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Baron Corm
2007-12-03, 03:43 AM
See, the fun part about this is the example creatures. I'll post some tomorrow, this late-night idea made me stay up way past my bedtime already.


Creating A Cyborg

"Cyborg" is an acquired template that can be added to any corporeal creature other than a construct or cyborg (referred to hereafter as the base creature).

Size and Type

The creature’s type changes to Cyborg (same immunities as Construct and its base type, but 50% chance or otherwise affected as normal). It retains any subtypes. It receives half the normal amount of bonus HP for a construct of its size. It uses all other of the base creature’s statistics and special abilities except as noted here.

Hit Dice

Half of the cyborg's racial Hit Dice (rounding down) become Construct HD. The other half (including the remainder), as well as any HD from class levels, remain unchanged.

The cyborg has his maximum hit points divided into two types; Construct and his normal type. When the cyborg takes hit point damage, the damage has a 50% chance of being to either of the two types. The Construct hit points can only be healed by spells such as the repair minor wound line, while the other type can only be healed by spells which would normally heal it. If successfully struck by an effect which targets Constructs or his base type only, and that effect strikes the wrong side, it has no effect.

Speed

If the base creature can fly, its maneuverability rating increases to good. If it had perfect maneuverability, it does not decrease.

Armor Class

Natural armor bonus increases by a number based on the cyborg’s size:

Fine: +3
Dimunitive: +6
Tiny: +8
Small: +9
Medium: +10
Large: +11
Huge: +12
Gargantuan: +14
Colossal: +17

Base Attack

A cyborg has a base attack bonus as appropriate for its Hit Dice and class levels.

Attacks

A cyborg retains all the natural weapons, manufactured weapon attacks (though many cyborgs drop these in favor of a special attack, below), and weapon proficiencies of the base creature. A cyborg also gains a slam attack.

Damage

Manufactured weapon attacks deal damage normally. Natural weapons have their damage dice upgraded two steps. Natural weapons which deal piercing or slashing damage also have their critical ranges doubled. A slam attack deals 1d8 damage for a Medium-sized creature. (Use the base creature’s newly-upgraded slam damage if it’s better.)

Special Attacks

A cyborg retains all of the base creature’s special attacks. In addition, it may choose one or more of the following special attacks, depending on how many body slots it has available:

Rocket Launcher/EMP (Su)

One of the cyborg's hands is capable of retreating into the arm, creating an opening which fireballs or lightning bolts dealing 1d6 damage per HD can be shot out of every 2d4 rounds (Reflex save DC 10 + 1/2 HD + Constitution modifier half). Switching from hand to rocket launcher/EMP is a swift action, while shooting rockets/EMPs is a standard action. The rocket/EMP can alternatively come out of the cyborg's chest. This otherwise functions as the fireball or lightning bolt spell.

A cyborg cannot use a claw attack or manipulate objects with the hand its rocket launcher/EMP is in while it is activated, though it can still use its slam attack if it has one.

Laser (Su)

One of the cyborg's eyes is capable of firing a colored beam of magical energy which functions as a disintegrate spell dealing 2d6 damage per HD (Fortitude save DC 10 + 1/2 HD + Constitution modifier for 5d6 damage, or 1 damage if the spell normally deals less than 20d6 damage) every 3d4 rounds. The laser can alternately come out of a cannon on the cyborg's shoulder. This otherwise functions as the disintegrate spell.

Homing Missiles (Su)

One of the cyborg's hands is capable of retreating the fingers inwards and firing magic missiles dealing 1d4+1 damage every 1d4 rounds. A cyborg fires one missile per two HD. Retreating the fingers inwards and returning them to normal is a swift action, while firing homing missiles is a standard action. The missiles can alternatively come out of the cyborg's wrist or arm. This otherwise functions as the magic missiles spell.


If a special attack is added to the same creature more than once, they may be used together in the same standard action, but retain their separate cooldowns.

Special Qualities

A cyborg retains special qualities of the base creature. It receives the following special qualities:

Damage Reduction (Ex)

The cyborg has damage reduction 5/adamantine.

Spell Resistance (Ex)

The cyborg has spell resistance equal to 10 + its HD. A spell which targets either its base type or constructs has a 50% chance to fail, and even if it succeeds it only has half effect (duration, damage, etc. is halved).

Imposing (Ex)

The cyborg receives a +1 bonus/2 HD on Intimidate checks. It adds +1/4 HD to the DC of any frightening presence-like special qualities.



