Tsuka
2009-03-22, 02:17 AM
So, after a couple days of work, my magical/clockwork cyborg prc is complete. I'm looking for some feedback. I'm also planning on trying them out in a high level game, see how they do. I'll post the playtest results as they come in.
So, without further ado, The:
Glyphborg
The runegraft was originally created for arcane spellcasters who could not be regenerated or magically healed after the loss of a limb or other body part. Through a complex system of clockworks and runes, an artificial limb could be created that was no detriment to arcane spellcasting, yet was a fully functional appendage.
However, many mages suffered serious complications after several years of use with their arcane spellcasting; the energies would either erode clockworks, or the runes would collapse due to over-stimulation. This was the downfall of the runegraft, at least until some wizard had the bright idea of attaching a runegraft to a non-magic user.
The results were dizzying; the person developed arcane abilities rivaling that of the wizard himself! Naturally, he attempted to improve and refine the appendage, and, at the subject's request, made the device bigger and stronger than a normal limb. This refinement continued, and the end result was the first glyphborg.
Other wizards and sorcerers soon found out about this process, and were publicly outraged. They decried the wizard and his glyphborg creation as abominations, while secretly concerned for their prestige and power; after all, if every man who could scrape enough gold together for the conversion could gain arcane powers rivaling their own, then they would be out of a job!
The wizard was subsequently killed, though his notes, schematics, and prototype, the first glyphborg, managed to survive. Now, the conversion is available for those who wish it, though forced into back rooms and secret warehouses. Any who can afford the now steep price of the process can get the powers of an arcane spellcaster, and enhanced strength and speed to boot.
Prerequisites:
Ability Scores: Constitution of at least 16
Skills: Craft (metalworking, clockwork, or armor smithing) 8 ranks
Feats: Great Fortitude
Special: Must have found either the Glyphborg conversion notes and have a willing surgeon (who must have at least 10 ranks in heal), or have found a surgeon that knows the procedure and is willing to administer it.
Hit Die: d10
Class Skills: Climb, Craft, Concentration ,Decipher Script, Disable Device, Jump, Knowledge (Arcana), Listen, Profession, Search, Sense Motive, Spellcraft, Spot, Tumble
Skill Points: 4 + Int modifier, x4 at first level
Table: The Glyphborg
Level BAB Fort Ref Will Special
1 +1 +2 +0 +2 Glyphborg Conversion, Glyphborg Spells (0 and 1st), Integrated Weapon
2 +2 +3 +0 +3 Body Upgrade, Integrated Weapon Focus
3 +3 +3 +1 +3 Glyphborg Spells (2nd), Integrated Weapon Upgrade
4 +4 +4 +1 +4 Body Upgrade
5 +5 +4 +2 +4 Glyphborg Spells (3rd), Glyphborg Lesser
6 +6 +5 +2 +5 Integrated Weapon Upgrade, Body Upgrade
7 +7 +5 +3 +5 Glyphborg Spells (4th)
8 +8 +6 +3 +6 Body Upgrade
9 +9 +6 +4 +6 Glyphborg Spells (5th), Integrated Weapon Upgrade
10 +10 +7 +4 +7 Body Upgrade, Integrated Weapon Specialization, Glyphborg Greater
11 +11 +7 +5 +7 Glyphborg Spells (6th)
12 +12 +8 +5 +8 Integrated Weapon Upgrade, Body Upgrade
13 +13 +8 +6 +8 Glyphborg Spells (7th)
14 +14 +9 +6 +9 Body Upgrade
15 +15 +9 +7 +9 Integrated Weapon Upgrade, Glyphborg Spells (8th), Glyphborg Superior
Weapon and Armor Proficiency: gains no new proficiencies with weapons or armor, save those that are attached to his frame.
Glyphborg Conversion: The glyphborg conversion process is a radical procedure. It is described in detail further on. For game purposes, it is assumed that the character has survived the procedure and has acclimated to his new limbs and powers. The process adds the following benefits:
+4 to Strength, Dexterity, and Intelligence.
+10 ft. to base land speed.
