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implant_hack_advanced_class [2013/10/24 05:35]
storyteller
implant_hack_advanced_class [2021/12/04 00:39] (current)
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 =====Advancement Table: The ===== =====Advancement Table: The =====
 |**Class Level**|**Base Attack Bonus**|**Fort Save**|**Ref Save**|**Will Save**|**Special**|**Defense Bonus**|**Reputation Bonus**| |**Class Level**|**Base Attack Bonus**|**Fort Save**|**Ref Save**|**Will Save**|**Special**|**Defense Bonus**|**Reputation Bonus**|
-|1st| +|1st| +0 +2 +0 +2 Fast Operation +0 +1 
-{{tag>​advancedclass charactercreation cyb}}+2nd +1 +3 +0 +3 Surgical Genius +1 +1 
 +3rd +1 +3 +1 +3 Bonus Feat +1 +1 
 +4th +2 +4 +1 +4 Cybernetic Genius +1 +2 
 +5th +2 +4 +1 +4 Additional Specialty +2 +2 
 +6th +3 +5 +2 +5 Bonus Feat +2 +2 
 +7th +3 +5 +2 +5 Forced Anesthesia +2 +3 
 +8th +4 +6 +2 +6 Medical Mastery +3 +3 
 +9th +4 +6 +3 +6 Bonus Feat +3 +3 
 +10th +5 +7 +3 +7 Additional Specialty +3 +4 
 +{{tag>​advancedclass charactercreation cyb cs}}
  
  
 REQUIREMENTS REQUIREMENTS
-To qualify to become an Implant Hack, a char-acter ​must fulfill the following criteria.+ 
 +To qualify to become an Implant Hack, a character ​must fulfill the following criteria. 
 Skills: Knowledge (technology) 6 ranks, Treat Injury 6 ranks. Skills: Knowledge (technology) 6 ranks, Treat Injury 6 ranks.
 +
 Feats: Cyber Surgery, Surgery. Feats: Cyber Surgery, Surgery.
 +
 Cybernetic Implants: External tool mount or internal tool mount (surgery kit). Cybernetic Implants: External tool mount or internal tool mount (surgery kit).
 +
 HIT DIE HIT DIE
-An Implant Hack gains 1d6 hit points per lev-el. The character'​s Constitution modifier ​ap-plies+ 
-ACTION ​POINTSThe ​Implant Hack takes a -5 penalty on his Treat Injury check. On a failed check, the sur-gery ​fails and the patient takes 2d6 points of damage. An Implant Hack can't attempt a fast operation a second time; once a surgery has failed, it takes proper conditions to attempt it again.+An Implant Hack gains 1d6 hit points per level. The character'​s Constitution modifier ​applies. 
 + 
 +ACTION ​POINTS 
 + 
 +The Implant Hack takes a -5 penalty on his Treat Injury check. On a failed check, the surgery ​fails and the patient takes 2d6 points of damage. An Implant Hack can't attempt a fast operation a second time; once a surgery has failed, it takes proper conditions to attempt it again. 
 Surgical Genius Surgical Genius
 +
 Starting at 2nd level, whenever an Implant Hack spends an action point to improve the result of a Treat Injury check, he rolls an extra ld6, adding it to the bonus added to his skill check. Starting at 2nd level, whenever an Implant Hack spends an action point to improve the result of a Treat Injury check, he rolls an extra ld6, adding it to the bonus added to his skill check.
 Bonus Feats Bonus Feats
-At 3rd, 6th, and 9th level, an Implant Hack gains a bonus feat. The bonus feat must be selected from the following list, and the Im-plant ​Hack must meet all the prerequisites of the feat to select it. + 
-Alertness, Brawl, Builder, Cautious, Craft Cybernetics,​ Cybernetic Savant, ​Cyber-netic ​Weapon Proficiency,​ Educated, Frightful Presence, Gearhead, Low Profile, Medical Ex-pert, Personal Firearms Proficiency,​ Run, Track.+At 3rd, 6th, and 9th level, an Implant Hack gains a bonus feat. The bonus feat must be selected from the following list, and the Implant ​Hack must meet all the prerequisites of the feat to select it. 
 + 
 +Alertness, Brawl, Builder, Cautious, Craft Cybernetics,​ Cybernetic Savant, ​Cybernetic ​Weapon Proficiency,​ Educated, Frightful Presence, Gearhead, Low Profile, Medical Ex-pert, Personal Firearms Proficiency,​ Run, Track. 
 Cybernetic Genius Cybernetic Genius
 +
 Starting at 4th level, an Implant Hack gains a +2 bonus on Craft, Knowledge, and Treat In-jury checks dealing with cybernetic implants. Starting at 4th level, an Implant Hack gains a +2 bonus on Craft, Knowledge, and Treat In-jury checks dealing with cybernetic implants.
    
