Sterling Dynamo (Pathfinder Second Edition Archetype)
(art by swedishplayer97 on DeviantArt)
I think very few people would disagree with me when I say that cybernetic prosthesis is really cool, though I think people could get into arguments about why that is.
Itâs often easy to forget that at the core of their being, prosthetics are quality of life tools. A leg helps you walk, an arm gives some semblance of functionality, an eye or other similar prosthetic at minimum protects the bearer from dealing with the uncomfortable stares even if it lacks the ability to function as the organ it replaces. Some people forget that and just treat it as a character detail that makes the character look cooler, or maybe justifies feats of super strength or gadgetry in their scenes, with no regard for the struggles that character would have even with the prosthesis. The stumps that limb prosthetics are attached to must be monitored for soreness, cosmetic prosthesis often have to be removed and cleaned, and of course, the constant knowledge that no matter how advanced the prosthesis is, or what fantastical advancements it has to move, act, and feel like a part of their body, it really is just a hunk of inorganic material hanging off of them.
Which is why I appreciate how Pathfinder treats prosthesis and mobility aids, giving them rules for how they mitigate the disadvantages they are designed to deal with, but have their own limitations. Itâs a respectful and inclusive way of dealing with it.
Under that context, the fantasy of having a cool robot arm or leg that it stronger than a flesh and blood one is less âI have cool superpowers and also I have metal bitsâ and more âThe very things that help me overcome my disability not only do that, but also empower me even furtherâ.
Because even if you are missing an arm, making the replacement a cool robot arm is still a cool robot arm.
And that is where we find ourselves with todayâs archetype: the Sterling Dynamo.
Sterling Dynamos is both the name of those that wield these prosthesis and of the prosthesis themselves, silver-clad mechanical augmentations that push the limits of what is physically possible. But not everyone with a Dynamo prosthesis is a Sterling Dynamo. Such warriors accept further surgery to create braces that can handle the full power of these prothesis, and train with them to bring out their full strength, to say nothing of modifying their limb to further fit their needs.
Naturally, this archetype takes a lot of cues from First Edition Archetypes like the Constructed Pugilist Brawler.
Itâs also notable that while most sterling dynamos replace an existing limb with their mechanical prosthesis, a few of them instead implant augmentations that give them entirely new parts, such as a mechanical tail or even an extra arm, though such things are rarely as dexterous as their fleshy limbs, suitable only for their striking power.
So letâs see what all they have to offer!
The base dedication for this archetype grants access to the prosthetic, which starts with either powerful pneumatics that can drive foes back or speedy springs allowing it to attack repeatedly with ease. Furthermore, the prosthesis can either be fully automatically controlled, or have itâs violent striking movements controlled by a secondary trigger, meaning that the user has to have a hand free to trigger it. (arm prosthesis can just use the hand itself to trigger it). The benefits of the secondary trigger, be it a button at the end of a cable, an actual lever sticking out of the prosthesis, or just a button under the thumb of a mechanical hand is that the striking power increases, improving the damage potential.
(So to recap, if you donât typically keep your hands full or the prosthesis is your arm, the external trigger is better, but if you typically keep your hands full and the prosthesis is your leg or something else fully automatic is the way to go.)
Normally the clockspring of this technomagical wonder can last a whole day if wound correctly, but technically-skilled foes might try to disable it.
Some of these augmented warriors work to modify their limbs to have more striking options, able to switch them out on the fly. These options include either the option they didnât choose initially, a rotating blade, a spiked whip, and even an extendable baton, all of which can also benefit from a manual trigger too, of course.
With some expenditure of power, some of these prothesis get modified to suddenly extend like a piston, able to pummel a foe and continue past to strike another.
Those with access to Ustelav or Irrisini technology might incorporate Stasian coils into their limb, allowing them to perform strikes further empowered by electrical discharges.
From Arcadia come the secrets of turning beast parts into weapons, and such dynamos often sport augmentations that roar with the fury of monsters even as they attack.
Automatons and those that have studied the secrets of the Jistkan Imperium might include golem technology into their limb, providing a minor ward against magic and empowering the limb itself.
Whether theyâve added a winged backpack to themselves that is powered by their limbâs clockspring or magical jets, some daring dynamos add the ability to fly to their arsenal.
If you want to play a character with a good magitech prosthesis, this archetype can certainly be useful for those seeking to weaponize and use the prosthesis. This makes the archetype most useful for combat or skilled classes, though anyone might make use of itâs abilities. The fact that many abilities of the archetype use the remaining runtime of the limb as a resource is a neat detail, as is the fact that you may need to work to be able to qualify for certain feats based on technologies available to you. If you plan on playing a caster youâll probably only dip into this archetype a little, but maybe you can come up with a build that makes sense for you.
I talked a good long while about prosthesis as a movement aid, but this archetype wouldnât be a magitech homage to cyberpunk fiction without mentioning those with gold to burn that choose to get a dynamo prosthesis without having lost that limb first. Perhaps they think it will give them an advantage in combat or their workplace. Or maybe they are transhumanist (seriously, whatâs a better word for that that isnât human-centric?) seeking to overcome the limitations of the flesh and gain a form closer to what they consider their ideal self. Either way, there are a lot of paths that might lead to this archetype, and plenty of stories you can tell as a result.
After years of adventuring, Jubran Ironstep has returned to his home town, a little wiser and missing a few parts. However, he finds his hometown in the midst of slow economic decline⌠But the metal-shod warrior has a plan, one that will hopefully revitalize the town.
Brave and fierce, Giape is a veteran centaur warrior through and through. When she lost an arm in a fight, she was gifted a beautiful arm of silver from an inventor she saved, one with an impressive foldable lance fitted inside.
Though it does not function fully as of yet, Envidia the undine hydromancer has been working with an inventor to develop a tail prosthesis that can propel the bearer through the waves. It has been her dream since a young girl to cut through the waves with the grace of a fish.
















