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    Barbarian in the Playground
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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Cyber Dragonkin Module List
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    Module Name Socket Attachment Description
    Arcanosynthesis * Back, Helmet, Visor While this module is active, you gain a +4 enhancement bonus on all Concentration, Spellcraft, and Use Magic Device checks, and you can use these skills untrained
    Archon Plating * Back, Helmet You gain DR 1/- and a +2 enhancement bonus on saves against stunning and paralysis
    Biofeedback * Hands, Core You gain DR 1/- and a +2 enhancement bonus on saves against poison and disease
    Corrosion Inducement * Feet, Helmet, Support You can generate and launch a ray of acid as a standard action
    Cryo Core * Hands, Shielding, Core You can fire a ray of cold as a standard action
    Cybernetic Flamethrower Hands, Support, Core You can shoot a line of fire as a standard action
    Dragonfire Rifle * Arms, Helmet You can create a nanorifle-like object that shoots great gouts of flame
    Electric Discharge Feet, Support, Shielding Your natural weapons deal electricity damage
    Energy Tank * Hands, Shielding You gain additional hit points equal to your activator level
    Exploration Kit * Feet, Visor This module is designed to aid in exploration of mildly uninhabitable areas
    Fiery Body Back, Helmet, Shielding, Core You can coat your body in fire
    Holographic Projector * Visor, Utility You can project a holographic shroud around yourself, changing your visual appearance
    Lightning Rod * Hands, Back, Support As a standard action, you can launch a bolt of electricity
    Magic-Infused Weaponry Hands, Arms, Core Your natural weapons become magical
    Napalm Sprinkler Visor, Shielding, Support You can spray napalm as a standard action
    Plasma Beam * Support, Energy Emitter You and your equipment are immune to the damage caused by being on fire
    Power Suit * Utility, Shielding, Core When you activate this module, choose a single category of armor with which you are proficient
    Scan Visor * Visor, Helmet You gain a +4 enhancement bonus on all Knowledge checks about creatures, objects, and effects you observe
    Sight Augmentation Visor, Helmet You gain a +2 enhancement bonus on Spot checks, plus darkvision out to 20 feet
    Spell Breaker * Helmet, Shielding, Core You gain spell resistance equal to 5 + your activator level
    Tactile Amplification Feet, Back, Core You gain tremorsense out to 30 feet
    Wire Lashes Arms, Back, Utility You can attack with electric wires
    X-Ray Scope * Visor, Core You gain a +2 enhancement bonus on your Disable Device and Search checks, and a +2 insight bonus on all saving throws to disbelieve illusions
    * Modules by Garryl. They can be found here.


    Modules (1 of 2):
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    Cybernetic Flamethrower
    Descriptor:
    Fire
    Classes: Cyber Dragonkin
    Prerequisites: None
    Sockets: Hands, Support, Core
    Saving Throw: Reflex partial

    As a standard action, you may shoot a 5-foot-wide, 30-foot-long line of flame. Creatures and objects caught in the path of the flame must make a Reflex save or take 2d6 points of fire damage (or half that amount on a successful save). Creatures and flammable objects that fail their save also catch on fire.

    This module generates a great amount of heat and overheats easily for this reason. When this power has been used, the module enters in cooldown for 1d4 rounds (including the one in which it was used). Socket attachments make use of this cooldown period.

    Energy: Each energy point allocated to this module increases the damage dealt by 1d6 and increases the range by 10 feet.

    Socket (hands)
    When the module is in cooldown, your natural weapons and unarmed strike deal fire damage per hit equal to the amount of energy points allocated to this module (minimum 1), in addition to any other form of damage they may deal.

    Socket (support)
    You can shoot a line of fire at any time, even when the module is cooling down. The duration of the cooldown period stacks, but cannot go beyond 10 consecutive rounds. For each round by which the cooldown duration should exceed 10 rounds, you suffer 1d6 points of fire damage instead.

    Socket (core)
    You gain resistance to cold equal to 10 + twice the amount of energy points allocated to this module. This resistance to cold stacks with any other form of resistance to cold you may have. In addition, if the module is in cooldown when you are attacked by a weapon or effect that deals cold damage, the cooldown period is reduced by 1 round for every 10 points of cold damage that is negated by this module (the resistance to cold granted by this module is always applied before any other resistance or immunity to cold you may have). This cannot reduce the cooldown period to a duration lower than 0 round.