The living construct subtype (though the glyphborg must still eat and drink normally)
DR 1/-
+2 Natural Armor bonus
In addition, the glyphborg's implants, while normally powered by a magical power source, do function normally in an anti-magic field, due to a backup clockwork engine built into his body. He is able to sustain his artificial limbs for 1 hour while inside an anti-magic field, any longer and his limbs shut down, and he requires someone to carry him outside of the field, or he starts to die. During shutdown the Glyphborg is reduced to 0 HP. Each round after shutdown the Glyphborg takes 1 damage, and cannot be stabilized. Once the Glyphborg is outside the anti-magic field, he automatically stabilizes. The limbs themselves have 10 hardness and 20 HP
Glyphborg Spells: Due to the nature of the runegraft, glyphborgs have the ability to cast spells, though not like normal spellcasters. At first level, the Glyphborg chooses 5 level 0 spells and 3 level 1 spells from the sorcerer/wizard spell list. He gains these as spell-like abilities usable once per day. At each level, the Glyphborg may choose two additional spells, and gain them as spell-like abilities. At each level indicated on the table above, the Glyphborg may choose spells of the indicated level as spell-like abilities to add to his repertoire. These abilities do not function inside an anti-magic field.
Integrated Weapon: Most Glyphborgs also have a weapon installed onto one of their runegraft appendages. A Glyphborg chooses one melee weapon, and it is installed into the limb of his choice. It can never be disarmed, but can be sundered. The Glyphborg is considered proficient with this weapon regardless of his previous class, as the knowledge of it's use is hard-wired into his neural pathways.
Body Upgrade: At second level and every two levels thereafter, the Glyphborg creates a new upgrade to add to his body. These upgrades are mainly clockwork in nature, although usually drawing upon his internal rune battery for power. Unless otherwise stated, an upgrade lasts 5 rounds when inside an anti-magic field, powered by the Glyphborg's backup clockwork engine.
Speed Upgrades:
Improved Speed: You bulk up the size and power of your runegraft legs, granting you a further +10 bonus to land speed.
Flight Capability: You add an extensible flight pack and wings to your back, which gives you the ability to fly 60 ft. with good maneuverability. In addition, you can extend your wings to avoid falling damage.
Aquatic Adaptation: You add an extensible turbine that gives you a 40 ft. Swim speed, and oxygen reservoirs that allow you to breathe indefinitely in water (they are magically filled when empty). You also gain a bonus to Swim checks equal to your class level.
Armor Upgrades:
Extra Plating: You increase the amount of armor on your body, and make your artificial limbs sturdier and more durable. You gain +2 to your natural armor bonus, and your limbs gain DR 2/-, 2 extra hardness, and 10 extra HP.
Deflection Field: You incorporate a magical deflective field generator into your self, protecting you from attacks. You gain a +2 deflection bonus to AC, and gain DR 1/- against ranged projectiles. This upgrade does not function inside an anti-magic field.
Reflex Enhancers: You incorporate sensors into your frontal lobes, granting you increased agility. You gain a +2 dodge bonus to AC, and +2 to reflex saves.
Miscellaneous Upgrades:
Iron-guts Adaptation: You incorporate a filter system into your digestive tract and circulatory system that renders you immune to both magical and mundane diseases and poisons.
Expanded Vision Modes: You add lenses to your eyes that enable other modes of vision. You gain Low-Light Vision and Dark-vision out to 60 ft. If you already possess one or both qualities, their ranges are extended by 60 ft.
Fight or Flight Sensor: You add a sensor system to your brain's fight or flight area, allowing you to sense incoming threats without being able to see or hear them. You gain either Blindsense 90 ft, or Blindsight 30 ft.
Data-bank:You incorporate a small data storage device into your temporal lobe, which houses information on a variety of topics, which can easily and quickly be accessed. You may make Knowledge checks untrained. In addition, you gain a +2 bonus to two Knowledge skills of your choice.
Fortified Build: You add redundancies into your body, allowing you to negate particularly deadly strikes. You have the equivalent of light fortification (DMG).
