Cyborg

A cyborg uses its knowledge of the ancient technologies to improve his own being. Through implants and additional appendages the Cyborg finds the meaning to its life.

Ability Score Increase:

  Level 1: +1 Intellect +1 Endurance   Level 4: +2 Intellect +1 Endurance   Level 7: +2 Intellect +2 Endurance +1 Perception   Level 10: +3 Intellect +3 Endurance +3 Perception +1 Foresight  

Class Level Abilities

Level 1

Active Abilities
Conditional Abilities
Technological Defense: Being a living piece of technology, magical attempts are less effective against you. You gain +10*(lvl./2) in DR vs. spells. If it is a non-combat spell such as a charm effect, it has a 10% chance to fail. (You can not choose what spells this affects). All spells that target you must make a 1d100 roll and fail on a 1-10.  
Passive Abilities
Cyber Combative Skills: Choose either two Specific Skills under Melee or Ranged to gain a +12 or choose one to get a +25.   Enhanced Memory Subroutines: Choose either two Specific Skills under Intellect to gain a +12 or choose one to get a +25.   More Machine than Man: Due to the technological modifications in the Cyborg’s body the Cyborg has a permanent maximum Magic and Mana rating of 0 regardless of any other abilities or traits. It can only be brought to negative.   Personal Implant: Choose up to 2.5₳ worth of implants from the Artifact Guide under Cyborg. This is an item you acquired and know how to use it and are proficient in it. If it is a bionic or cybernetic it is already installed. You are NOT proficient in anything else on the list. DM discretion for more list choices. This special feature does not count if you take this through multiclassing.   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.   Technologically Minded: Cyborgs seem to have a natural affinity for this technology. Gain a +12 Knowledge Original Technology.  

Level 2

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 3

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 4

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 5

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 6

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 7

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 8

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 9

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 10

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.
Class Currency Modifier: 0

Cyborg Starting Artifacts