Cyber-Soldier

Cyber-soldiers replace fallible flesh with precision-crafted machinery. Some seek to exceed the limitations of humanoid flesh, while others become cyber-soldiers through drastic repairs necessitated by horrific injuries.
 

Cybernetic Combat (Ex)

At 5th level, a cyber-soldier gains a +1 bonus on attack rolls and damage rolls with implanted weapons, cybernetic arms, and melee or thrown weapons wielded with a cybernetic arm. Weapons wielded with two cybernetic arms receive double the bonus, except when such weapons are thrown. This damage bonus increases by 1 for every 4 levels gained. This attack bonus does not stack with the attack bonus for weapon training. A cyber-soldier gains a slam attack for each cybernetic arm. These attacks deal 1d6 points of bludgeoning damage for a Medium cyber-soldier and 1d4 points of bludgeoning damage for a Small cyber-soldier. Note: The text has been updated to reflect the 2nd printing errata. [Source]
  This ability replaces weapon training 1.
 

Improved Implantation (Ex)

At 7th level, a cyber-soldier can exceed the normal limitations on cybertech implantation. Their brain and body slots each accommodate one more piece of cybertech than normal. In addition, their limit on implantation points increases by 1/2 their cyber-soldier level. They can allocate these points between their Intelligence and Constitution scores as they choose. At 15th level, their body slot can accommodate two more pieces of cybertech than normal.
  This ability replaces armor training 2 and 4.
 

Resiliance (Ex)

At 19th level, a cyber-soldier has a reservoir of 5 temporary hit points for each piece of implanted cybertech in their body. Lost temporary hit points are recovered at the rate of 10 points per hour.
  This ability replaces armor Mastery.

Parent Class

Fighter
 

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