1. - Top - End - #35
    Barbarian in the Playground
    Join Date
    Jun 2012

    Default Re: Base Class Contest XXIV - Will Breed for Class

    Cyber Dragonkin

    Note: this class makes use of the Power of Cybernetics subsystem by Garryl. Refer to the link for more details. Used with permission.

    Spoiler: Large image
    Show

    Image in widespread use on the internet. Original author unknown.


    It doesn't matter whether I was an human or a dragon before, because steel makes me a dragon in all but name. Give up your flesh and bones, my friend, and see through the eyes of a robotic shell. Only then shall we become equals.

    In some material planes, science has become more common than magic, and just as powerful. While all proof of the existence of dragons have often died out in these places, legends about these ancient magical beasts still abound. Some people of these distant realms relate to dragons or wish they would be one. The advance of cybernetics has made this dream partially possible since it allows humans to replace an increasing amount of their physical body for that of a dragonlike machine. This is a slow process that often requires years to complete, since the person must adjust to every change before the next one can take place.

    Somehow this transformation process has made its way from one material plane to the next, compensating for the archaic technology of some worlds by using magic to refine the cybernetic pieces, or implant them.

    Adventures: Cyber dragonkins can only access the next step in their transformation once they have fully adapted to the current step. Since mastery is gained through practice, cyber dragonkins often adventure as a way to make the adaptation period shorter.

    Characteristics: This class favors melee combat, the use of cybernetics and gradual immunity to effects that affect living creatures. Cybernetic modules allow a selection of class features that can be changed daily, but most of them are about giving the character abilities that are typically associated with dragons. They can be further enhanced by attaching modules to sockets or allocating energy points in them.

    Alignment: Cyber dragonkins can be of any alignment, since there is just as much good that comes with being a dragon as there is evil. For some reason, cyber dragonkins are almost always convinced that dragons (or a particular breed of dragon) are the purest form of whichever alignment they favor at the moment. If the game master uses the advices of the Adaptation section, cyber dragonkins may have originated from the Clockwork Nirvana of Mechanus, and in such case may have Lawful tendencies. Otherwise, a cyber dragonkin's original race has more impact on its alignment than his levels in this class do.

    Religion: A cyber dragonkin's religion is mostly the same as what it was before he started his transformation. Those that are utterly convinced that they are real dragons will worship dragon gods, while those that prefer to think of dragons as the next step in human's evolution are more likely to worship human gods. True dragons that take levels in this class sometimes become too proud to worship any deity at all, believing that fully transformed cyber dragonkins are the most perfect creatures in existence.

    Background: Cybernetics likely originated from some distant material plane, and so characters of this class are often simply those who stumbled upon it accidentally when they were younger. Following a trend amongst activators or their own instinct, these people decided they would push the limits of cybernetics by replacing more and more parts of their body with robotic pieces. Other people are convinced they were born as the wrong specie and travel the world for years in search of the thing that will make them dragons, before finally discovering the path of the cyber dragonkin. Lastly, dragons looking for a quick way to increase their power often discover how useful cybernetics could be, and use it to build upon their already impressive physiology and the bodies of their inferior servants.

    Races: Curiously, true dragons often become cyber dragonkins for the sole purpose of using cybernetics to supplement their spellcasting. Members of dragonlike races (such as kobolds) also take this class in an attempt to accentuate their ressemblance to real dragons. Since the cybernetic replacement process is mostly an human invention, individuals of any humanoid race with a desire for dragonhood often turn to this path. Races that are distant from both humanoids and dragons (such as most aberrations, elementals, extraplanar outsiders and the like) are the least likely to become cyber dragonkins.

    In some cases, it may seem that a creature's physiology would make it unable to receive cybernetic prostheses or grafts. However, this class is not intended to be inaccessible to characters of these races. The player and game master simply have to agree on a way to redescribe the class features to accomodate the character's special physiology. The game master may require that characters of really unusual races (such as elementals) make special research on cybernetic adaptation before being allowed to take the first level in this class.

    Other Classes: Cyber dragonkins are primarily people, and so their reaction toward members of other classes will mostly depend on past experiences. Some cyber dragonkins will despise everyone who does not agree on the superiority of their way of life, while others will admire sorcerers for their inherent connection to dragons, and others yet will prefer the company of melee combattants with which they can share tips on how to best break the skull of an enemy.