In addition, the cyborg may choose one or more of the following special qualities, depending on how many body slots it has available:

Wheels (Su)

The cyborg has wheels instead of legs, preventing it from being knocked down or bull-rushed. In addition, its base land speed is doubled. It gains a swim speed equal to its original land speed.

Targeting System (Su)

One of the cyborg's eyes has sensors which give the cyborg pinpoint accuracy and enhanced vision. They require a swift action for activation and deactivation. The cyborg receives a bonus on attack rolls, Search checks, and Spot checks equal to half of its HD. In addition, it has infrared vision; it does not have to make spot checks to notice a hidden creature unless somehow fooled. The targeting system can alternatively be built into they cyborg's shoulder and then brought to cover his eye via a small metallic arm.

Enhanced Chassis (Ex)

The cyborg's damage reduction is improved by 5/adamantine.

Saves

Base save bonuses are as normal for the cyborg's HD.

Abilities

A cyborg's Strength increases by 4. Add an additional 4 to Strength for each size catagory above medium, and subtract 2 for each size catagory below medium other than small. A cyborg's Dexterity, Constitution, and Charisma scores are decreased by 2 for each bonus special ability or special attack that they have (minimum 1, but see below).

If these changes would bring the cyborg's Constitution score below 10, he has a Constitution score of -.

Skills

A cyborg has skills as appropriate for its HD.

Feats

A cyborg retains all of the feats of its base creature.

Environment

Any.

Organization

Any.

Challenge Rating

+2, +1 for every two bonus special attacks or special qualities, or +1 for each bonus special attack or special quality once Constitution - is reached.

Treasure

As normal.

Alignment

One step closer to neutral than the base creature.

Advancement

The cyborg alternates between its original type and Construct in a manner that keeps them in equal amounts, with the original type taking precedence. Otherwise as the base creature.

Level Adjustment

+2, +2 for each bonus special attack, or +1 for each bonus special quality.


Construction

A cyborg can be created by magically fusing the base creature with 1,250 pounds of pure iron (for a Medium-sized creature), smelted with rare tinctures and admixtures costing at least 2,500 gp. Fusing the base creature with the mechanical components requires a DC 17 Heal check and a DC 17 Craft (armorsmithing) check. Adding any special attacks also requires a DC 17 Craft (weaponsmithing) check.

CL 14th; Craft Construct, feeblemind, geas/quest, fireball, magic missile, disintegrate, limited wish, caster must be at least 14th level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP

Lyinginbedmon
2007-12-03, 02:58 PM
Construction

A cyborg can be created by magically fusing the base creature with 1,250 pounds of pure iron (for a Medium-sized creature), smelted with rare tinctures and admixtures costing at least 2,500 gp. Fusing the base creature with the mechanical components requires a DC 30 Heal check and a DC 30 Craft (armorsmithing) check. Adding any special attacks also requires a DC 30 Craft (weaponsmithing) check.

CL 17th; Craft Construct, feeblemind, geas/quest, fireball, magic missile, limited wish, caster must be at least 17th level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP

Am I allowed to say it? Iron Man! :smallbiggrin:

Baron Corm
2007-12-03, 06:01 PM
Adult Arrowhawk Cyborg
Size/Type: Medium Cyborg (Outsider) (Air, Extraplanar)
Hit Dice: 4d8 + 3d10 + 10 (44 hp)
Initiative: +1
Speed: Fly 60 (perfect)
Armor Class: 27, touch 11, flat-footed 26 (+1 dex, +16 natural)
Base Attack/Grapple: +6/+10
Attack: Electricity ray +7 ranged touch (2d8) or bite +10 melee (3d6+6, 19-20) or slam +10 melee (1d8+2)
Full Attack: Bite +10 melee (3d6+6, 19-20) and slam +5 melee (1d8+2) or electricity ray +7 ranged touch (2d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Homing missiles (x4), electricity ray
Special Qualities: Damage reduction 5/adamantine, spell resistance 17, darkvision 60 feet, immunity to acid, electricity, and poison, resistance to cold 10 and fire 10
Saves: Fort +5, Ref +6, Will +6
Abilities: Str 18, Dex 13, Con -, Int 10, Wis 13, Cha 5
Skills: 62 skill points
Feats: Dodge, Flyby Attack, Weapon Finesse
Enviroment: Any
Organization: Any
Challange Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Medium)
Level Adjustment: —

Combat

An arrowhawk cyborg likes to fight from afar, firing off its homing missiles. While recharging, or if its opponent is weak to electricity, it will use its electricity ray. Arrowhawk cyborgs are reluctant to close in for melee attacks, but can be quite furious in that situation as well when needed.