Hammer-space: You incorporate a device that effectively makes you a Type 1 Bag of Holding, able to store items in an extra-dimensional space by some manner of entry (chosen when this upgrade is taken). Unlike most bags of holding, this one cannot be ruptured and can be taken into other dimensional spaces. However, the magic is suppressed in such a situation as if it were in an anti-magic field, and the bag cannot be accessed. Other dimensional spaces may be held within it without threat of disruption. Like a Handy Haversack the item you need is always on top.
Elemental Resistance: You add a protective coating that protects you from the elements, and can be tailored to a specific element when necessary. You gain either energy resistance 5 to fire, electric, cold, and acid, or gain energy resistance 15 one of these elements.
Nutrient Tank and Shutdown Trigger: You incorporate an internal tank that can sustain you, and a neuro-magical switch that allows you to fain death. You gain gain the effects of the ring of sustenance, and in addition, you may shut down your body, becoming helpless, with no breathing, eating, and aging very slowly at 1 year equal to the passing of 1 day. Falling comatose and waking up is a standard action. It takes a DC 20 Heal check to realize you are not dead.
HUD System: You attach a lens to your eye that marks combat targets with crosshairs, making them easier to hit, and shows other vital statistical data, such as battlefield conditions and damage warnings. You add +2 to attack rolls made with weapons.
Integrated Weapon Focus: Also at second level, you gain Weapon Focus with your integrated weapon as a bonus feat.
Integrated Weapon Upgrade: At level three, and every third level thereafter, you have crafted a special component to add t your integrated weapon. These are purely clockwork in nature, and function inside an anti-magic field normally. There are specific weapon upgrades for specific types of damage, i.e. a different type for slashing weapons and different type for piercing weapons. There are also basic upgrades that add to a weapon's normal functions that can be selected multiple times. The upgrades are described below:
Basic Upgrades:
Hidden: You create a compartment for the weapon, hiding it from prying eyes. It can be drawn as a free action, and takes a DC 30 Spot check to notice. For each time you take this upgrade, add 10 to the Spot DC.
Powerful: You make the weapon more powerful, adding spinning blades, mechanized pistons, or rocket jets, depending on the type of weapon. Increase the damage die size and die number by one step, i.e from 2d6 to 3d8 for a greatsword. If there are no more die sizes below d20, add an extra die number, such as a greataxe goes from 1d12 to 3d12, not from 1d12 to 2d20.
Precise: You make the weapon unerringly accurate, by interfacing it with your bionic eye's HUD system (or by attaching a neural linkage, if you have not taken the HUD upgrade). It has it's critical threat range doubled. Each additional selection of this upgrade, add 1 to the critical threat range.
Slashing Upgrades:
Chain-sword Conversion: This upgrade transforms a sword or axe into a spinning blade of death. It changes the blade by adding a chain with spiked blades on each link, which, when activated, can tear through flesh and steel with ease. It ignores the first 10 points of hardness or DR the target has, and deals 10 extra damage on a hit, or 20 on a critical hit.
Piercing Upgrades:
Piston Thrust Conversion: A heavy-duty piston is incorporated into the weapon, enabling it to have longer reach and deal extra damage. You gain an extra 5 feet of reach when attacking with the weapon, and deal 10 extra damage on a hit, or 20 on a critical hit.
Bludgeoning Upgrades:
Jet Boost Conversion: You add a pair of jet boosters to the back of the weapon, which can send foes careening away, and adds significantly to the weapon's damage. You deal 10 extra damage, 20 on a critical hit, and send foes flying 20 ft. away from you, with each hit from the weapon.
Glyphborg, Lesser: You gain an additional use of your Glyphborg spells each day hereafter, and add a body upgrade of your choice to yourself. Your implant runes glow brighter, and change color to a bronze hue, though this is purely cosmetic and reflects your new status as a Lesser Glyphborg.
Integrated Weapon Specialization: You gain Weapon Specialization with your integrated weapon as a bonus feat.
Glyphborg, Greater: You gain an additional use of your Glyphborg spells each day hereafter, and add a body upgrade of your choice to yourself. Your implant runes glow brighter, and change color to a silver hue, though this is purely cosmetic and reflects your new status as a Greater Glyphborg.
