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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.

Tsuka
2009-03-24, 10:23 PM
:frown: No feedback?

Kylarra
2009-03-25, 12:59 AM
Purely from an aesthetic standpoint, I'd move the "integrated weapon focus " out from the "Body upgrades" subheading since it's rather deceptively placed there as it is granted for free and strictly inferior to the HUD system so it wouldn't be considered as a body upgrade option, even if it were one. (Or just change the italics to bold).

Other than the fluff required to get into the class, I think the actual class is probably overpowered.

You get 2- 8th level spells 4/day (each), 4 different of each preceeding level 4/day, full BAB, D10 HP, good fort/will saves, modular body upgrades *7, free weapon upgrades (on par with getting someone to enchant your magical item of choice for free) every 3 levels, stat bonuses on par with at least a +1 LA template.

As a fighter you need to have taken ... Great fortitude, oh and burned skill points on a craft skill.

I guess it really depends on how harshly you enforce your fluff, because otherwise, any say dwarf or combat inclined character with moderate con would dip one level for the massive stat gain.

I really do like the idea that you've come up with though. I'll try to see if I can come up with some more constructive feedback tomorrow.

Pyrusticia
2009-03-25, 01:49 AM
Wow. Definitely overpowered.

I'd take out all spell-casting abilities, at a minimum. That still leaves it as a very powerful melee PrC, with some very nice options for upgrades (including flight and swim speeds, which I'd say a DM needs to approve for any given game, since they could be unbalancing for some). I'd take this in a second for any fighter-type character.

Kylarra raises a good point about the stat bonuses at first level, too...might want to spread those out through the 15 levels, to reflect the character becoming more accustomed to his new limbs.

From a fluff standpoint, if you're going to keep spellcasting, I'd say that in addition to the surgeon, you need an arcane caster capable of casting 8th level spells involved in the glyph-borg conversion, since they're laying down runes that eventually enable the casting of 8th level spells. In fact, you may want to lay out spell progession all the way to the 8th level spells right at the beginning (chosen by the character, and limited to spells that the arcane caster knows). This answers the question of where the spells come from...they're written into the runes, and unlocked as the character advances in level. Could lead to some interesting gaming, too...searching out a wizard who knows a particularly rare spell that you want to be able to cast, and then convincing him to cooperate in your conversion.

VelvetThunder
2009-03-25, 07:06 AM
While I agree that it seems a bit overpowered, The idea of a guy replacing his bodyparts with Magical Robot ones is AWESOME!

Kylarra
2009-03-25, 11:42 AM
From a fluff standpoint, if you're going to keep spellcasting, I'd say that in addition to the surgeon, you need an arcane caster capable of casting 8th level spells involved in the Glyphborg conversion, since they're laying down runes that eventually enable the casting of 8th level spells. In fact, you may want to lay out spell progession all the way to the 8th level spells right at the beginning (chosen by the character, and limited to spells that the arcane caster knows). This answers the question of where the spells come from...they're written into the runes, and unlocked as the character advances in level. Could lead to some interesting gaming, too...searching out a wizard who knows a particularly rare spell that you want to be able to cast, and then convincing him to cooperate in your conversion.Gonna take this idea and run with it.

Now, the changes I'm about to propose may add some balance, but they'll probably make your game very -borg focused as it requires an adventure every levelup. I think it might work to keep it as powerful as you have written or close to it though. It's extremely fluff-oriented though with the major limitations being simply gold value invested.

The bonuses to the glyphborg can be summed up in two parts, the mechanical and the arcane. If the glyphborg is lucky, he can find a single person willing to perform both modifications for him. In most cases though, the physical modifications are such that a specialist is needed.

For the arcane, a spellcaster must both know the spell, and possess the "Inscribe Glyph" feat, gained either through normal progression or through my hastily jerry-rigged prestige class that I've created for this idea which I will call a "Glyphborg Artificer". Having a glyph inscribed costs 4 times as much as it would take to have a scroll of the same spell created by that spellcaster. (cost is variable, I just chose 4 as a base number since they ultimately get it as a SLA 2/day to start with). Any material components needed must be provided by the glyphborg in 4 times the normal quantity as well.

