Bestiary · Humanoid

Human PR 3

Wasteland Cybersmith

Where there is no medicine there is still demand for an arm that works, and cybersmiths meet it with salvage and a field autoclave. The work is skilled, but the failure rate is high because the parts come off the dead and the patients cannot pay for better. She keeps a record of every patient, which the trade does not require.

Wasteland Cybersmith, drawn at Medium scale
Physiology
Humanoid
Size
Medium
Speed
30 ft.
Armor class
15
Hit points
60 (11d8 + 11)
Proficiency
+2
  • STR 13 +1 save +1
  • DEX 16 +3 save +3
  • CON 13 +1 save +1
  • INT 17 +3 save +5
  • WIS 14 +2 save +2
  • CHA 11 +0 save +0
Skills
Investigation +5 , Medicine +4 , Perception +4 , Technology +5
Passive Perception
14
Languages
Common
Found in
Debris Shoal , Station Interior

Equipment

Traits

  • Salvage Graft

    The cybersmith can graft a salvaged implant to a willing creature in an hour. The creature gains the implant's benefit and one level of the Exhausted condition.

  • Implant Provenance

    The cybersmith identifies the previous owner of any implant or prosthetic on sight.

Actions

  • Multiattack

    The cybersmith makes two attacks.

  • Bone Saw

    +5 to hit · reach 5 ft.

    1d10 + 3 slashing damage

  • Nail Driver

    +5 to hit · medium range

    1d10 + 3 piercing damage

  • Field Patch

    One creature within 5 feet regains 4d8 hit points and stops Bleeding. It also gains one level of the Exhausted condition.