Glyphborg, Superior: You gain an additional use of your Glyphborg spells each day hereafter, and add two body upgrades of your choice to yourself. Your implant runes glow even brighter, and change color to a golden hue, though this is purely cosmetic and reflects your new status as a Superior Glyphborg. Furthermore, your implants and upgrades can now function indefinitely inside an anti-magic field, as you have mastered a workaround that lets your clockwork engine rewind itself without outside assistance.
Glyphborg Conversion In Detail:
The Glyphborg conversion is a grisly affair. In order to keep the patient alive in more affluent surgeries, the surgeon casts greater vigor; in less affluent surgeries, the patient must survive with lesser vigor. Even with the spell, there is a good chance that the subject will reject the runegraft appendages, and that will kill instantly.
In any case, the procedure begins with anesthetizing the subject, either by knocking him unconscious or using drugs. Then, the subject is strapped down to a table, and all four of his limbs removed, one at a time. They are each replaced with a standard housing for the runegraft, which makes it easier to replace broken units. The surgeon does not install the runegraft limbs yet, as he has not installed a power source.
He next opens up the subject at the abdomen, and implants a device called a rune battery. This device collects ambient magical energies and stores them in a reliable manner, and is a cornerstone of the process. The surgeon also installs a backup clockwork engine, a device with a spring long enough to be a second spine, along the spinal column. He then attaches the connections to the limb housings, requiring him to stick his whole arm inside the trunk, being careful not to break anything. The rune battery does not require connections, as it transmits it's energy directly to the housing's receivers, so the next step is to attach the arms and legs. The limbs do not have any skin attached; they are purely clockwork devices.
The surgeon must now turn on the rune battery, and hope the patient survives. The battery will link to the limbs, and, if there is no host rejection, activate and come to a resting posture. This part is commonly known as The Luck of The Draw, as there is a small chance, but still a chance, that the host will die immediately upon receipt of the energies by the limbs.
Assuming that the subject is alive, the surgeon then installs a sub-neural processor, which regulates the new limbs functions and acts as a bridge between the implants and the brain. Then, he seals the patient up, casts a few cure spells, and the Glyphborg conversion is complete.
After the surgery, the subject requires at least three weeks of bed rest and a week of adjusting to his new powers and abilities before he is ready to actually fight in combat, as this is invariably the reason the person sought the procedure in the first place.
So, without further ado, The:
Glyphborg
The runegraft was originally created for arcane spellcasters who could not be regenerated or magically healed after the loss of a limb or other body part. Through a complex system of clockworks and runes, an artificial limb could be created that was no detriment to arcane spellcasting, yet was a fully functional appendage.
However, many mages suffered serious complications after several years of use with their arcane spellcasting; the energies would either erode clockworks, or the runes would collapse due to over-stimulation. This was the downfall of the runegraft, at least until some wizard had the bright idea of attaching a runegraft to a non-magic user.
The results were dizzying; the person developed arcane abilities rivaling that of the wizard himself! Naturally, he attempted to improve and refine the appendage, and, at the subject's request, made the device bigger and stronger than a normal limb. This refinement continued, and the end result was the first glyphborg.
Other wizards and sorcerers soon found out about this process, and were publicly outraged. They decried the wizard and his glyphborg creation as abominations, while secretly concerned for their prestige and power; after all, if every man who could scrape enough gold together for the conversion could gain arcane powers rivaling their own, then they would be out of a job!
The wizard was subsequently killed, though his notes, schematics, and prototype, the first glyphborg, managed to survive. Now, the conversion is available for those who wish it, though forced into back rooms and secret warehouses. Any who can afford the now steep price of the process can get the powers of an arcane spellcaster, and enhanced strength and speed to boot.
Prerequisites:
Ability Scores: Constitution of at least 16
Skills: Craft (metalworking, clockwork, or armor smithing) 8 ranks
Feats: Great Fortitude
Special: Must have found either the Glyphborg conversion notes and have a willing surgeon (who must have at least 10 ranks in heal), or have found a surgeon that knows the procedure and is willing to administer it.