For the "mundane" clockwork upgrades, each upgrade is given a DC based on its complexity. The Glyphborg must seek out an artificer with the "Modify Glyphborg" feat appropriate to the level of Glyphborg (Minor,Lesser,Greater). If they, themselves, possess the requisite feat as well as a suitably furnished workshop, the Glyphborg may choose to work on themselves at a -4 penalty (again, random number pulled out, feel free to change it based on how much you want to force them to adventure). Otherwise they will need to seek out a suitable artificer who is willing to work on this blasphemy against magic. A Craft (clockwork) check is made vs the DC in a Complex skill check (http://www.d20srd.org/srd/variant/buildingCharacters/complexSkillChecks.htm) with a total success requirement equal to 5 + glyphborg level. As a glyphborg becomes more complex, the longer it takes to add more parts to an already modified structure. Each attempt takes 1 day and uses 500g worth of materials per attempt. (again value is placeholder). Glyphborg Artificers will charge a nominal fee in addition to the material costs required, since they risk being exposed as an artificer of this type by working.


Hastily constructed PrC to be applied to NPCs if you go this route:
Glyphborg Artificer

Requirements:

To qualify to become a Glyphborg Artificer a character must meet the following criteria;

Skills: Spellcraft 8 ranks, Craft (Clockwork) 10 ranks, Heal 10 ranks
Feats: Skill Focus (Craft(Clockwork))
Spells: Must be able to cast 4th level or higher arcane spells.
Special: Must have found Glyphborg conversion notes.


Class Features

Hit Dice: d4

{table=head]Level|Base Attack Bonus|Fort Save|Refl Save|Will Save|Special Abilities |Spells

1st|
+0|
+0|
+0|
+2|Glyphborg Modification (Minor), Inscribe Glyph |

2nd|
+1|
+0|
+0|
+3|Tinkerer | +1 level of existing spellcasting class

3rd|
+1|
+1|
+1|
+3|Glyphborg Modification (Lesser) | +1 level of existing spellcasting class

4th|
+2|
+1|
+1|
+4|Master of Modification | +1 level of existing spellcasting class

5th|
+2|
+1|
+1|
+4|Glyphborg Modification (Greater) | +1 level of existing spellcasting class
[/table]

Glyphborg Modification - At first level the Glyphborg Artificer gains the qualification to create Glyphborg (see PrC). They are also qualified to perform modifications for all minor Glyphborg. At 3rd level they gain qualification to work on Lesser Glyphborg. At 5th, Greater.

Inscribe Glyph - At first level the Glyphborg Artificer gains the ability to inscribe glyphs onto a Glyphborg. This is equivalent to scribing a scroll with twice the normal costs.

Tinkerer - At 2nd level, the Glyphborg Artificer adds her class level to all Craft (Clockwork) checks to modify a Glyphborg.

Master of Modification - At 4th level, the Glyphborg artificer reduces the number of successes required to modify a Glyphborg equal to their class level. Note: NPCs will still charge for the full time including this reduction as an "automatic number of successes" in terms of materials spent.

sigurd
2009-03-25, 05:47 PM
I like it, although I can't help but think a phylactery in a construct would be cleaner.

Its an interesting idea though and it seems full of story potential.


I nominate it for the least likely prestige class to dip into.


Sigurd

Magic Item

Operating Table of Repose This powerful item is the core of elite surgical rooms. Typically it has been dedicated to deities or enchanted to preserve a body at 0 hp. Usually these tables have a crucial prayer or procedure for unlocking their magical gift. Desecration or disenchantment is a constant concern for those that rely on their magic.
(Insert some sort of procedure for using the table)


Learning from glyphborg remains.

It aught to be possible for a talented individual to begin the path to understanding glyphborgs by studying other glyphborgs, living or dead.

Tsuka
2009-03-25, 08:59 PM
Wow 0.o loots of replies...

Thanks for the feedback, starting to think it was going to be ignored...

I wanted it to be a cyborg class mainly, since i couldn't find one online that fit what i wanted, and it sorta evolved from there...

I was originally going to make it a base class, but changed it to a prc because it seemed better to have a cost or something associated with getting the conversion.

