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<blockquote data-quote="Mr.Satan" data-source="post: 5352365" data-attributes="member: 92340"><p><span style="color: White">Just for fun...and to give you an idea of where I'm going with this.</span></p><p><span style="color: White"></span></p><p><span style="color: White">New Prestige Class</span></p><p><span style="color: White"></span></p><p><span style="color: White"></span> <style type="text/css">p { margin-bottom: 0.08in; }</style> <span style="color: White"></span></p><p><span style="color: White"></span></p><p><span style="color: White"></span> <span style="color: White"><span style="font-size: 9px">Cyberdruid </span></span> </p><p> </p><p> <span style="color: White"><span style="font-size: 9px">Cyberdruids are urban druids that embrace technology as a part of nature. </span></span> </p><p> </p><p> <span style="color: White"><span style="font-size: 9px">The most common members of this prestige class are aleerins. </span></span> </p><p> </p><p> <span style="color: White"><span style="font-size: 9px">Requirements </span></span></p><p> <span style="color: White"><span style="font-size: 9px">To qualify to become a cyberdruid, a character must fulfill all the following criteria. </span></span> </p><p> <span style="color: White"><span style="font-size: 9px">Race: Any cyborg. </span></span> </p><p> <span style="color: White"><span style="font-size: 9px">Alignment: Any neutral. </span></span> </p><p> <span style="color: White"><span style="font-size: 9px">Skills: Knowledge (nature) 15 ranks. </span></span> </p><p> <span style="color: White"><span style="font-size: 9px">Feats: Implant Awareness </span></span> </p><p> <span style="color: White"><span style="font-size: 9px">Spells: Able to cast 7th level druid spells. </span></span> </p><p> <span style="color: White"><span style="font-size: 9px">Special: Must be an urban druid. </span></span> </p><p> </p><p> <span style="color: White"><span style="font-size: 9px">Table 1-1:The Cyberdruid Hit Die:d8</span></span></p><p> <span style="color: White"><span style="font-size: 9px">Class Base Fort Ref Will</span></span></p><p> <span style="color: White"><span style="font-size: 9px">Level Attack Bonus Save Save Save Special </span></span> </p><p> <span style="color: White"><span style="font-size: 9px">1 +0 +2 +0 +2 Assimilation </span></span> </p><p> <span style="color: White"><span style="font-size: 9px">2 +1 +3 +0 +3 Armored Defender</span></span></p><p> <span style="color: White"><span style="font-size: 9px">3 +1 +3 +1 +3 Expanded Implants</span></span></p><p> <span style="color: White"><span style="font-size: 9px">4 +2 +4 +1 +4 Hardened Implants</span></span></p><p> <span style="color: White"><span style="font-size: 9px">5 +2 +4 +1 +4 Unified Implants </span></span> </p><p> <span style="color: White"><span style="font-size: 9px">Class Skills (2 + Int modifier per level): Computer Use, Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (nature), Profession , and Spellcraft. </span></span> </p><p> </p><p> <span style="color: White"><span style="font-size: 9px">Class Features </span></span></p><p> <span style="color: White"><span style="font-size: 9px">All the following are class features of the cyberdruid prestige class. </span></span> </p><p> </p><p> <span style="color: White"><span style="font-size: 9px">Weapon and Armor Proficiency: Cyberdruids gain no proficiency with any weapon or armor. </span></span> </p><p> </p><p> <span style="color: White"><span style="font-size: 9px">Spells and Caster Level: Levels in the cyberdruid prestige class, even though they do not advance spell progression in the character's base class, still stack with the character’s base spellcasting levels to determine caster level. </span></span> </p><p> </p><p> <span style="color: White"><span style="font-size: 9px">Assimilation: At 1st level, a cyberdruid acquires the cyber creature template (see below). Aleerins (cyber creatures), acquire another instance of Expanded Implants (see below). </span></span> </p><p> </p><p> <span style="color: White"><span style="font-size: 9px">Armored Defender: At 2nd level, a cyberdruid can freely use metal armor and metal shields. The normal prohibitions no longer apply. </span></span> </p><p> </p><p> <span style="color: White"><span style="font-size: 9px">Expanded Implants : At 3rd level (and 1st level if an aleerin (cyber creature)), a