Hit Die: d10
Class Skills: Climb, Craft, Concentration ,Decipher Script, Disable Device, Jump, Knowledge (Arcana), Listen, Profession, Search, Sense Motive, Spellcraft, Spot, Tumble
Skill Points: 4 + Int modifier, x4 at first level
Table: The Glyphborg
Level BAB Fort Ref Will Special
1 +1 +2 +0 +2 Glyphborg Conversion, Glyphborg Spells (0 and 1st), Integrated Weapon
2 +2 +3 +0 +3 Body Upgrade, Integrated Weapon Focus
3 +3 +3 +1 +3 Glyphborg Spells (2nd), Integrated Weapon Upgrade
4 +4 +4 +1 +4 Body Upgrade
5 +5 +4 +2 +4 Glyphborg Spells (3rd), Glyphborg Lesser
6 +6 +5 +2 +5 Integrated Weapon Upgrade, Body Upgrade
7 +7 +5 +3 +5 Glyphborg Spells (4th)
8 +8 +6 +3 +6 Body Upgrade
9 +9 +6 +4 +6 Glyphborg Spells (5th), Integrated Weapon Upgrade
10 +10 +7 +4 +7 Body Upgrade, Integrated Weapon Specialization, Glyphborg Greater
11 +11 +7 +5 +7 Glyphborg Spells (6th)
12 +12 +8 +5 +8 Integrated Weapon Upgrade, Body Upgrade
13 +13 +8 +6 +8 Glyphborg Spells (7th)
14 +14 +9 +6 +9 Body Upgrade
15 +15 +9 +7 +9 Integrated Weapon Upgrade, Glyphborg Spells (8th), Glyphborg Superior
Weapon and Armor Proficiency: gains no new proficiencies with weapons or armor, save those that are attached to his frame.
Glyphborg Conversion: The glyphborg conversion process is a radical procedure. It is described in detail further on. For game purposes, it is assumed that the character has survived the procedure and has acclimated to his new limbs and powers. The process adds the following benefits:
+4 to Strength, Dexterity, and Intelligence.
+10 ft. to base land speed.
The living construct subtype (though the glyphborg must still eat and drink normally)
DR 1/-
+2 Natural Armor bonus
In addition, the glyphborg's implants, while normally powered by a magical power source, do function normally in an anti-magic field, due to a backup clockwork engine built into his body. He is able to sustain his artificial limbs for 1 hour while inside an anti-magic field, any longer and his limbs shut down, and he requires someone to carry him outside of the field, or he starts to die. During shutdown the Glyphborg is reduced to 0 HP. Each round after shutdown the Glyphborg takes 1 damage, and cannot be stabilized. Once the Glyphborg is outside the anti-magic field, he automatically stabilizes. The limbs themselves have 10 hardness and 20 HP
Glyphborg Spells: Due to the nature of the runegraft, glyphborgs have the ability to cast spells, though not like normal spellcasters. At first level, the Glyphborg chooses 5 level 0 spells and 3 level 1 spells from the sorcerer/wizard spell list. He gains these as spell-like abilities usable once per day. At each level, the Glyphborg may choose two additional spells, and gain them as spell-like abilities. At each level indicated on the table above, the Glyphborg may choose spells of the indicated level as spell-like abilities to add to his repertoire. These abilities do not function inside an anti-magic field.
Integrated Weapon: Most Glyphborgs also have a weapon installed onto one of their runegraft appendages. A Glyphborg chooses one melee weapon, and it is installed into the limb of his choice. It can never be disarmed, but can be sundered. The Glyphborg is considered proficient with this weapon regardless of his previous class, as the knowledge of it's use is hard-wired into his neural pathways.
Body Upgrade: At second level and every two levels thereafter, the Glyphborg creates a new upgrade to add to his body. These upgrades are mainly clockwork in nature, although usually drawing upon his internal rune battery for power. Unless otherwise stated, an upgrade lasts 5 rounds when inside an anti-magic field, powered by the Glyphborg's backup clockwork engine.
Speed Upgrades:
Improved Speed: You bulk up the size and power of your runegraft legs, granting you a further +10 bonus to land speed.
Flight Capability: You add an extensible flight pack and wings to your back, which gives you the ability to fly 60 ft. with good maneuverability. In addition, you can extend your wings to avoid falling damage.