@Kylarra I like your ideas, and i think ill try and integrate them somehow. I like having a crafting process, and I do think that seperation of arcane and clockwork may be key. I kinda wanted them to be like that one Warforged class in magic of eberron, renegade mastermaker, who were geniuses who turned themselves into warforged, in that they do it to themselves, not have someone else do it for them.

@sigurd i like the table idea, and i will try and work something for studying dead or living glyphborgs to learn their tech.

@Velvet thanks :)

Kylarra
2009-03-25, 09:27 PM
Well as far as the body upgrades go, you could still have it with the same system, just raise the DCs and ignore the part about the NPCs.

You can actually run with the arcane one using Pyrusticia's suggestion about premapping all of the spells based on who does the casting (though there is a slight problem in payment methods since paying for spells up to 8th level is.. ouch at 5th level; can anyone say: plot hook?). That way once they've gotten started, there's just a matter of refinement for each levelup.

Mechanically, they'll have to effectively do two quests, one to actually find the person and one for that person to pay for the upgrades. Then you and the player choose the spellset to be engraved and they're stuck with that barring some other epic quest to get them changed.

VelvetThunder
2009-03-26, 12:55 AM
If you're still wanting to have the character do the modifications on themselves without NPC's or Quests, I have an idea! What if the Glyphborg got a Construct Familiar? Say they build it themselves as part of the class, and it Assists them with the conversion Process. So when it comes time to go to the chop shop, Your little Floating 4 armed ball with, 2 Pinchers, An Adamantine Scapel, and a Cure arm could cut you up and bond you back together with your new parts. The idea is a little bit out there sure, but it would allow the player to Go this path without Having to Force the Campaign around their Special situation.

Tsuka
2009-03-26, 01:11 AM
Velvet you have given me a tremendous idea!

Im going to work overnight and reflavor and retool the class into something a little different :wink:

check back later for it!

cha0s4a11
2009-03-26, 02:32 AM
A few ideas about some possible first level feats/flaws that would help balance out the class while being consistent with the fluff:

Glyphborg Scars: The operation, even under the best conditions, takes its toll on a person's health and vitality. Gradually, they will recover, but it will take time and effort on their part. -4 Constitution at first level, +1 Constitution every 3 levels.

Dexterity Skill Lock: While one may be faster and more agile as a Glyphborg, you will lose some of the skills that you previously possessed since you learned those skills through the use of limbs that are no longer attached to you (i.e. You learned to open locks using your old hands which operate differently than your new ones). You must relearn those skills as a Glyphborg if you wish to use them. All skill ranks in Dex based skills are effectively reset to 0 upon conversion. A possible body upgrade may restore some of the earlier skill ranks.

My Limbs Are Not My Own: Given that one's limbs are magically powered artifacts that require significant rehabilitation on one's part to use to any degree, there should be some risk of side-effects when one uses them to cast spells in addition to serving as your limbs. Whenever one casts a spell, one must make a will save at 10 + (spell level) * 5, or lose use of the limb which the spell was engraved upon for a number of rounds equal to the amount by which you failed the will save. A possible body upgrade(s) may allow you to either reduce the save DC and/or allow you to take 10/take 20 on those checks.

Glyphborg Revulsion: There are a number of cosmetic downsides to the operation. A good number of people are put off by your appearence and will thus be less amenable to Diplomacy, Gathering Information, etc. On the plus side, you do get a small bonus to Intimidate.

Pyrusticia
2009-03-26, 03:45 AM
A few ideas about some possible first level feats/flaws that would help balance out the class while being consistent with the fluff:

Glyphborg Scars: The operation, even under the best conditions, takes its toll on a person's health and vitality. Gradually, they will recover, but it will take time and effort on their part. -4 Constitution at first level, +1 Constitution every 3 levels.

Dexterity Skill Lock: While one may be faster and more agile as a Glyphborg, you will lose some of the skills that you previously possessed since you learned those skills through the use of limbs that are no longer attached to you (i.e. You learned to open locks using your old hands which operate differently than your new ones). You must relearn those skills as a Glyphborg if you wish to use them. All skill ranks in Dex based skills are effectively reset to 0 upon conversion. A possible body upgrade may restore some of the earlier skill ranks.