Electricity Ray (Su)

An arrowhawk can fire this ray once per round, with a range of 50 feet.

Homing Missiles (Su)

An arrowhawk cyborg has three missile launchers under each of its wings. In one round, it can fire 12 magic missiles with a range of 170 feet each dealing 1d4+1 damage. Each firing has a cooldown of 1d4 rounds.



Storm Giant Zombie Cyborg
Size/Type: Huge Cyborg (Undead)
Hit Dice: 19d12 + 19d10 + 38 + 20 (285 hp)
Initiative: -4
Speed: 50 feet, swim 40 feet
Armor Class: 32, touch 4, flat-footed 36 (-2 size, -4 dex, +28 natural)
Base Attack/Grapple: +23/+52
Attack: Slam +63 melee (4d6+21)
Full Attack: Slam +63 melee (4d6+21)
Space/Reach: 15 ft./15 ft.
Special Attacks: Twin EMPs, targeting system
Special Qualities: Damage reduction 5/slashing, damage reduction 15/adamantine (2x enhanced chassis), Darkvision 60 feet, low-light vision, cyborg traits, spell resistance 48
Saves: Fort +11, Ref +7, Will +17
Abilities: Str 53, Dex 2, Con -, Int -, Wis 10, Cha 1
Skills: Spot +19, Search +19
Feats: Toughness
Enviroment: Any
Organization: Any
Challange Rating: 23
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

Combat

A storm giant zombie cyborg basically obeys the commands of its owner in combat. Seeing as how it is essentially a moving artillery platform, that command is commonly "move to this location and destroy anything in your path".

Twin EMPs (Su)

A storm giant zombie cyborg is capable of firing bolts of electricity in a 120 foot line which deal 38d6 electricity damage (Reflex DC 29 half). He has two EMPs each with a 2d4 round cooldown time. They must be unleashed from his hands as swift actions.

Targeting System (Su)

A storm giant zombie cyborg has a +19 bonus on attack rolls, Search checks, and Spot checks. He has infrared vision.

Single Actions Only

A storm giant zombie cyborg can only take one move or standard action per round.



Troll Cyborg
Size/Type: Large Cyborg (Giant)
Hit Dice: 3d8 + 3d10 + 15 + 12 (56 hp)
Initiative: -2
Speed: 60 feet, 30 feet swim
Armor Class: 23, touch 7, flat-footed 25 (-1 size, -2 dex, +16 natural)
Base Attack/Grapple: +4/+20
Attack: Claw +15 melee (2d6+12, 19-20)
Full Attack: 2 claws +15 melee (2d6+12, 19-20) and bite +10 melee (2d6+6, 19-20) and slam +10 melee (2d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rocket launcher, laser, rend 4d6+18
Special Qualities: Damage reduction 5/adamantine, wheels, targeting system, spell resistance 16, darkvision 90 feet, low-light vision, regeneration 5, scent
Saves: Fort +7, Ref +2, Will +5
Abilities: Str 35, Dex 6, Con 15, Int 6, Wis 9, Cha 1
Skills: Listen +5, Spot +9, Search +1
Feats: Alertness, Iron Will, Track
Enviroment: Any
Organization: Any
Challange Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +13

Combat

Troll cyborgs are typically unleashed en mass to supplement the rest of an army. They are as berserk as their lesser cousins and go all out with their various attack methods, particularly enjoying rending soldiers in two with their steel claws. They fire off as many rockets as they can before regaining their hand and engaging in melee, though if given the order to will take their rocket launcher out again to hit a key target. Their laser is usually reserved for destroying objects in their way, however, especially coordinated strike teams of troll cyborgs will all move in, use their laser at the same time against a powerful foe, and then move out, aided by their increased move speed.

Regeneration (Ex)

Fire and acid deal normal damage to a cyborg troll. If a cyborg troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Rocket Launcher (Su)

A troll cyborg can launch a fireball from its left hand at a range of 240 feet dealing 6d6 fire damage (Reflex DC 15 half). It must use a swift action to open up its arm, during which time it cannot use its second claw attack (and thus its rend). After firing a rocket, the troll cyborg cannot fire another one for 2d4 rounds.

Wheels (Su)

A troll cyborg motors forward using inherent arcane energies. In addition, it cannot be knocked down or bull rushed.