Aquatic Adaptation: You add an extensible turbine that gives you a 40 ft. Swim speed, and oxygen reservoirs that allow you to breathe indefinitely in water (they are magically filled when empty). You also gain a bonus to Swim checks equal to your class level.
Armor Upgrades:
Extra Plating: You increase the amount of armor on your body, and make your artificial limbs sturdier and more durable. You gain +2 to your natural armor bonus, and your limbs gain DR 2/-, 2 extra hardness, and 10 extra HP.
Deflection Field: You incorporate a magical deflective field generator into your self, protecting you from attacks. You gain a +2 deflection bonus to AC, and gain DR 1/- against ranged projectiles. This upgrade does not function inside an anti-magic field.
Reflex Enhancers: You incorporate sensors into your frontal lobes, granting you increased agility. You gain a +2 dodge bonus to AC, and +2 to reflex saves.
Miscellaneous Upgrades:
Iron-guts Adaptation: You incorporate a filter system into your digestive tract and circulatory system that renders you immune to both magical and mundane diseases and poisons.
Expanded Vision Modes: You add lenses to your eyes that enable other modes of vision. You gain Low-Light Vision and Dark-vision out to 60 ft. If you already possess one or both qualities, their ranges are extended by 60 ft.
Fight or Flight Sensor: You add a sensor system to your brain's fight or flight area, allowing you to sense incoming threats without being able to see or hear them. You gain either Blindsense 90 ft, or Blindsight 30 ft.
Data-bank:You incorporate a small data storage device into your temporal lobe, which houses information on a variety of topics, which can easily and quickly be accessed. You may make Knowledge checks untrained. In addition, you gain a +2 bonus to two Knowledge skills of your choice.
Fortified Build: You add redundancies into your body, allowing you to negate particularly deadly strikes. You have the equivalent of light fortification (DMG).
Hammer-space: You incorporate a device that effectively makes you a Type 1 Bag of Holding, able to store items in an extra-dimensional space by some manner of entry (chosen when this upgrade is taken). Unlike most bags of holding, this one cannot be ruptured and can be taken into other dimensional spaces. However, the magic is suppressed in such a situation as if it were in an anti-magic field, and the bag cannot be accessed. Other dimensional spaces may be held within it without threat of disruption. Like a Handy Haversack the item you need is always on top.
Elemental Resistance: You add a protective coating that protects you from the elements, and can be tailored to a specific element when necessary. You gain either energy resistance 5 to fire, electric, cold, and acid, or gain energy resistance 15 one of these elements.
Nutrient Tank and Shutdown Trigger: You incorporate an internal tank that can sustain you, and a neuro-magical switch that allows you to fain death. You gain gain the effects of the ring of sustenance, and in addition, you may shut down your body, becoming helpless, with no breathing, eating, and aging very slowly at 1 year equal to the passing of 1 day. Falling comatose and waking up is a standard action. It takes a DC 20 Heal check to realize you are not dead.
HUD System: You attach a lens to your eye that marks combat targets with crosshairs, making them easier to hit, and shows other vital statistical data, such as battlefield conditions and damage warnings. You add +2 to attack rolls made with weapons.
Integrated Weapon Focus: Also at second level, you gain Weapon Focus with your integrated weapon as a bonus feat.
Integrated Weapon Upgrade: At level three, and every third level thereafter, you have crafted a special component to add t your integrated weapon. These are purely clockwork in nature, and function inside an anti-magic field normally. There are specific weapon upgrades for specific types of damage, i.e. a different type for slashing weapons and different type for piercing weapons. There are also basic upgrades that add to a weapon's normal functions that can be selected multiple times. The upgrades are described below:
Basic Upgrades:
Hidden: You create a compartment for the weapon, hiding it from prying eyes. It can be drawn as a free action, and takes a DC 30 Spot check to notice. For each time you take this upgrade, add 10 to the Spot DC.
Powerful: You make the weapon more powerful, adding spinning blades, mechanized pistons, or rocket jets, depending on the type of weapon. Increase the damage die size and die number by one step, i.e from 2d6 to 3d8 for a greatsword. If there are no more die sizes below d20, add an extra die number, such as a greataxe goes from 1d12 to 3d12, not from 1d12 to 2d20.