My Limbs Are Not My Own: Given that one's limbs are magically powered artifacts that require significant rehabilitation on one's part to use to any degree, there should be some risk of side-effects when one uses them to cast spells in addition to serving as your limbs. Whenever one casts a spell, one must make a will save at 10 + (spell level) * 5, or lose use of the limb which the spell was engraved upon for a number of rounds equal to the amount by which you failed the will save. A possible body upgrade(s) may allow you to either reduce the save DC and/or allow you to take 10/take 20 on those checks.

Glyphborg Revulsion: There are a number of cosmetic downsides to the operation. A good number of people are put off by your appearence and will thus be less amenable to Diplomacy, Gathering Information, etc. On the plus side, you do get a small bonus to Intimidate.

I like these. Regarding the last one (Glyphborg Revulsion), I'd suggest +2 to Intimidate, and -4 to all other social skills. When interacting with any arcane magic user or anyone from a magocracy, this penalty (but not the bonus) is doubled to -8, and the initial social stance (is that the right term?) is moved one stage down (from friendly to neutral, or suspicious to hostile, etc).

VelvetThunder
2009-03-26, 06:37 AM
Velvet you have given me a tremendous idea!

Im going to work overnight and reflavor and retool the class into something a little different :wink:

check back later for it!

I'm glad I can be of help. Oh and you should totally call the revamp PrC a Mechanist becuase that sounds really sweet IMO.

Kylarra
2009-03-26, 11:38 AM
I like these. Regarding the last one (Glyphborg Revulsion), I'd suggest +2 to Intimidate, and -4 to all other social skills. When interacting with any arcane magic user or anyone from a magocracy, this penalty (but not the bonus) is doubled to -8, and the initial social stance (is that the right term?) is moved one stage down (from friendly to neutral, or suspicious to hostile, etc).I meant to write something about that, but it totally slipped my mind when writing up the fix since I was focused on the progression aspect rather than adding more things.

I agree, play up the whole anti-magic aspect of this thing.

Tsuka
2009-03-26, 03:57 PM
version 2.0 of:


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, in the form of a robotic clockwork assistant created by the first glyphborg to streamline the conversion and help keep new glyphborgs from going insane.
The robotic assistant is a small sphere, the size of a softball. It contains all the knowledge necessary to create a glyphborg, and has the tools to perform the procedure itself. However, in order to ensure that things went smoothly, the first glyphborg segmented his personality and forced it to the spheres, imbuing them with intelligence. He can create them at will now, but at first he nearly died.
At any rate, the spheres are sentient, and they are keyed to one individual in an extensive ritual. They then act both in their own and their bond mate's best interest. They also act as both mentor and assistant to the glyphborg.

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

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.


Level BAB Fort Ref Will Special
1 +1 +2 +0 +2 Glyphborg Conversion Assistant, Glyphborg Spells (o)
2 +2 +3 +0 +3 Conversion Stage I
3 +3 +3 +1 +3 System Upgrade, Glyphborg Spells (1st)
4 +4 +4 +1 +4 Conversion Stage II
5 +5 +4 +2 +4 System Upgrade, Glyphborg Spells (2nd)
6 +6 +5 +2 +5 Conversion Stage III
7 +7 +5 +3 +5 System Upgrade, Glyphborg Spells (3rd)
8 +8 +6 +3 +6 Conversion Stage IV
9 +9 +6 +4 +6 System Upgrade, Glyphborg Spells (4th)
10 +10 +7 +4 +7 Conversion Stage V

Weapon and Armor Proficiency: Proficient with simple and martial weapons, and one exotic weapon of choice. Proficient with all armor, including shields (not tower).

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.

Glyphborg Conversion Assistant: You gain a small sphere-shaped companion to serve as your guide to becoming a glyphborg. He has all the tools and equipment needed to perform conversion surgery, as well as upgrade and maintenance work. As long as you have the materials, he can fabricate and install the parts. It takes 500 gold worth of materials for each conversion stage, and 200 per upgrade. This fee is usually only applicable if the glyphborg has not already found the unnecessary parts by adventuring, though.