    Despite the admiration they receive from cyber dragonkins, sorcerers will often despise them for being wannabes. Wizards are too convinced of their superiority to everyone else to really care about dragon imitators, even if they have access to technology that no one else can use. Clerics of dragon gods will often enjoy the company of a cyber dragonkin, if only because members of both classes share common interests. Dragonslayers of any class will see cyber dragonkins as abominations to be destroyed, especially those who are actually true dragons. Finally, melee characters will often be in awe at a cyber dragonkin, if only for the sheer devastation that such character can cause in his wake.

    Role: The cyber dragonkin fills the roles of a melee combattant, a scout, and a trap disarmer. Unlike the rogue, he is not capable of using subterfuge to get an advantage, and his skill points are sparse. On the other hand, the cyber dragonkin can be just as impressive in melee combat as a fighter or barbarian, while having many useful immunities.

    Adaptation: This class is more or less a way to turn a person into a cyborg dragon. It would fit well into any setting with sci-fi, magitech or steampunk elements without any serious change (that is, the differences would be limited to cosmetics and fluff). It could also be the invention of a dragon wishing to turn his living servants into dragonlike constructs, and creating cybernetics as a result. Fianlly, a game master who wants to get away with cybernetics could replace it with incarnum.

    GAME RULE INFORMATION
    Cyber dragonkins have the following game statistics.
    Abilities: A cyber dragonkin's most important ability score is Constitution, which is required to make the best use of his modules. Since the character's class features make him increasingly strong in melee combat, a good Strength score will help him in the long run, and Dexterity may be useful as far as armor class and initiative are concerned.
    Alignment: Any
    Hit Die: d8
    Starting Age: Complex.
    Starting Gold: 3d4x10 (75 gp)

    Class Skills
    The cyber dragonkin's class skills (and the key ability for each skill) are Appraise (Wis), Computer Use (Int), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Forgery (Int), Heal (Wis), Knowledge (any, taken individually) (Int), Listen (Wis), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Use Rope (Dex).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Cyber dragonkin
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Active Modules Energy Pool Socket Attachments
    1st
    +1
    +2
    +0
    +2
    Bloostream Regulator (+2), Technological Aesthetic
    2
    1
    0
    2nd
    +2
    +3
    +0
    +3
    Least Socket Access
    3
    1
    1
    3rd
    +3
    +3
    +1
    +3
    Bloostream Regulator (+4), Ultra Immune System
    3
    2
    1
    4th
    +4
    +4
    +1
    +4
    Fortification (25%)
    3
    2
    2
    5th
    +5
    +4
    +1
    +4
    Bloostream Regulator (+6)
    3
    3
    2
    6th
    +6/+1
    +5
    +2
    +5
    Fortification (50%), Lesser Socket Access
    4
    3
    2
    7th
    +7/+2
    +5
    +2
    +5
    Bloodstream Replacement
    4
    4
    3
    8th
    +8/+3
    +6
    +2
    +6
    Fortification (100%)
    4
    4
    3
    9th
    +9/+4
    +6
    +3
    +6
    Skeletal Reinforcement
    4
    5
    4
    10th
    +10/+5
    +7
    +3
    +7
    Muscles of Steel (+2)
    5
    6
    4
    11th
    +11/+6/+1
    +7
    +3
    +7
    Greater Socket Access
    5
    7
    4
    12th
    +12/+7/+2
    +8
    +4
    +8
    Muscles of Steel (+4)
    5
    8
    5
    13th
    +13/+8/+3
    +8
    +4
    +8
    Metal Scales (+1)
    5
    9
    5
    14th
    +14/+9/+4
    +9
    +4
    +9
    Metal Scales (+2), Muscles of Steel (+5)
    6
    10
    6
    15th
    +15/+10/+5
    +9
    +5
    +9
    Iron Jaw, Metal Scales (+3)
    6
    11
    6
    16th
    +16/+11/+6/+1
    +10
    +5
    +10
    Core Socket Access, Metal Scales (+4)
    6
    12
    6
    17th
    +17/+12/+7/+2
    +10
    +5
    +10
    Integral Armor (+2), Wings of the Wyrm
    7
    13
    7
    18th
    +18/+13/+8/+3
    +11
    +6
    +11
    Integral Armor (+4), Tail of the Dragon
    7
    14
    7
    19th
    +19/+14/+9/+4
    +11
    +6
    +11
    Integral Armor (+6), Superior Wings
    8
    15
    8
    20th
    +20/+15/+10/+5
    +12
    +6
    +12
    Cybernetic Dragonhood, Integral Armor (+8), Size Increase
    8
    17
    8

    Class Features
    All of the following are class features of the cyber dragonkin.

