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cyberwarrior_advanced_class

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Content-Type: text/x-zim-wiki Wiki-Format: zim 0.4 Creation-Date: 2013-07-25T19:27:34-04:00

Cyberwarrior (Advanced Class)

Created Thursday 25 July 2013

CYBERWARRIOR

A Cyberwarrior is an integrated killing machine, a combination soldier and weapon of war. Cyberwarriors are designed to be the ultimate warriors, generally as the result of extensive experimentation by a wealthy na-tion's military. Armed with impressive cyber-netic augmentation, Cyberwarriors can be dropped into any conflict with little need for support or supply. Cyberwarriors can specialize to act as commandos, Special Forces strike teams, or even hostage rescue troops, or be general warriors prepared for any circum-stance. A Cyberwarrior is set apart from othercyborgs by the invasive and preeminent nature of his implants. They aren't mere tools forhis use, they're a growing and dominant partof his body. To ensure that an enemy who captures a cyberwarrior doesn't take his implants, the implants are imbued with a limited ability to grow and respond to outside stimu-lus. Though not quite as advanced as nanites,the cybernetic systems can modify, repair, and expand themselves. As a Cyberwarrior grows more experienced, his cybernetic de-vices literally grow with him, eating away at his biological organs and replacing them with more effective cybernetic alternatives. The fastest path into this advanced class is from the Strong hero basic class, though other paths are possible.

REQUIREMENTS

To qualify to become a Cyberwarrior, a character must fulfill the following criteria. Base Attack Bonus: +3. Skills: Knowledge (Military) 3 ranks. Feats: Implant Awareness, Personal Firearms Proficiency. Implants: One internal or external weapon mount.

The CYBERWARRIOR

Class Base Attack Fort Ref Will Class Defense Reputation Level Bonus Save Save Save Features Bonus Bonus 1st +1 +2 +0 +0 Expanded Implants +1 +0 2nd +2 +3 +0 +0 Expanded Implants +1 +0 3rd +3 +3 +1 +1 Bonus Feat +2 +0 4th +4 +4 +1 +1 Expanded Implants +2 +0 5th +5 +4 +1 +1 Hardened Implants +3 +1 6th +6 +5 +2 +2 Bonus Feat +3 +1 7th +7 +5 +2 +2 Expanded Implants +4 +1 8th +8 +6 +2 +2 Unified Implants +4 +1 9th +9 +6 +3 +3 Bonus Feat +5 +2 10th +10 +7 +3 +3 Expanded Implants +5 +2

HIT DIE

A Cyberwarrior gains 1d8 hit points per level. The character's Constitution modifier applies.

ACTION POINTS

A Cyberwarrior gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

CLASS SKILLS

The Cyberwarrior's class skills are as follows. Climb (Str), Computer Use (Int), Drive (Dex), Jump (Str), Listen (Wis), Pilot (Dex), Spot (Wis), Survival (Wis), Swim (Str). Skill Points at Each Level: 2 + Int modifier

CLASS FEATURES

The following class features pertain to the Cyberwarrior advanced class.

Expanded Implants

At 1st, 2nd, 4th, 7th, and 10th level, a Cyberwarrior gains an additional cybernetic implant. The implant grows from the Cyberwarrior's existing implants, drawing material from the Cyberwarrior's body and envi-ronment. No surgery nor any Wealth check is needed to acquire the new implant. The Cyberwarrior selects the implant; its PL must be equal to or lower than the campaign's PL, and its purchase DC cannot be more than 25 + the character's Cyberwarrior level. The implant must follow all normal rules for implant slots and a character's maxi-mum number of cybernetic devices.

Bonus Feats

At 3rd, 6th, and 9th level, a Cyberwarrior gains a bonus feat. The bonus feat must be selected from the following list, and the Cyberwarrior must meet all the prerequisites of the feat to select it. Cybernetic Weapons Proficiency, Cybertaker, Endurance, Frightful Presence, Implant Awareness, Improved Damage Threshold, Run, Toughness, Weapon Focus (for a cybernetic weapon-mounted weapon only), Weapon Finesse (for a cybernetic weapon-mounted weapon only).

Hardened Implants

At 5th level, each of a Cyberwarrior's implants draws upon the resources of the Cyberwarrior and his other implants to toughen them-selves. Each implant a Cyberwarrior has gains 50% more hardness (if it has a hardness rat-ing) and 3 additional hit points.

Unified Implants

At 9th level, a Cyberwarrior's implants are such an accepted part of his body that they actually draw upon his natural resources to heal themselves. A Cyberwarrior can heal up to his level in hit points of damage to his cy-bernetics each day, spreading the healing among all his damaged cybernetic devices. @advancedclass @cybertech @cs

cyberwarrior_advanced_class.1375718472.txt.gz · Last modified: 2021/12/04 00:42 (external edit)