Targeting System (Su)

A troll cyborg has a +3 bonus on attack rolls, Search checks, and Spot checks. He has infrared vision. The targeting system must be activated or deactivated via a swift action. It is mounted on the troll cyborg's shoulder.

Laser (Su)

A troll cyborg can fire a greenish-brown laser as a ranged touch attack with a range of 160 feet every 3d4 rounds which deals 12d6 damage (Fortitude save for 1 damage DC 15). It can optionally disintegrate nonliving matter in a 10 foot cube.

Mewtarthio
2007-12-03, 08:59 PM
Kneel before Mecha-Tarrasque!

...Say, would it's laser attack do 96d6 damage on a failed save? It seems harsh, but it is epic.

Baron Corm
2007-12-03, 11:07 PM
Statting these things out takes a really long time :smalleek:. Split HD and all that. But I must deliver.

Winged Tarrasque Cyborg
Size/Type: Colossal Cyborg (Magical Beast)
Hit Dice: 24d10 + 24d10 + 91 (355 hp)
Initiative: -1
Speed: 20 feet, fly 40 feet (perfect)
Armor Class: 34, touch 0, flat-footed 39 (-8 size, -5 dex, +47 natural)
Base Attack/Grapple: +42/+85
Attack: Bite +93 melee (6d8+27, 15-20/x3)
Full Attack: Bite +93 melee (6d8+27, 15-20/x3) and slam +88 melee (5d6+13) and 2 horns +88 melee (3d8+13) and 2 claws +88 melee (4d6+13) and tail slap +88 melee (5d8+13)
Space/Reach: 30 ft./20 ft.
Special Attacks: Homing missiles (x4), laser (x2), rocket launcher (x6), augmented critical, frightful presence, improved grab, rush, swallow whole
Special Qualities: Damage reduction 15/adamantine (enhanced chassis x2), damage reduction 15/epic, spell resistance 58, carapace, scent, darkvision 60 feet, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, targeting system, low-light vision, imposing
Saves: Fort +16, Ref +17, Will +27
Abilities: Str 65, Dex 1, Con -, Int 3, Wis 16, Cha 1
Skills: (Some skills, including +24 on Spot, Search, and Intimidate, racial bonuses, and Alertness)
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness, 5 others
Enviroment: Any
Organization: Any
Challange Rating: 30 (Still safe to sic on level 20 parties)
Treasure: None
Alignment: Always neutral
Advancement: 49+ HD (Colossal)
Level Adjustment: —

Combat

Winged tarrasque cyborgs are difficult to create, as the tarrasque will attempt to regenerate his wounds before cybernetic parts can be applied. Once created, however, the winged tarrasque cyborg enjoys enhanced mobility and ranged weaponry to supplement his natural attacks, at the cost of a good deal of his Constitution.

Still having an Intelligence score of 3, the winged tarrasque cyborg tends to simply rampage as a normal tarrasque does, using its cyborg abilities to destroy things at random.

Homing Missiles (Su)

A winged tarrasque cyborg has missile turrets protruding from its wings. It can shoot 96 missiles every 1d4 rounds, in increments of 24 if it decides to shoot less, each dealing 1d4+1 damage, with a range of 580 feet. The missile turrets take a swift action to bring out and put back.

Laser (Su)

A winged tarrasque cyborg has twin laser cannons, one mounted on each shoulder. They can fire bright red lasers as ranged touch attacks each dealing 96d6 damage every 3d4 rounds (Fortitude DC 34 for 5d6 damage) with a range of 580 feet. Both can be fired in a single standard action.

Rocket Launchers (Su)

A winged tarrasque cyborg can morph his hands into rotating rocket launchers with a swift action. Each fires a fireball dealing 48d6 fire damage (Reflex save 34 half) every 2d4 rounds with a range of 2520 feet, but can rotate as a free action, allowing for another fireball to be fired. The winged tarrasque cyborg thus has the equivalent of three rocket launchers in each hand. Both rotating rocket launchers can fire once as a standard action.

Targeting System (Su)

A winged tarrasque cyborg has a +24 bonus on attack rolls, Spot checks, and Search checks. It has infrared vision.

Rush (Ex)

Once per minute, the normally slow-moving winged tarrasque cyborg can move at a ground speed of 150 feet or a fly speed of 300 feet.

Frightful Presence (Su)

The winged tarrasque cyborg can inspire terror by charging or attacking. Affected creatures must succeed on a DC 32 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based.

Improved Grab, Swallow Whole, Regeneration and Carapace (Ex)

As normal tarrasque. A winged tarrasque cyborg's digestive tract has AC 33.