    Weapon and Armor Proficiencies: As a cyber dragonkin, you are proficient with all simple weapons and with light, medium and heavy armors, but not with shields.

    Activating: A cyber dragonkin's primary ability is activating modules, which are drawn from the Cyber Dragonkin module list. You know and can activate any module from this list. Your activator level is equal to your cyber dragonkin level.

    A cyber dragonkin can activate only a certain number of modules at once. Your base concurrent allotment is given on Table: Cyber dragonkin.

    At 1st level, you gain access to a pool of energy, which can be allocated to your active modules to increase their effects. If you already have a pool of energy, combine the two to determine the total amount of energy available. Your character level determines the maximum amount of energy that can be allocate to any given module at one time. This amount is equal to 1 + 1/6 your character level (rounded down), as normal.

    As a swift action, you may reallocate your energy allocations amongst your active modules.

    Bloodstream Regulator (Su): At 1st level, you receive your first prosthesis, grafted on your heart, brain, or any other organ that receives a great deal of blood influx. This prosthesis regulates the chemical composition of your blood, preventing graft rejection and giving you a +2 bonus on saves against poison, magic sleep effects, paralysis, and natural diseases (but not supernatural diseases). This bonus increases to +4 at 3th level and +6 at 5th level.

    Technological Aesthetic: What is the point of being a dragon if you don't look the part? You receive Technological Aesthetic (dragon-like) as a bonus feat, even if you don't qualify for it. This feat makes your modules more similar in shape to those of a dragon robot. If you already have the Technological Aesthetic feat, you instead gain any one Cybernetic feat you qualify for as a bonus feat.

    The exact appearance of the cyber dragonkin's modules may vary from one to the next. For example, one that idealizes red dragons would paint his modules red, while one who prefers gold dragons would have all his modules seem to be made of gold.

    Socket Attachments: Beginning at 2nd level, you can attach active modules to the sockets that you have available. The number of socket attachments that you can have in effect at any one time depends on your level (see the Socket Attachments column on Table: Cyber dragonkin). At 2nd level, you gain access to your Least sockets, allowing you to attach modules to your feet, hands, and visor. At 6th level, you gain access to your Lesser sockets. At 11th level, you gain access to your Greater sockets. At 16th level, you gain access to your Core socket.

    Ultra Immune System: At 3rd level, your bloodstream regulator is greatly enhanced, granting you the Ultra Immune System feat, even if you do not meet the prerequisite. This feat gives you a +2 bonus on Fortitude saves to resist poison, disease (both natural and supernatural), and radiation sickness. This bonus is cumulative with the one from the Bloodstream Regulator class feature. Furthermore, you heal from ability drain as if it was merely ability damage. If you already have the Ultra Immune System feat, you instead gain your choice of Endurance, Great Fortitude, or any one Cybernetic feat you qualify for as a bonus feat.

    Fortification (Ex): At 4th level, some of your least important organs are replaced with cybernetic prostheses, granting you a 25% resistance to critical hits and sneak attacks; this is the equivalent of the light fortification armor special ability. At 6th level, more important organs are replaced, and your resistance increases to 50%. Finally, at 8th level, all internal organs other than the brain are replaced, granting you immunity to critical hits, sneak attacks, and other forms of precision damage.

    Bloodstream Replacement (Ex): At 7th level, your blood is replaced with synthetic blood. As a result, you become immune to poison, magic sleep effects, paralysis, and natural diseases (but not supernatural diseases). This class feature replaces the Bloodstream Regulator class feature.

    Skeletal Reinforcement (Ex): At 9th level, many of your bones are replaced or reinforced with plastic substitutes that also act as shock absorbers. You become immune to stunning, death from massive damage and coups de grace. In addition, your energy pool increases by 1 for every round in which you are hit by an attack that inflicts at least 50 points of damage on you (this ability can only give you 1 energy point per round, even if you suffer many attacks that deal more than 50 points of damage). These temporary energy points are cumulative, can be allocated normally, and last for 5 rounds (temporary energy points cannot be expended).

    As a side effect of this class feature, you cannot be raised as a skeleton. On the other hand, you keep this class feature if you become a zombie.

