be replaced to gain any benefit.
Benefit: The recipient gains darkvision out to a range of 60 feet. If you already have darkvision it extends by 30 feet.

Prosthetic Enhancer
Benefit – Can grant a +2 enhancement bonus to either Strength or Dexterity. This enhancer can be taken a total of 6 times to grant a +6 to enchantment bonus to both attributes. Unlike most implants this one does cause an additional 2 points of Essence damage when taken multiple times (to a total of 6 Essence damage if taken 3 times), and each upgrade after the first doubles the cost (for 8000 at rank 2 and 16000 at rank 2).

Stabilizer
A stabilizer releases chemical coagulants into a dying recipient’s bloodstream to prevent excess blood loss, effectively stabilizing him. A stabilizer is usually installed near the recipient’s heart.
Benefit: If reduced to negative hit points, the recipient automatically stabilizes.

Thoracic Chamber
Can grant a +2 enhancement bonus to Constitutions. This enhancer can be taken a total of 3 times to grant a +6 to enchantment bonus to constitution. Unlike most implants this one does cause an additional 2 points of Essence damage when taken multiple times (to a total of 6 Essence damage if taken 3 times), and each upgrade after the first doubles the cost (for 8000 at rank 2 and 16000 at rank 2).

Threat Analysis Matrix
Special sensory implants grant the user a keen awareness of potentially threatening objects. The golemoid adds half his level to Perception skill checks to locate traps and to Disable Device skill checks (minimum +1). The golemoid can use Disable Device to disarm magical traps.

Wall Walker
Due to a series of magical adhesive pads built into his hands, elbows, knees, and feet, the golemoid gains a climb speed equal to his base movement.

Superior Implants Location Special Type
Beautification Procedure Artificial Organs (Skin) Mat be taken multiple times for additional Essence damage Aelectricity
Biofilter Artificial Organs (Liver and Kidneys) Aelectricity
Enhanced Manite Steam Thrusters Prosthetic (Both Legs) Once per day Steam
Environmental Adaptation Artificial Organs (Skin) Once per say Aelectricity
Greater Fortified Frame Prosthetic (Skeletal Structure) Steam
Heightened Senses Artificial Organs (Eyes or Ears) Mat be taken multiple times for additional Essence damage Aelectricity
Invulnerability System Prosthetic (Spinal Cord) Once per day Steam
Proximity Sensors Artificial Organ (Ear) Rounds/day Aelectricty
Rapid Synapses Prosthetic (Spinal Cord) Mat be taken multiple times for additional Essence damage Steam
Reflexive Mass Artificial Organs (Muscular System) Mat be taken multiple times for additional Essence damage Aelectricity
Reinforced Mass Artificial Organs (Muscular system) Mat be taken multiple times for additional Essence damage Aelectricity
Skeletal Structure Upgrades Prosthetic (Skeletal Structure) May be taken multiple times for additional Essence damage Steam
Superior Empowered Strikes Prothetic Limbs (Arms & Legs) Must be installed on all 4 limbs Steam
Underwater Adaptation Prosthetic (Arms & Legs) & Artificial Organs (Lungs) Well you must have all these implants, you only pay the cost once Aelectricity & Steam

Beautification Procedure You gain a +1 inherent charisma bonus. This implant may be taken up to 5 times. Each time it is taken you gain an additional +1 charisma bonus. Unlike most techs you take one additional point of Essence damage each time you take this, for a maximum of 8 Essence damage at the 5th rank.

Biofilter A nanite matrix is installed in the kidneys and liver to help purge the body of toxins. A biofilter provides a +4 competence bonus on saving throws against disease and poison. In addition, when the user attempts such a saving throw, she rolls twice and takes the higher result.

Enhanced Manite Steam Thrusters The implanted can use a swift action to fly, as per the spell at a caster level equal to his class level once per day.

Environmental Adaptation: Once per day you may use a free action to instantly adapt to any hostile environment (such as the interior of a volcano, a hostile alternate plane, or the vacuum of space) for one hour. This only applies to natural environmental effects (no matter how strange), not area effects caused by spells, artifacts, or the like.

Greater Fortified Frame (Su): The prosthetic reinforced granting a +4 equipment natural armor class bonus.

Heightened Senses You gain a +1 inherent wisdom bonus. This implant may be taken up to 5 times. Each time it is taken you gain an additional +1 wisdom bonus. Unlike most techs you take one additional point of Essence damage each time you take this, for a maximum of 8 Essence damage at the 5th rank.

Invulnerability System: The golemoid can create a field of aelectrical energy around himself, deflecting large amounts of damage. Once per day as a standard action, he gains temporary hit points equal to 15 + three times his Constitution modifier. These temporary hit points last for one hour.

Proximity Sensors You gain blindsight out to 30 feet. You may activate this ability as a free action. You may use this ability a number of rounds per day equal to your level, they do not need to consecutive.

Rapid Synapses You gain a +1 inherent intelligence bonus. This implant may be taken up to 5 times. Each time it is taken you gain an additional +1 intelligence bonus. Unlike most techs you take one additional point of Essence damage each time you take this, for a maximum of 8 Essence damage at the 5th rank.

Reflexive Mass You gain a +1 inherent dexterity bonus. This implant may be taken up to 5 times. Each time it is taken you gain an additional +1 wisdom bonus. Unlike most techs you take one additional point of Essence damage each time you take this, for a maximum of 8 Essence damage at the 5th rank.

Reinforced Mass You gain a +1 inherent strength bonus. This implant may be taken up to 5 times. Each time it is taken you gain an additional +1 strength bonus. Unlike most techs you take one additional point of Essence damage each time you take this, for a maximum of 8 Essence damage at the 5th rank.

Skeletal Structure Upgrade You gain a +1 inherent constitution bonus. This implant may be taken up to 5 times. Each time it is taken you gain an additional +1 constitution bonus. Unlike most techs you take one additional point of Essence damage each time you take this, for a maximum of 8 Essence damage at the 5th rank.

Supreme Empowered Strikes (Su): The golemoid is reinforced with specialized enchantments that allow him to leverage his strength more effectively. He counts as three sizes larger for all combat maneuvers. This does not affect your combat maneuver bonus, merely the size of creatures you are allowed to perform maneuvers against. This does not stack with other versions of empowered strikes.

Underwater Adaptation: Due to a series of mechanical gills and underwater maneuvering jets, the golemoid can breathe normally underwater and gains a swim speed equal to his base movement.

Prosthetic Limbs

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