    Electric Discharge
    Descriptor:
    Electricity
    Classes: Cyber Dragonkin
    Prerequisites: None
    Sockets: Feet, Support, Shielding
    Saving Throw: None or Reflex half; see text

    Your natural weapons and unarmed strikes deal electricity damage depending on your size, as shown in the table below.

    Electricity Damage By Size
    Size Damage
    Tiny or smaller 1
    Small 1d2
    Medium 1d3
    Large 1d4
    Huge 1d6
    Gargantuan 1d8
    Colossal 2d6

    Energy: Each energy point allocated to this module increases the electricity damage inflicted by your natural weapons and unarmed strikes by 1.

    Socket (feet)
    Your feet are protected by an electrical insulator, giving you resistance to electricity equal to twice the amount of energy points allocated to this module, and a bonus on save against spells and effects with the Electricity descriptor equal to the amount of energy points allocated to this module (minimum +1).

    Socket (support)
    As a standard action, you may exhale a 20-foot-long cone of electricity. Creatures caught within the cone take an amount of electricity damage equal to 2d6, plus 1d6 * the amount of energy points allocated to this module. A Reflex save reduces the damage by half.

    Socket (shielding)
    Creatures who attack you with a natural weapon, an unarmed strike or a melee weapon comprised mostly of metal take electricity damage equal to 1d4 + the amount of energy points allocated to this module. A weapon is considered to be mostly made of metal if both the tip and the handle are metallic and connect to one another (so a character attacking with a sickle would take no damage, but one attacking with a spiked chain would).

    The effect of this socket attachment can be suppressed and resumed as a free action, but the socket attachment is still considered to be there when it is unused.

    Fiery Body
    Descriptor:
    Fire
    Classes: Cyber Dragonkin
    Prerequisites: Activator level 15
    Sockets: Back, Helmet, Shielding
    Saving Throw: Reflex partial; see text

    As a free action, you can coat your body in fire. The benefits of this are threefold: first, you and your equipment gain resistance to fire 10 when this module is in use, which stacks with any other source of resistance to fire. Second, creatures and objects that are hit by your natural weapons or unarmed strikes, as well as any creature that hits you in melee with such weapon, take fire damage depending on your size. Third, creatures and flammable objects that take fire damage because of this module must make a Reflex save or catch on fire.

    Deactivating the flames on your body is a free action.

    Fire Damage By Size
    Size Damage
    Fine 1
    Diminutive 1d2
    Tiny 1d3
    Small 1d4
    Medium 1d6
    Large 1d8
    Huge 2d6
    Gargantuan 3d6
    Colossal 4d6

    Energy: Your resistance to fire increases by twice the amount of energy points allocated to this module.

    Socket (back)
    This socket attachment is only useful if you have wings and a fly speed (the fly speed does not have to be due to the wings).

    If you fly while your body is on fire, you can as a free action force an opponent within your reach to make a Reflex save. This action can be done at any time during your turn, even in the middle of movement, though a given character can only be affected by this ability once per round. Opponents that fail their Reflex save take 4d6 points of fire damage and catch on fire. Those that succeed on their save take a mere 2d6 points of fire damage.

    If you are able to hover in place, you may shake your wings very fast as a full-round action that can only be done while hovering. All creatures that are in a radius equal to twice your reach and that are below you or at the same altitude as you (but not those that are above you) must make a Reflex save or take 8d6 points of fire damage and catch on fire. Creatures that make their save still take 4d6 points of fire damage.

    Socket (helmet)
    As a standard action, you may project a 10-foot-radius burst of fire in all directions around you. Creatures within the radius must make a Reflex save or take 8d6 points of fire damage and catch on fire. Those that succeed on their save still take 4d6 points of fire damage. Objects are not affected by this ability, which may be used once every 1d4 rounds.

    You may use this ability even when your body isn't in flames.

    Socket (shielding)
    When your body is in flames, you gain resistance to cold equal to twice the amount of energy points allocated to this module (which stacks with any other source of resistance to cold) and a bonus to saves against spells and effects with the Cold descriptor equal to the amount of energy points allocated to this module (minimum +1). If you would normally be vulnerable to cold (for example, if you have the fire subtype), you take cold damage normally when your body in in flames (instead of taking 50% more damage), effectively negating that vulnerability.