    Muscles of Steel (Ex): At 10th level, cybernetic muscles replace your biological ones, granting you a +2 inherent bonus to your Strength and Constitution score, and making you immune to ability drain, damage to physical ability scores, fatigue, exhaustion, energy drain, and supernatural diseases. The bonus to Strength and Constitution increases to +4 at 12th level and +5 at 14th level. Inherent bonuses cannot go above +5.

    Metal Scales (Ex): Starting at 13th level, key parts of your skin are replaced with flexible scales of metal, giving you a +1 bonus to your natural armor (if you have no natural armor bonus, you are considered to have a natural armor bonus of +0). This bonus increases to +2 at 14th level, +3 at 15th level, and +4 (the maximum) at 16th level.

    Iron Jaws: At 15th level, you receive a cybernetic jaw specifically designed to look like the mouth of a dragon. If you do not have a bite attack, you gain a bit attack as a primary natural weapon, dealing damage depending on your size (see the table below). If you already have a bite attack, the damage increases as if you had gained one size category.

    Integral Armor (Ex): At 17th level, plates of armor are permanently fused to your body, granting you a +2 armor bonus to your armor class. If you are wearing an armor, the bonuses overlap (do not stack). In addition, you can enhance your integral armor as if it was a masterwork armor, if not for the fact that it is part of your body. However, you become unable to wear armors made for members of your race ; if you want to wear an armor, it must be one specifically tailored for you (which will cost double the price of a regular armor, if you are humanoid). The armor bonus of your integral armor increases to +4 at level 18, +6 at level 19, and +8 (the maximum) at level 20.

    Wings of the Wyrm (Ex): At 17th level, you are grafted the dragon's most definiting characteristic : wings. You gain a fly speed equal to double your base land speed (clumsy maneuverability), and two wing attacks as secondary natural weapons that deal damage depending on your size (see the table below). If you already have a fly speed, use the best speed and the best maneuverability. If you already have wing attacks, the damage increases as if you had gained one size category.

    Tail of the Dragon: After a dragon's wings, its tail is the most important part of its appearance. At 18th level, you gain a cybernetic tail akind to that of a dragon. You gain a tail slap attack as a secondary natural weapon, dealing damage depending on your size (see the table below). If you already have a tail slap attack, the damage increases as if you had gained one size category.

    Superior Wings (Ex): At 19th level, your wings are enhanced. Thus, your fly speed increases by 10 feet. In addition, if you maneuverability is poor or clumsy, it increases by one type (from clumsy to poor, and from poor to average).

    Cybernetic Dragonhood (Ex): After reaching the last step of cybernetic replacement, your body is little more than an engine of metal, commanded by what little flesh you still have left. You become immune to nonlethal damage, death effects, and necromancy effects. You no longer need to breathe, but must still eat and sleep if you needed to. Finally, you gain bonus hit points as if you were a construct of your size category (which is now one category higher than it was before, thanks to the Size Increase class feature). Finally, your physical and psychological connection to dragons gives you the dragonblood subtype (if you do not already have it nor the dragon type). You gain none of the other traits of the Construct or Dragon types.

    Size Increase: At 20th level, your almost fully mechanical body is embedded in a stronger shell, and your size category increases by one (for example, a medium-sized character would become large), with the accompanying changes to space, reach, ability scores, natural armor, weapon damage, etc. If you were already of colossal size, your Strength score increases by 8, your Constitution score by 4, your natural armor by 5 and your natural weapon damage by one size category.

    Natural Weapon Damage By Size
    Size Bite Wings Tail Slap
    Fine 1d2 1 1
    Diminutive 1d3 1 1d2
    Tiny 1d4 1d2 1d3
    Small 1d6 1d3 1d4
    Medium 1d8 1d4 1d6
    Large 2d6 1d6 1d8
    Huge 2d8 1d8 2d6
    Gargantuan 4d6 2d6 2d8
    Colossal 4d8 2d8 4d6
    Colossal+ 8d6 4d6 4d8
    Colossal++ 8d8 4d8 8d6

    THE EPIC CYBER DRAGONKIN
    As of now, there is no indication on how Garryl intended epic cybernetics to work. Thus, there is currently no epic progression for the class, but one will come, eventually.
    Last edited by Network; 2014-09-21 at 09:02 PM.
    Quote Originally Posted by Razanir View Post
    "I am a human sixtyfourthling! Fear my minimal halfling ancestry!")
    Quote Originally Posted by Zweisteine View Post
    So the real question is, what is a Ling?