Precise: You make the weapon unerringly accurate, by interfacing it with your bionic eye's HUD system (or by attaching a neural linkage, if you have not taken the HUD upgrade). It has it's critical threat range doubled. Each additional selection of this upgrade, add 1 to the critical threat range.
Slashing Upgrades:
Chain-sword Conversion: This upgrade transforms a sword or axe into a spinning blade of death. It changes the blade by adding a chain with spiked blades on each link, which, when activated, can tear through flesh and steel with ease. It ignores the first 10 points of hardness or DR the target has, and deals 10 extra damage on a hit, or 20 on a critical hit.
Piercing Upgrades:
Piston Thrust Conversion: A heavy-duty piston is incorporated into the weapon, enabling it to have longer reach and deal extra damage. You gain an extra 5 feet of reach when attacking with the weapon, and deal 10 extra damage on a hit, or 20 on a critical hit.
Bludgeoning Upgrades:
Jet Boost Conversion: You add a pair of jet boosters to the back of the weapon, which can send foes careening away, and adds significantly to the weapon's damage. You deal 10 extra damage, 20 on a critical hit, and send foes flying 20 ft. away from you, with each hit from the weapon.
Glyphborg, Lesser: You gain an additional use of your Glyphborg spells each day hereafter, and add a body upgrade of your choice to yourself. Your implant runes glow brighter, and change color to a bronze hue, though this is purely cosmetic and reflects your new status as a Lesser Glyphborg.
Integrated Weapon Specialization: You gain Weapon Specialization with your integrated weapon as a bonus feat.
Glyphborg, Greater: You gain an additional use of your Glyphborg spells each day hereafter, and add a body upgrade of your choice to yourself. Your implant runes glow brighter, and change color to a silver hue, though this is purely cosmetic and reflects your new status as a Greater Glyphborg.
Glyphborg, Superior: You gain an additional use of your Glyphborg spells each day hereafter, and add two body upgrades of your choice to yourself. Your implant runes glow even brighter, and change color to a golden hue, though this is purely cosmetic and reflects your new status as a Superior Glyphborg. Furthermore, your implants and upgrades can now function indefinitely inside an anti-magic field, as you have mastered a workaround that lets your clockwork engine rewind itself without outside assistance.
Glyphborg Conversion In Detail:
The Glyphborg conversion is a grisly affair. In order to keep the patient alive in more affluent surgeries, the surgeon casts greater vigor; in less affluent surgeries, the patient must survive with lesser vigor. Even with the spell, there is a good chance that the subject will reject the runegraft appendages, and that will kill instantly.
In any case, the procedure begins with anesthetizing the subject, either by knocking him unconscious or using drugs. Then, the subject is strapped down to a table, and all four of his limbs removed, one at a time. They are each replaced with a standard housing for the runegraft, which makes it easier to replace broken units. The surgeon does not install the runegraft limbs yet, as he has not installed a power source.
He next opens up the subject at the abdomen, and implants a device called a rune battery. This device collects ambient magical energies and stores them in a reliable manner, and is a cornerstone of the process. The surgeon also installs a backup clockwork engine, a device with a spring long enough to be a second spine, along the spinal column. He then attaches the connections to the limb housings, requiring him to stick his whole arm inside the trunk, being careful not to break anything. The rune battery does not require connections, as it transmits it's energy directly to the housing's receivers, so the next step is to attach the arms and legs. The limbs do not have any skin attached; they are purely clockwork devices.
The surgeon must now turn on the rune battery, and hope the patient survives. The battery will link to the limbs, and, if there is no host rejection, activate and come to a resting posture. This part is commonly known as The Luck of The Draw, as there is a small chance, but still a chance, that the host will die immediately upon receipt of the energies by the limbs.
Assuming that the subject is alive, the surgeon then installs a sub-neural processor, which regulates the new limbs functions and acts as a bridge between the implants and the brain. Then, he seals the patient up, casts a few cure spells, and the Glyphborg conversion is complete.
After the surgery, the subject requires at least three weeks of bed rest and a week of adjusting to his new powers and abilities before he is ready to actually fight in combat, as this is invariably the reason the person sought the procedure in the first place.