cyberdruid gains an additional cybernetic implant. The implant grows from the cyberdruid's existing implants, drawing material from the cyberdruid's body and environment. No surgery nor any Wealth check is needed to acquire the new implant. The cyberdruid selects the implant; its PL must be equal to or lower than the campaign’s PL, and it's purchase DC cannot be more than 25 + the character's cyberdruid level. The implant must follow all normal rules for implant slots and a character's maximum number of cybernetic devices. </span></span> </p><p> </p><p> <span style="color: White"><span style="font-size: 9px">Hardened Implants : At 4th level, each of a cyberdruid's implants draws upon the resources of the cyberdruid and his other implants to toughen themselves. Each implant a cyberdruid has gains 50% more hardness (if it has a hardness rating) and 3 additional hit points. </span></span> </p><p> </p><p> <span style="color: White"><span style="font-size: 9px">Unified Implants : At 5th level, a cyberdruid's implants are such an accepted part of his body that they actually draw upon his natural resources to heal themselves. A cyberdruid can heal up to his level in hit points of damage to his cybernetics each day, spreading the healing among all his damaged cybernetic devices. </span></span> </p><p> <span style="color: White"></span></p><p><span style="color: White"></span> <span style="color: White"> </span></p><p><span style="color: White">New Template</span></p><p><span style="color: White"></span></p><p><span style="color: White"></span> <span style="font-size: 9px"><span style="color: White">Cyber Creature </span></span> <span style="color: White"></span></p><p><span style="color: White"></span></p><p><span style="color: White"></span> <span style="font-size: 9px"><span style="color: White">Cyber creatures, techno-organic organisms, are the ultimate expression of cybernetic life. </span></span> <span style="color: White"></span></p><p><span style="color: White"></span></p><p><span style="color: White"></span> <span style="font-size: 9px"><span style="color: White">First created by urban druids in advanced civilizations, they're commonly found in or near urban environments. </span></span> <span style="color: White"></span></p><p><span style="color: White"></span></p><p><span style="color: White"></span> <span style="font-size: 9px"><span style="color: White">Creating a Cyber Creature </span></span> <span style="color: White"></span></p><p><span style="color: White"></span></p><p> <span style="color: White">“ </span><span style="font-size: 9px"><span style="color: White">Cyber Creature” is an acquired template that can be added to any corporeal, living creature (referred to hereafter as the base creature). </span></span> <span style="color: White"></span></p><p><span style="color: White"></span></p><p><span style="color: White"></span> <span style="font-size: 9px"><span style="color: White">The cyber creature uses all the base creature's statistics and special abilities, except, as noted here. </span></span> <span style="color: White"></span></p><p><span style="color: White"></span></p><p><span style="color: White"></span> <span style="font-size: 9px"><span style="color: White">Special Qualities: A cyber creature retains the special qualities of the base creature and acquires the following: </span></span> <span style="color: White"></span></p><p><span style="color: White"></span></p><p><span style="color: White"></span> <span style="font-size: 9px"><span style="color: White">- Computer Link (Ex): As a move action, a cyber creature can link with any computer it can reach, using short filaments that extend from it's fingertips (or equivalent). Once the physical link it achieved, the cyber creature can use the computer to accomplish complex computer-related tasks more quickly than normal. A task that normally requires 1 or more minutes to complete on the computer takes a full-round action instead, while a task that normally takes 1or more hours takes 1 minute instead. The DC of the skill check increases by 5, however, as the cyber creature trades caution for expedience. </span></span> <span style="color: White"></span></p><p><span style="color: White"></span> <span style="font-size: 9px"><span style="color: White">A cyber creature retains it's Dexterity bonus to armor class while linked to a computer. Disconnecting from the computer is a