Conversion Stages (I through V): These stages represent the process of becoming a total glyphborg. At stage one, you have attached a single runegraft arm. This gives +2 to strength and dexterity. You take 2 damage to con, which heals at a rate of 1 per day. At stage two, you have another arm replaced, granting +1 to strength and dexterity. You have at this point also had a rune battery and backup clockwork engine installed, which fuels both your limbs and your upgrades, dealing a total of 3 con damage, healing at one per two days. At stage three, you have your legs replaced, granting +10 ft. movement speed, dealing 3 con damage, healing 1 every two days. At stage four, your trunk is reinforced with heavy armor, and your limbs are strengthened, granting you +4 to AC and damage reduction 5/-, dealing 2 con damage, healing 1 in one half-day. At stage five, you have reached full glyphborg, as your brain is grafted with a neural processor, which speeds up reaction times of the runegraft limbs and adds to your brains raw computing power, granting +2 to dexterity and intelligence, dealing 5 con damage, healing 1 every 2 days.

System Upgrade: These are various features that can be added to a Glyphborg's chassis. They have four categories, speed, armor, weapon, and miscellaneous. Weapon upgrades cannot be added until conversion stage two, Speed upgrades until you have reached conversion stage three, and armor until conversion stage four. You may spend a feat slot to gain another upgrade that you would not normally be entitled to by class.

Weapon 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 runegraft 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.

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 yourself, 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.

cha0s4a11
2009-03-26, 05:11 PM
Level BAB Fort Ref Will Special
1 +1 +2 +0 +2 Glyphborg Conversion Assistant, Glyphborg Spells (o)
2 +2 +3 +0 +3 Conversion Stage I
.....

.....


How do you get spells as a Glyphborg before you actually have any Glyphborg limbs?

Pyrusticia
2009-03-28, 05:20 AM
Glyphborg Conversion Assistant: You gain a small sphere-shaped companion to serve as your guide to becoming a glyphborg. He has all the tools and equipment needed to perform conversion surgery, as well as upgrade and maintenance work. As long as you have the materials, he can fabricate and install the parts. It takes 500 gold worth of materials for each conversion stage, and 200 per upgrade. This fee is usually only applicable if the glyphborg has not already found the unnecessary parts by adventuring, though.

Should that be 'the necessary parts'? And if you're going to include that, you'll need to make a list of what the necessary parts are, so that people know what to adventure for (maybe have it incorporate existing magic items? A bag of holding as a component for a hidden weapon upgrade, etc?).

Also, where does this assistant go between upgrades? Does he float nearby? Hang out in a embedded 'pocket' in one of your upgraded limbs? Just disappear into hammerspace?

This is more important than it seems, because I can easily see these things being a prime target for anyone who hates glyphborgs, much as a magic-hating character would relish killing familiars. So, if these don't disappear somehow between uses, you'll need stats on them, as well as instructions for replacing in case they are destroyed (note that replacing one most likely wouldn't be cheap, and might be an adventure in and of itself).

sigurd
2009-03-28, 08:44 AM
It think the new class is muddied by too many ideas.

I think you have to make a choice.

Surgical procedure - The character must trust a 3rd party who has all the answers. The character may then have a paragon class to learn the benefits of their new body.

Alien parasite\symbiont - The character doesn't understand anything necessarily and the process just happens.

Racial Evolution for ???? - There is a faction that wants you to join them as glyphborgs. They, or their emissaries, help you till you make the full transition.

????



There's nothing wrong with making a variant class or having two paths to being a glyphborg but the class shouldn't embody two paths at the same time.


Sigurd

VelvetThunder
2009-03-29, 02:50 PM
I like the rebuild much better. I would agree with cha0s4a11 however that you shouldn't get spells until you've undergone part of the conversion process. So My idea would be just to rearrange some of the progression. Here's my fix......


