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.
- 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.