free action, and a linked aleerin creature who takes an attack action automatically severs the link. The link is also broken the moment the cyber creature can no longer reach the computer. </span></span> <span style="color: White"></span></p><p><span style="color: White"></span></p><p><span style="color: White"></span> <span style="font-size: 9px"><span style="color: White">- Cybernetic Adaptability (Ex): A cyber creature can have an additional number of cybernetic attachments equal to it's level. Improper removal of a cybernetic attachment installed on a cyber creature causes 1d4 points of temporary Constitution damage [instead of 1d4 points of permanent Constitution drain, as normal]. See Chapter 11:Cybernetics of D20 Future for details. </span></span> <span style="color: White"></span></p><p><span style="color: White"></span></p><p><span style="color: White"></span> <span style="font-size: 9px"><span style="color: White">Abilities: A cyber creature gains -2 Charisma. Intelligence and Wisdom are at least 3. </span></span> <span style="color: White"></span></p><p><span style="color: White"></span></p><p><span style="color: White"></span> <span style="font-size: 9px"><span style="color: White">Skills: A cyber creature gains a +2 racial bonus on Computer Use checks. </span></span> <span style="color: White"></span></p><p><span style="color: White"></span></p><p><span style="color: White"></span> <span style="font-size: 9px"><span style="color: White">Challenge Rating: +0 </span></span> <span style="color: White"></span></p><p><span style="color: White"></span></p><p><span style="color: White"></span> <span style="font-size: 9px"><span style="color: White">Level Adjustment: +0 </span></span></p></blockquote><p></p>
[QUOTE="Mr.Satan, post: 5352365, member: 92340"] [COLOR=White]Just for fun...and to give you an idea of where I'm going with this. New Prestige Class [/COLOR] <style type="text/css">p { margin-bottom: 0.08in; }</style> [COLOR=White] [/COLOR] [COLOR=White][SIZE=1]Cyberdruid [/SIZE][/COLOR] [COLOR=White][SIZE=1]Cyberdruids are urban druids that embrace technology as a part of nature. [/SIZE][/COLOR] [COLOR=White][SIZE=1]The most common members of this prestige class are aleerins. [/SIZE][/COLOR] [COLOR=White][SIZE=1]Requirements [/SIZE][/COLOR] [COLOR=White][SIZE=1]To qualify to become a cyberdruid, a character must fulfill all the following criteria. [/SIZE][/COLOR] [COLOR=White][SIZE=1]Race: Any cyborg. [/SIZE][/COLOR] [COLOR=White][SIZE=1]Alignment: Any neutral. [/SIZE][/COLOR] [COLOR=White][SIZE=1]Skills: Knowledge (nature) 15 ranks. [/SIZE][/COLOR] [COLOR=White][SIZE=1]Feats: Implant Awareness [/SIZE][/COLOR] [COLOR=White][SIZE=1]Spells: Able to cast 7th level druid spells. [/SIZE][/COLOR] [COLOR=White][SIZE=1]Special: Must be an urban druid. [/SIZE][/COLOR] [COLOR=White][SIZE=1]Table 1-1:The Cyberdruid Hit Die:d8[/SIZE][/COLOR] [COLOR=White][SIZE=1]Class Base Fort Ref Will[/SIZE][/COLOR] [COLOR=White][SIZE=1]Level Attack Bonus Save Save Save Special [/SIZE][/COLOR] [COLOR=White][SIZE=1]1 +0 +2 +0 +2 Assimilation [/SIZE][/COLOR] [COLOR=White][SIZE=1]2 +1 +3 +0 +3 Armored Defender[/SIZE][/COLOR] [COLOR=White][SIZE=1]3 +1 +3 +1 +3 Expanded Implants[/SIZE][/COLOR] [COLOR=White][SIZE=1]4 +2 +4 +1 +4 Hardened Implants[/SIZE][/COLOR] [COLOR=White][SIZE=1]5 +2 +4 +1 +4 Unified Implants [/SIZE][/COLOR] [COLOR=White][SIZE=1]Class Skills (2 + Int modifier per level): Computer Use, Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (nature), Profession , and Spellcraft. [/SIZE][/COLOR] [COLOR=White][SIZE=1]Class Features [/SIZE][/COLOR] [COLOR=White][SIZE=1]All the following are class features of the cyberdruid prestige class. [/SIZE][/COLOR] [COLOR=White][SIZE=1]Weapon and Armor Proficiency: Cyberdruids gain no proficiency with any weapon or armor. [/SIZE][/COLOR] [COLOR=White][SIZE=1]Spells and Caster Level: Levels in the cyberdruid prestige class, even though they do not advance spell progression in the character's base class, still stack with the character’s base spellcasting levels to determine caster level. [/SIZE][/COLOR] [COLOR=White][SIZE=1]Assimilation: At 1st level, a cyberdruid acquires the cyber creature template (see below). Aleerins (cyber creatures), acquire another instance of Expanded Implants (see below). [/SIZE][/COLOR] [COLOR=White][SIZE=1]Armored Defender: At 2nd level, a cyberdruid can freely use metal armor and