Description
| Class | Ancestry |
|---|---|
| Name | Cyborg |
| School | Construct |
| Brief | You are part machine, your body augmented with integrated cybernetics that grant superhuman resilience, integrated weaponry, and the ability to push your systems beyond safe operating limits. |
| Actions | ../../actions/powers/ancestry/pulse-cannon |
Whether born of an arcane forge, salvaged from a fallen war-construct, or the survivor of a catastrophe rebuilt with cybernetic implants, you are a fusion of flesh and machine. Plated chassis, servo-driven limbs, and an internal power core give you abilities no purely organic creature can match — but the line between operator and machine grows thinner the harder you push your systems.
Powers
Ability Score Bonuses
Gain ancestry bonuses of +4 to Constitution and Intelligence, as well as +2 Strength.
Servo-Assisted Frame
At-will, as a free action, you can engage your servo-assisted limbs to gain slow fall, glide 5:1 ratio while extending built-in stabilizer fins, and double long jump distance.
Electrical Resistance
You have Resist 50% electricity.
Integrated Armaments
You gain natural attacks:
- Wrist Blades: dual wielded, Str-based, medium slashing damage.
- Crushing Servo-Fist: Str-based, heavy bludgeoning damage.
Overclock
Your internal power core can be pushed past safe tolerances for a surge of performance, but doing so risks a cascade failure. The following circumstances cause you to have to check against Overclock:
- Being reduced to 50% or fewer HP for the first time in a combat.
- Witnessing an ally's systems fail (fall unconscious or die).
- Witnessing a close loved one suffer any damage.
- Being denied an attack on an enemy by outrageous circumstance (such as one of their allies using an immediate action, or rolling a natural 1).
To check against Overclock, roll an Intelligence check. The DC is 10 + your Overclock amount (default 0). On success, you retain total control of your systems, but your Overclock increases by 1. On failure, you enter an Overclock state for the duration of the combat (or until you fall unconscious). While in an Overclock state, you gain the following benefits:
- Advantage to all Strength-based checks and damage rolls.
- Resistance to physical damage (bludgeoning, piercing, slashing).
- Every round, you must spend your standard action (or any available action if standard is unavailable) to inflict lethal harm upon your enemies. You ignore surrender, disability, fleeing, etc. If all enemies are incapacitated, you will attack their bodies. If absolutely no enemies are present, and anyone is nearby who is not a close personal ally, you must roll against Overclock or attack them. If no one is nearby, you will attack inanimate objects and rage in place as your targeting systems lock onto anything in range.
- Once all enemies are incapacitated, you may attempt an Intelligence check against your Overclock DC to regain control. On success, you negate the penalties for 1 round; otherwise, ignore the roll.
- Each round, your Overclock decreases by 1. When it reaches 0, you regain full control.
Relevant Feats
- Reinforced Plating: (Rank 2) Increases your electrical resistance to 100%.
- Improved Grab: When you hit with a natural weapon attack, you may automatically start a grapple as a free action.
- Levitation: (Rank 2) Repulsor jets allow you to levitate, gaining a flying speed equal to your walking speed, with a maximum height equal to your walking speed.
- Flight: (Rank 3) Full thruster array; you can fly at a speed equal to your walking speed with no maximum height. When flying overland, you can increase your speed to 4x your walking speed.
- Intense Discharge: (Rank 2) Your pulse cannon deals heavy damage.
- Extended Discharge: (Rank 2) Your pulse cannon's area of effect increases to cone 10 or line 20.
- Quickened Discharge: (Rank 3) Your pulse cannon's cooldown improves to recharge 50%. You can use a version that does one category less damage at-will.
- Arc Discharge: (Rank 2) Your pulse cannon inflicts ongoing damage equal to half the initial damage dealt on turn start for the next 3 turns.
Actions
| Action | Description |
|---|---|
| Pulse Cannon | medium electricity damage in a cone 5 or line 10. |