Skills

The tarrasque has a +8 racial bonus on Listen and Spot checks.

Baron Corm
2007-12-03, 11:56 PM
And finally, for something remotely playable. I present Robbit the Robot Hobbit Thief. Robbit was an exceptionally small gnome, so one day, just to show them, he went out and got cybernetic enhancements. He has very low hp for an ECL 3 character, but that's just because the first few hit die make a big difference. Thanks to his Strength bonus, his attack is still decent. His AC is very high. His half-immunities will also prove useful now and later on. Also keep in mind that this poor guy is using standard array. He will still be useful at his level with his skill points. Could be fun to play.


Gnome Cyborg, Level 1 Rogue
Size/Type: Small Cyborg (Humanoid)
Hit Dice: 1d6+1 (4 hp)
Initiative: -1
Speed: 20 feet
Armor Class: 22, touch 11, flat-footed 21 (+1 size, +9 natural, +1 padded armor)
Base Attack/Grapple: +0/-3
Attack: Dagger +2 melee (1d3+1, 19-20)
Full Attack: Dagger +2 melee (1d3+1, 19-20)
Space/Reach: 30 ft./20 ft.
Special Attacks: Sneak attack +1d6, spell-like abilities
Special Qualities: Damage reduction 5/adamantine, spell resistance 11, low-light vision, imposing, trapfinding
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 13, Dex 11, Con 12, Int 11, Wis 10, Cha 10
Skills: 8 skills, including bonus from stealthy, small size, racial bonuses, and imposing
Feats: Stealthy
Enviroment: Any
Organization: Any
Challange Rating: 3
Treasure: Standard
Alignment: Neutral good
Advancement: By character class
Level Adjustment: +2

Spell-like Abilities

1/day- speak with animals (burrowing mammals only, duration 1 minute). Caster level 1st, DC 10.

Mewtarthio
2007-12-04, 12:51 AM
Winged Tarrasque Cyborg

At first, I wondered how you managed to burn him down to Dex 1, Con--, Cha 1 (and the Tarrasque has a lot of Con).

Then I saw that he can fire his lasers twice in a round before cooldown, rotate his rockets so he can fire two every round (and it's rare he even has to wait for cooldown), and DR 15/epic and adamantine. :smalleek: Set a course for Tokyo: Ramming speed!

By the way, what exactly does he get from multiple applications of Homing Missiles? Is it just the ability to ignore cooldown, or can he fire more than he seems like he should?

------

Comments:

Seems like a nice template overall. You should probably more strictly define what the "Cyborg" type means, but that's okay, since I'm guessing it's what's responsible for all the 50% negations. Additionally, even though nothing explicitly prevents you from taking a bonus more than once, it would be nice if the rules explicitly clarified how that works. One minor crunchy nitpick: An exploding missile damages with more than just heat, so it would be more realistic for the missile to be an energy admixtured (sonic) fireball (more useful, too, since everything's immune to fire and nothing's immune to sonic), but I'm not stringent enough to demand such a change.

Baron Corm
2007-12-04, 01:01 AM
By the way, what exactly does he get from multiple applications of Homing Missiles? Is it just the ability to ignore cooldown, or can he fire more than he seems like he should?

That's a good question. I originally did homing missiles quite differently, then edited all of the special attacks to scale with level, so they kind of confused me. What they do is grant you extra uses in a single standard action (with separate cooldowns). It's done right on the arrowhawk, I'll go change the tarrasque.


Seems like a nice template overall. You should probably more strictly define what the "Cyborg" type means, but that's okay, since I'm guessing it's what's responsible for all the 50% negations. Additionally, even though nothing explicitly prevents you from taking a bonus more than once, it would be nice if the rules explicitly clarified how that works. One minor crunchy nitpick: An exploding missile damages with more than just heat, so it would be more realistic for the missile to be an energy admixtured (sonic) fireball (more useful, too, since everything's immune to fire and nothing's immune to sonic), but I'm not stringent enough to demand such a change.

Heh yeah, I kind of made up and changed a lot as I was making the actual creatures. I'll fix the rules to coincide :smallsmile:.

As for the explosion/sonic thing, I don't doubt you, but fireballs do explode, but apparently create no pressure or something, but I'll just stick with how the spell does it.

Edit: As a sidenote I forgot to throw in, the tarrasque actually did come away with 6 Constitution, which is awesome :smallcool:. If you take away some of those missiles (I added a fairly arbitrary amount, based on the number of his back-spikes) he could have 10 or above, losing the -.