metal shields. The normal prohibitions no longer apply. [/SIZE][/COLOR] [COLOR=White][SIZE=1]Expanded Implants : At 3rd level (and 1st level if an aleerin (cyber creature)), a cyberdruid gains an additional cybernetic implant. The implant grows from the cyberdruid's existing implants, drawing material from the cyberdruid's body and environment. No surgery nor any Wealth check is needed to acquire the new implant. The cyberdruid selects the implant; its PL must be equal to or lower than the campaign’s PL, and it's purchase DC cannot be more than 25 + the character's cyberdruid level. The implant must follow all normal rules for implant slots and a character's maximum number of cybernetic devices. [/SIZE][/COLOR] [COLOR=White][SIZE=1]Hardened Implants : At 4th level, each of a cyberdruid's implants draws upon the resources of the cyberdruid and his other implants to toughen themselves. Each implant a cyberdruid has gains 50% more hardness (if it has a hardness rating) and 3 additional hit points. [/SIZE][/COLOR] [COLOR=White][SIZE=1]Unified Implants : At 5th level, a cyberdruid's implants are such an accepted part of his body that they actually draw upon his natural resources to heal themselves. A cyberdruid can heal up to his level in hit points of damage to his cybernetics each day, spreading the healing among all his damaged cybernetic devices. [/SIZE][/COLOR] [COLOR=White] [/COLOR] [COLOR=White] New Template [/COLOR] [SIZE=1][COLOR=White]Cyber Creature [/COLOR][/SIZE] [COLOR=White] [/COLOR] [SIZE=1][COLOR=White]Cyber creatures, techno-organic organisms, are the ultimate expression of cybernetic life. [/COLOR][/SIZE] [COLOR=White] [/COLOR] [SIZE=1][COLOR=White]First created by urban druids in advanced civilizations, they're commonly found in or near urban environments. [/COLOR][/SIZE] [COLOR=White] [/COLOR] [SIZE=1][COLOR=White]Creating a Cyber Creature [/COLOR][/SIZE] [COLOR=White] “ [/COLOR][SIZE=1][COLOR=White]Cyber Creature” is an acquired template that can be added to any corporeal, living creature (referred to hereafter as the base creature). [/COLOR][/SIZE] [COLOR=White] [/COLOR] [SIZE=1][COLOR=White]The cyber creature uses all the base creature's statistics and special abilities, except, as noted here. [/COLOR][/SIZE] [COLOR=White] [/COLOR] [SIZE=1][COLOR=White]Special Qualities: A cyber creature retains the special qualities of the base creature and acquires the following: [/COLOR][/SIZE] [COLOR=White] [/COLOR] [SIZE=1][COLOR=White]- Computer Link (Ex): As a move action, a cyber creature can link with any computer it can reach, using short filaments that extend from it's fingertips (or equivalent). Once the physical link it achieved, the cyber creature can use the computer to accomplish complex computer-related tasks more quickly than normal. A task that normally requires 1 or more minutes to complete on the computer takes a full-round action instead, while a task that normally takes 1or more hours takes 1 minute instead. The DC of the skill check increases by 5, however, as the cyber creature trades caution for expedience. [/COLOR][/SIZE] [COLOR=White] [/COLOR] [SIZE=1][COLOR=White]A cyber creature retains it's Dexterity bonus to armor class while linked to a computer. Disconnecting from the computer is a free action, and a linked aleerin creature who takes an attack action automatically severs the link. The link is also broken the moment the cyber creature can no longer reach the computer. [/COLOR][/SIZE] [COLOR=White] [/COLOR] [SIZE=1][COLOR=White]- Cybernetic Adaptability (Ex): A cyber creature can have an additional number of cybernetic attachments equal to it's level. Improper removal of a cybernetic attachment installed on a cyber creature causes 1d4 points of temporary Constitution damage [instead of 1d4 points of permanent Constitution drain, as normal]. See Chapter 11:Cybernetics of D20 Future for details. [/COLOR][/SIZE] [COLOR=White] [/COLOR] [SIZE=1][COLOR=White]Abilities: A cyber creature gains -2 Charisma. Intelligence and Wisdom are at least 3. [/COLOR][/SIZE] [COLOR=White] [/COLOR] [SIZE=1][COLOR=White]Skills: A cyber creature gains a +2 racial bonus on Computer Use checks. [/COLOR][/SIZE] [COLOR=White] [/COLOR] [SIZE=1][COLOR=White]Challenge Rating: +0 [/COLOR][/SIZE] [COLOR=White] [/COLOR] [SIZE=1][COLOR=White]Level Adjustment: +0 [/COLOR][/SIZE] [/QUOTE]
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