Level BAB Fort Ref Will Special
1 +1 +2 +0 +2 Glyphborg Conversion Assistant, Conversion Stage I
2 +2 +3 +0 +3 Glyphborg Spells (o)
3 +3 +3 +1 +3 Conversion Stage II
4 +4 +4 +1 +4 System Upgrade, Glyphborg Spells (1st)
5 +5 +4 +2 +4 Conversion Stage III
6 +6 +5 +2 +5 System Upgrade, Glyphborg Spells (2nd)
7 +7 +5 +3 +5 Conversion Stage IV
8 +8 +6 +3 +6 System Upgrade, Glyphborg Spells (3rd)
9 +9 +6 +4 +6 Conversion Stage V
10 +10 +7 +4 +7 System Upgrade, Glyphborg Spells (4th)

Pyrusticia
2009-03-30, 04:55 AM
I like the rebuild much better. I would agree with cha0s4a11 however that you shouldn't get spells until you've undergone part of the conversion process. So My idea would be just to rearrange some of the progression. Here's my fix......


Level BAB Fort Ref Will Special
1 +1 +2 +0 +2 Glyphborg Conversion Assistant, Conversion Stage I
2 +2 +3 +0 +3 Glyphborg Spells (o)
3 +3 +3 +1 +3 Conversion Stage II
4 +4 +4 +1 +4 System Upgrade, Glyphborg Spells (1st)
5 +5 +4 +2 +4 Conversion Stage III
6 +6 +5 +2 +5 System Upgrade, Glyphborg Spells (2nd)
7 +7 +5 +3 +5 Conversion Stage IV
8 +8 +6 +3 +6 System Upgrade, Glyphborg Spells (3rd)
9 +9 +6 +4 +6 Conversion Stage V
10 +10 +7 +4 +7 System Upgrade, Glyphborg Spells (4th)


Seconded. This makes much more sense.

Asheram
2009-03-30, 06:27 PM
Great idea!

I've been tinkering with the thoughts of adding 'golem' parts to a persons body myself, but never to actually make a class of it.

Just a quick question, is Miscellaneous Upgrades available at once?
Anyhow, I'm still feeling that some of you addons are quite overpowered.

Fight or Flight Sensor; Oh, I'd murder for blindsight 30. Several times too. But how about cutting it down to blindsight 10, blindsense 30 and adding them in a bundle? It'd be enough to see difference between allies and keep an eye on incoming enemies.

Hammer-space; Feeling the same thing here, a little overpowered. Sure, you need to be able to withstand the classic faults of bags of holding and otherdimensional spaces in order to avert the classic insta-kill. But it can be slightly abused.
How about adding the line "Even if the Hammer-space modification is able to contain otherdimensional spaces, it works badly with them and containers such as bags of holding or portable holes are forcibly emptied and rendered inert until they are removed from Hammer-space."?

VelvetThunder
2009-03-31, 12:31 AM
Overall There seems to be a consensus that the class is still overpowered right? Well what about dropping the spells? Every one of the upgrades and enhancements you can choose from in the class looks geared towards Physical combat. Even the prerequisites seem to have a melee flavor. However, to keep the spirit of the class, which in essence is magical Energies powering mecha body parts...... Give it some Spell resistance instead of the spells. That could still be explained by the Rune battery. You could even say that the Resistance is due to the Energy being absorbed by the battery to power the limbs.

Tsuka
2009-04-02, 11:01 PM
Sorry for the wait, i haven't been able to get on the forum for a while... (computer issues)

I agree with sigurd in that the PRC as it is now has far too many ideas to incorporate into a single class. It has way too much that it is trying to do all at once. So, i am going to convert the class into a race/template and two base classes, and possibly a few prcs if i get some good ideas.

The race/template will establish the conversion as having already occurred. That way, there is no need to devote class features to different stages of conversion; and also keeps the original idea i had of making the conversion available to anyone.

The base classes divide the ideas into two paths, the glyphborg adept, a caster-based progression, and the glyphborg warrior, a fighter progression. Both classes will include the upgrades, but the warrior will get more and different than the adept, since the aadept can cast spells.

Finally, i have an idea for a prc, a glyphborg doctor that can convert his followers/cohort into glyphborgs to serve as his personal army.

I am going start a new thread for the race and classes, but this thread shall remain the default for general ideas and constructive criticism. Thanks for your input so far guys, keep it coming!

EDIT:: New thread is up, and the stuff i have so far too. Now i go to bed. Sleepy... :sigh: