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cyber_raver_advanced_class

Cyber Raver (Advanced Class)

The Cyber Raver is the ultimate party and street life machine. A part of a rebel subculture, she strives to defend the ideals of individual freedom, including the freedom of others to suffer for their stupid decisions. She's decked out in the toughest street fashion (items with real class, not the corporate-driven fashions of high society) and has replaced flesh with chrome and steel to match. Her body is more than an accessory-it has been molded to express her inner self, an act of high tech tribal marking that only her fellow street folk understand. The Cyber Raver rejects everything the corporate and government world tries to sell her in easy prepackaged bites. She knows that to truly live life,she must reject the conformity of the masses while at the same time proving she understands the principles of suffering and enjoying the experiences that come her way.

A Cyber Raver sees life as an endless struggle of individuality against conformity and knows individuality is doomed to lose-but that doom has no impact on her actions. She's free from outside influence even if no one else is free. The Cyber Raver bucks every law she can, though she might be a very moral individual. She resists being identified and categorized, preferring cash and barter to identity cards and credit chips. She believes society is going down for the count and wants to treat the end of humanity as the biggest party ever thrown. It's all about fiddling while Rome burns, or the band playing on the Titanic. It's not what you accomplish in life, but how you go about doing it that's important.

The easiest path into this advanced class is from the Charismatic hero basic class, though other paths are possible.

REQUIREMENTS

To qualify to become a Cyber Raver, a character must fulfill the following criteria:

Skills: Gather Information 6, Knowledge (Current Events) 5, Knowledge (Criminal) 5.

Feats: Creative and either Low Profile or Renown.

Cybernetic Implants: A Cyber Raver must have at least one external cybernetic device.

=== The CYBER RAVER === Class Base Attack Fort Ref Will Class Defense Reputation Level Bonus Save Save Save Features Bonus Bonus 1st +0 +2 +2 +0 Know the Chrome +1 +1 2nd +1 +3 +3 +0 Tinker +2 +2 3rd +2 +3 +3 +1 Bonus Feat +2 +2 4th +3 +4 +4 +1 - +3 +3 5th +3 +4 +4 +1 Street Hero +4 +3 6th +4 +5 +5 +2 Bonus Feat +4 +4 7th +5 +5 +5 +2 Reckless Abandon +5 +4 8th +6 +6 +6 +2 - +6 +5 9th +6 +6 +6 +3 Bonus Feat +6 +5 10th +7 +7 +7 +3 Rave +7 +6

HIT DIE

The Cyber Raver gains 1d6 hit points per level. The character's Constitution modifier applies.

ACTION POINTS

A Cyber Raver gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

CLASS SKILLS

The Cyber Raver's class skills are as follows.

Bluff (Cha), Climb (Str), Computer Use (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Dex), Drive (Dex), Escape Artist (Dex), Gamble (Wis), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Pilot (Dex), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str).

Skill Points at Each Level: 6 + Int modifier

CLASS FEATURES

The following class features pertain to the Cyber Raver advanced class.

Know the Chrome

A Cyber Raver treats cybernetics as the greatest form of art and can identify an implant's make, manufacture, and function with ease. She can identify any external implant as a free action with a DC 15 Spot check, gaining knowledge of its cost, who made it, and its exact function. If she spots or detects an internal cybernetic implant, or sees it in action, she can identify the same details about it with a DC 18 Spot check. She also gains a +4 bonus on skill checks made to notice or locate cybernetics.

Tinker

A Cyber Raver learns so much about cybernetics that she can fix broken parts and even install them under the right circumstances. She is allowed to make Repair and Treat Injury checks in regards to cybernetic implants even if she has no ranks in those skills. Further, she gains a bonus on such checks equal to her class level. (A Cyber Raver who has these skills still adds her class level as a bonus when the check is made regarding cybernetics).

Bonus Feat

At 3rd level, and again at 6th level and 9th level, a Cyber Raver gains a bonus feat. The feat must be taken from the following list, and the Cyber Raver must meet all the prerequisites of the feat to select it.

Advanced Firearms Proficiency, Attentive, Blind-fight, Brawl, Confident, Creative, Cybernetic Weapons Proficiency, Cybertaker, Dodge, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Frightful Presence, Gearhead, Heroic Surge, Implant Awareness, Iron Will, Nimble, Personal Firearms Proficiency, Quick Draw, Streetfighting, Trustworthy.

Street Hero

By 5th level, a Cyber Raver is a well-known figure in the gray market and on the streets. Whenever dealing with someone from a street-life background or who deals in the semi-legal world she inhabits, a Cyber Raver gains a +4 bonus on Charisma checks and Charisma-based skills, as well as on Knowledge (Current Events) and Knowledge (Criminal) checks.

Reckless Abandon

At 7th level, a Cyber Raver becomes able to willfully ignore danger, making her immune to all fear and despair effects. Additionally, her willfulness grants her a +2 bonus on Will saves.

Rave

The wild abandon of the Cyber Raver eventually allows her to fall into a frenzy of inspirational activity, a dance of combat, love, life, and death that transcends her own physical abilities and inspires those around her. Falling into a rave is a free action a Cyber Raver can take on her turn once per day and lasts for a number of rounds equal to 3 + her Cha modifier. While in a rave, a Cyber Raver gains a +4 bonus to her Strength and Dexterity scores and a +2 morale bonus on Will saves. While raving, a Cyber Raver cannot use any Intelligence-based skills, the Concentration skill, or any abilities that require patience or concentration (nor can she manifest psionic abilities or activate items that require a command word or complex set of keycodes to function). She can use any feat she has. A Cyber Raver can prematurely end her rave. At the end of the rave, she loses the rave modifiers and restrictions and becomes fatigued (-2 penalty to Strength and Dexterity, can't charge or run) for the duration of the current encounter. Additionally, while a Cyber Raver is in a rave, she inspires all allies within 30 feet. Such allies gain a +2 morale bonus on saving throws and attack rolls.

Requirements

To qualify to become a , a character must fulfill the following criteria.

Base Attack Bonus:

Skills:

Feats:

Class Information

The following information pertains to the advanced class.

Hit Die: 1d

Action Points: + one-half character level, rounded down, every time the attains a new level in this class.

Class Skills

The ’s class skills (and the key ability for each skill) are:

Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Concentration (Con), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Navigation (Int), Pilot (Dex), Repair (Int), Research (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex)

Skill Points at Each Level: + Int modifier.

Class Features

The following features pertain to the advanced class.

Advancement Table: The

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st
cyber_raver_advanced_class.txt · Last modified: 2021/12/04 00:39 (external edit)