    Socket (core)
    When your body is in flames, the fire damage caused to creatures attacking you with natural weapons or unarmed strikes is increased by the amount of energy points allocated to this module.

    Magic-Infused Weaponry
    Descriptor:
    Equipment
    Classes: Cyber Dragonkin
    Prerequisites: Activator level 4
    Sockets: Hands, Arms, Core
    Saving Throw: None

    Your natural weapons and unarmed strikes gain a +1 enhancement bonus to attack and damage rolls and count as magical weapons for the purpose of overcoming damage reduction and attacking incorporeal creatures. In addition, you can deal lethal damage with your unarmed strikes at no penalty and are considered to be armed when using them.

    Energy: Each point of energy allocated to this module increases the enhancement bonus by +1. If the enhancement bonus exceeds +5, your natural weapons count as epic weapons for the purpose of overcoming damage reduction.

    Socket (hands)
    This socket attachment grants you up to two claw attacks, but cannot give you more claw attacks than you have hands. If you already have claw attacks, they are considered to have the keen special ability (which doubles their critical threat range); the claw attacks gained from this socket attachment do not have this benefit. The base damage inflicted by your claw attacks is equal to the damage you would normally inflict with them or damage depending on your size, whichever would be higher. Refer to the table below for details.

    Claw Attack Damage By Size
    Size Damage
    Fine 1
    Diminutive 1d2
    Tiny 1d3
    Small 1d4
    Medium 1d6
    Large 1d8
    Huge 2d6
    Gargantuan 2d8
    Colossal 4d6

    Your claws count as energy receptacles that share their energy allocation with this module.

    Socket (arms)
    You can attach a weapon to your arm so that it cannot be dropped easily. When your weapon is attached, that weapon benefits from this module as if it was a natural weapon, and you gain a +10 bonus on any roll made to keep from being disarmed of the weapon. Removing a weapon from your arm or attaching one to it is a full-round action that provokes attacks of opportunity. A weapon cannot be attached to your arm and to a locked gauntlet simultaneously.

    As long as the weapon is attached, it counts as an energy receptacle and shares its energy allocation with this module. Suppressing this socket attachment or this module causes the weapon to detach from your arm automatically, but does not make you drop it. If the effect of this module is later resumed, you must attach the weapon again to gain the benefits of this socket attachment.

    Socket (core)
    Your natural weapons and unarmed strikes are considered to have the ghost touch special ability, allowing you to attack incorporeal creatures normally.

    Napalm Sprinkler
    Descriptor:
    Fire
    Classes: Cyber Dragonkin
    Prerequisites: Activator level 11
    Sockets: Visor, Shielding, Support
    Saving Throw: Fortitude partial; Reflex negates (see text)

    You may spray napalm at a target within 100 feet of you as a standard action. You must make a ranged touch attack to hit. If successful, the target takes 8d6 points of fire damage and must make a Fortitude save or be sickened by the pain (creatures that take no damage are not affected). In addition, the napalm sticks to his skin, dealing an additional 1d6 points of fire damage each round and forcing him to make another Fortitude save or be sickened until his next round. A character must hold his breath for as long as he is exposed to napalm (characters that are immune to fire but do not have the fire subtype must still hold their breath, since the problem is caused by lack of oxygen rather than being a direct consequence of the napalm).

    Creatures and flammable objects that touch a character soaked in napalm or are touched by him must make a Reflex save (DC 15) or catch on fire. Creatures that are grappling a napalm-exposed character catch on fire immediately (they are not entitled a saving throw). This does not apply if the character is doused in water (see below).

    Once a character has been exposed to napalm, there are a few ways to take it off. The most sure way to do it is to roll one's body in mud, which only requires a standard action. Partial immersion in water does no good and only increases the damage dealt each round to 2d4 points (creatures with the water subtype always take the increased damage, even if they are not in contact with water), while complete immersion has no effect. Rolling oneself in sandy ground as a full-round action only works if the character succeeds on a Reflex save (DC 15). A desperate character could make the napalm ineffective by subjecting himself to an attack that deals at least 5 points of cold damage, even if that damage is negated by resistance or immunity to cold. Finally, dousing oneself in alcohol removes the napalm instantly, but also deals 3d6 points of fire damage to the character and 1d6 points of fire damage to any other creature or object within 5 feet.

    The effect of being soaked in napalm does not stack with itself. If nothing is done to remove the napalm, it loses its potency 10 rounds after the last spraying to affect the character, stopping the effect.