    
-An Implant Hack gains a number of action points equal to 6 + one-half his character ​lev-el, rounded down, every time he attains a new level in this class.+An Implant Hack 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 CLASS SKILLS
 +
 The Implant Hack's class skills are as follows. The Implant Hack's class skills are as follows.
-Bluff (Cha), Computer Use (Int), ​Con-centration ​(Con), Craft (electronic),​ Craft (mechanical),​ Diplomacy (Cha), Disable De-vice (Int), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, business, current events, earth and life sciences, streetwise, ​technolo-gy) (Int), Profession (Wis), Read/Write Lan-guage (any) (N/A), Repair (Int), Research (Int), Search (Int), Sense Motive (Dex), Speak Lan-guage (any) (N/A), Treat Injury (Wis).+ 
 +Bluff (Cha), Computer Use (Int), ​Concentration ​(Con), Craft (electronic),​ Craft (mechanical),​ Diplomacy (Cha), Disable De-vice (Int), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, business, current events, earth and life sciences, streetwise, ​technology) (Int), Profession (Wis), Read/Write Lan-guage (any) (N/A), Repair (Int), Research (Int), Search (Int), Sense Motive (Dex), Speak Lan-guage (any) (N/A), Treat Injury (Wis). 
 Skill Points at Each Level: 6 + Int modifier Skill Points at Each Level: 6 + Int modifier
 +
 C LASS FEATURES C LASS FEATURES
 +
 The following class features pertain to the Im-plant Hack advanced class. The following class features pertain to the Im-plant Hack advanced class.
 +
 Fast Operation Fast Operation
-With the aid of built-in surgery tools, an Im-plant ​Hack can perform surgery faster than normal. An Implant Hack can attempt to per-form any surgery in one-tenth the normal time. (For example, a surgery that would nor-mally ​take 5 hours instead takes 30 minutes.) + 
-308 +With the aid of built-in surgery tools, an Implant ​Hack can perform surgery faster than normal. An Implant Hack can attempt to per-form any surgery in one-tenth the normal time. (For example, a surgery that would normally ​take 5 hours instead takes 30 minutes.) 
-The IMPLANT HACK + 
-Class Base Attack Fort Ref Will Class Defense Reputation +Additional Specialty 
-Level Bonus Save Save Save Features Bonus Bonus + 
-1st +0 +2 +0 +2 Fast Operation +0 +1 +At 5th and 10th level, an Implant Hack gains the ability to perform delicate procedures ​other than surgery much more quickly than normal. At each of these levels an Implant Hack chooses one skill from the following list: 
-2nd +1 +3 +0 +3 Surgical Genius +1 +1 +
-3rd +1 +3 +1 +3 Bonus Feat +1 +1 +
-4th +2 +4 +1 +4 Cybernetic Genius +1 +2 +
-5th +2 +4 +1 +4 Additional Specialty ​+2 +2 +
-6th +3 +5 +2 +5 Bonus Feat +2 +2 +
-7th +3 +5 +2 +5 Forced Anesthesia +2 +3 +
-8th +4 +6 +2 +6 Medical Mastery +3 +3 +
-9th +4 +6 +3 +6 Bonus Feat +3 +3 +
-10th +5 +7 +3 +7 Additional Specialty +3 +4Additional Specialty +
-At 5th and 10th level, an Implant Hack gains the ability to perform delicate procedures ​oth-er ​than surgery much more quickly than nor-mal. At each of these levels an Implant Hack chooses one skill from the following list:+
 Computer Use, Craft (electronic),​ Craft (mechanical),​ Disable Device, or Repair. The Implant Hack must have a tool kit appropriate to the skill installed as an external or internal tool mount. Computer Use, Craft (electronic),​ Craft (mechanical),​ Disable Device, or Repair. The Implant Hack must have a tool kit appropriate to the skill installed as an external or internal tool mount.
-The Implant Hack is then able to per-form ​the functions of the skill in half the nor-mal ​time by taking a -5 penalty on his skill check. On a failed check, the item being worked on is ruined (if being built or re-paired), or set off (if an alarm, trap, or sensor). In any case, the skill check is failed, and the Implant Hack cannot attempt it again without taking the normal amount of time to do so.+ 
 +The Implant Hack is then able to perform ​the functions of the skill in half the normal ​time by taking a -5 penalty on his skill check. On a failed check, the item being worked on is ruined (if being built or re-paired), or set off (if an alarm, trap, or sensor). In any case, the skill check is failed, and the Implant Hack cannot attempt it again without taking the normal amount of time to do so. 
 Forced Anesthesia Forced Anesthesia
 +
 It's often in an Implant Hack's best interests to take a target alive rather than kill a potential source of live organs. It's often in an Implant Hack's best interests to take a target alive rather than kill a potential source of live organs.
 +
 Beginning at 7th level, an Implant Hack can choose to deal nonlethal damage with a weapon that normally deals lethal damage without taking the normal -4 penalty on his attack roll. Beginning at 7th level, an Implant Hack can choose to deal nonlethal damage with a weapon that normally deals lethal damage without taking the normal -4 penalty on his attack roll.
 +
 Medical Mastery Medical Mastery
-By 8th level, an Implant Hack has mastered the art of surgery under distracting ​condi-tions. He can always take 10 on a Treat Injury check, even if stress and distractions would normally prevent him from doing so.+ 
 +By 8th level, an Implant Hack has mastered the art of surgery under distracting ​conditions. He can always take 10 on a Treat Injury check, even if stress and distractions would normally prevent him from doing so.
  
implant_hack_advanced_class.1382592921.txt.gz · Last modified: 2021/12/04 00:43 (external edit)