    Energy: Each point of energy allocated to this module increases the maximum range by 10 feet, the initial damage by 1d6 points, and the time it takes for the napalm to lose its potency by 1 round.

    Socket (visor)
    You may spray two shots of napalm at targets within 60 feet of you as a full-round action. You cannot spray both at the same target.

    Socket (shielding)
    Your body is covered by a special substance that protects you from fire and napalm. First, you gain resistance to fire 50, making you virtually invulnerable to napalm aspersion. Second, you can breathe smoke as if it had the normal amount of oxygen (this allows you to breathe normally, even when soaked in napalm). Third, you may coat your own body in napalm as a swift action. When coated in napalm, creatures and flammable objects that touch you (or that you touch or attack with a natural weapon) must make a Reflex save (DC 15) or catch on fire (creatures that are grappling with you are not entitled a saving throw). This coating is not detrimental to you thanks to the protection that this socket attachment grants you, but your equipment is still affected. The coating lasts 10 rounds or until you remove the napalm by another mean.

    Socket (support)
    You may breathe napalm in a 10-foot cone as a standard action (the length of the cone is not increased by the energy allocation). All creatures and object caught in the cone must make a Reflex save or suffer the effect of napalm as if you had succeeded on a ranged touch attack against them. You can only make use of this ability once every 1d4 rounds, and you cannot spray napalm during the waiting period.

    Sight Augmentation
    Descriptor:
    None
    Classes: Cyber Dragonkin
    Prerequisites: None
    Sockets: Visor, Helmet
    Saving Throw: None

    When this module is active, you receive a +2 enhancement bonus to Spot checks and gain darkvision out to 20 feet. This darkvision overlaps (does not stack with) any form of darkvision you may already have.

    Energy: Each point of energy allocated to this module increases the bonus to Spot checks by 2 and the range of your darkvision (gained by this module or otherwise) by 20 feet.

    Socket (visor)
    The acuteness of your sight is amplified. You can see twice as far as an human in dim light, or three times as far if you have low-light vision. If your activator level is at least 8, you can see four times as far as an human in dim light (or five times as far, if you have low-light vision) and twice as far in normal light.

    The effect of this socket attachment stacks with other special qualities that multiply the range of your sight. In this case, consider that doubling twice amounts to tripling. For example, a true dragon with an activator level of 8 and with this module attached to the visor socket can see seven times as far as an human in shadowy illumination and three times as far in normal light.

    Socket (helmet)
    You can record visual information for ulterior usage. Activating or deactivating your video recorder is a free action, but any activation must last at least until the beginning of your next turn. You can have up to 10 rounds of recorded video at any time, and these rounds do not have to be consecutive. Deleting one round of video requires a swift action (only one round can be deleted at a time). Once recorded, a video cannot be falsified or modified. Since it is not a memory, it is not affected by spells and effects that alter or suppress memories. Only your sense of sight is recorded.

    A video can only be accessed or deleted if you have the Sight Augmentation module allocated to your helmet socket. Witnessing a video takes as long as the length of the video, and you are unable to use your sight for other purposes during this time. Two characters with the Sight Augmentation module allocated to their helmet socket can connect their modules to each other, witness each other's video and even record the video of the other person (by activating their video recorder while watching the other's video), but not delete a video that does not belong to them.

    Characters watching a video have access to the full visual acuity of the person recording it, including abilities such as darkvision, True Seeing and similar effects. However, they must make their own Search or Spot checks to notice details. Even the person who originally recorded the video makes new checks every time he watches it. This allows him to see things he missed the first time, assuming such things are still relevant.

    Tactile Amplification
    Descriptor:
    None
    Classes: Cyber Dragonkin
    Prerequisites: Activator level 4
    Sockets: Feet, Back, Core
    Saving Throw: None

    This module gives you a sense of touch on par with that of a true dragon. You gain tremorsense out to 10 feet. If you already have tremorsense, the range stacks. If you have blindsense or blindsight, the range of your tremorsense is equal to the range of your blindsense or blindsight plus 10 feet.

    Energy: Each point of energy allocated to this module increases the range of your tremorsense by 10 feet.

    Socket (feet)
    The range of your tremorsense increases by 10 feet. If your activator level is at least 10, it increases by 20 feet instead.

    Socket (back)
    You are capable of sensing tiny vibrations into the air. You gain blindsense out to the range of your tremorsense (after the later range has been determined). This overlaps (does not stack) with any form of blindsense you may already have. For example, if a character with blindsense out to 60 feet activates this module, attaches it to the back socket and allocates one point of energy to it, the range of his blindsense and tremorsense will be 80 feet (60 feet from the base blindsense range, plus 10 feet from the module, plus 10 feet from the energy allocation).

    Socket (core)
    You gain blindsight out to half the range of your tremorsense (after the later range has been determined). This overlaps (does not stack) with any form of blindsight you may already have. For example, if a character with blindsense out to 60 feet activates this module, attaches it to the core socket and allocates two points of energy to it, the range of his tremorsense will be 90 feet (60 feet from the blindsense range, plus 10 feet from the module, plus 20 feet from the energy allocation), while the range of his blindsight will be 45 feet.

    Any range of blindsight that isn't divisible by 5 is rounded down to a multiple of 5.

    Wire Lashes
    Descriptor:
    Electricity, Equipment
    Classes: Cyber Dragonkin
    Prerequisites: None
    Sockets: Arms, Back, Utility
    Saving Throw: None

    You can draw two wire lashes (one in each hand) from this module. You need as much time to draw a wire lash as you need to draw any other weapon, and you may dispose of it as a free action. When using your wire lashes, you cannot be disarmed, because they are tied to your hands. However, they can be sundered (they have 2 hit points and no hardness). Sundering a wire lash with a metallic weapon is a bad idea and will cause an immediate 2 points of electricity damage to the weapon's wearer because of the flow of electricity going through the wire lash. A sundered wire lash cannot be used until the module has been reactivated.

    The wire lashes are treated as whips, but they deal 1d6 points of electricity damage in addition to the normal damage. This damage is applied even against a creature with an armor bonus or natural armor bonus that would protect against regular whips, and even if you are making a trip attempt instead of a regular attack. You are always considered proficient with your wire lashes, and you do not risk electrocuting yourself or your equipment accidentally when using them.

    The wire lashes created by this module count as energy receptacles and share their energy allocation with this module.

    Energy: Your wire lashes gain an enhancement bonus on attack rolls equal to the amount of energy allocated to this module, and the electricity damage they deal increases by twice that amount.

    Socket (arms)
    You threaten the area into which you can make attacks with your wire lashes. In addition, you may attack with your wire lashes without provoking attacks of opportunity.

    Socket (back)
    You can draw two more wire lashes from your back. These additional wire lashes can be wielded without hands. In effect, you could have four wire lashes at the same time and attack with all of them, and doing so would only require two of your hands. However, the additional wire lashes do not benefit from the energy allocation of this module.

    Socket (utility)
    You can use the wire lashes as two 40-foot long ropes connected to you, even though your attack range does not increase and you cannot detach the wire lashes from your body without damaging them. In addition, you can deactivate and resume the flow of electricity through your wire lashes as a free action (but you can only do one or the other each round); deactivation reduces the electricity damage caused by the wire lashes to 0.

    When the electricity is deactivated, any character can handle the wire lashes as ropes without risk. If you resume the electricity through them, characters currently in contact with one of them take an amount of electricty damage equal to 1d6 + twice the amount of energy points allocated to this module (a character holding both wire lashes takes double damage). Characters taking damage will drop the wire lash immediately if doing so would not put them in a life-threatening situation. Those that cannot drop the wire lash (because they are tied to it or because dropping it would put them in even greater danger) take the damage again each subsequent round on your turn, until they are no longer in contact with the wire lash or until you deactivate the flow of electricity.

    The wire lashes can hold any charge your Strength score would allow you to hold. Attaching a charge to your wire lash allows you to move it without using your hands.

    You cannot attack with a wire lash that is being used for another purpose, such as tying a character or holding a charge. If an opponent is holding one of your wire lashes with his hands, you may pull on it as a free action (but only once per round per whip lash). Make an opposed Strength check against that opponent. Success means you have forced the opponent to drop the wire lash and may use it normally. Success by 5 or more means you have also put your opponent off balance and he must make a Balance check (DC equal to your Strength score) or fall prone. Failure by 4 or less implies the opponent keeps hold of the wire lash, but you may try again next round. Failure by 5 or more sunders the wire lash.
    Last edited by Network; 2014-09-27 at 05:43 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?