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View Full Version : Casual creation: Nanotech Cyborg (D&D 3.5) as Technomancer character class



Talanic
2012-01-05, 11:13 PM
This is largely to get the idea out of my head on paper so I can focus on writing, but if I can wind up creating something that's actually useful, then all the better. Feedback is appreciated if anyone's interested in providing it. Balance is likely to be poor without a lot more work - in fact, most of this is no more than it appears unless someone out there actually wants it refined.

Design philosophy for this class:

A character of this class has nanotechnology dispersed throughout his body, with a central computer incorporated into his brain and the bones of his skull. Based on level, the character has a pool of Processing points available which refresh each round; points can either be put into persistent effects (which require a larger startup cost for the program and then use a smaller amount of points each round) or instant effects, often situational.

Using more than a set amount of Processing points in a round generates Heat; enough Heat shuts down the character's cybernetics, leaving him entirely powerless until they've had time to cool down. Ideally the Heat threshold should be easily calculated.

Based on level, the character has access to an increasing amount of Processing points and programs to run with them. The Heat threshold never changes, but the amount of points that can be spent before the character gains a point of Heat does, as does the quality of programs the character has available.

Programs are not purely mental effects; they can include using nanotech to provide circumstance bonuses to strength, or performing extra actions.

Technomancer / Nanotech Cyborg

Skill Points / Class Skills - TBD if people show interest; as it is, I'm more interested in the programs right now.

Heat Threshold: Also TBD if people show interest; it's not supposed to be a factual measure of heat. Also, it's not supposed to be affected by Endure Elements, Heat or Cold Resistance, or damage types either. Why not? All of those are applied to the outside of the body; this Heat is supposed to be deeply internal.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Processing|Programs

1st|
+0|
+2|
+0|
+2|
3|
Citizen Package|

2nd|
+1|
+3|
+0|
+3|
6|

3rd|
+1|
+3|
+1|
+3|
9|

4th|
+2|
+4|
+1|
+4|
12|

5th|
+2|
+4|
+1|
+4|
15|

6th|
+3|
+5|
+2|
+5|
18|

7th|
+3|
+5|
+2|
+5|
21|

8th|
+4|
+6|
+2|
+6|
24|

9th|
+4|
+6|
+3|
+6|
27|

10th|
+5|
+7|
+3|
+7|
30|

11th|
+5|
+7|
+3|
+7|
33|

12th|
+6/1|
+8|
+4|
+8|
36|

13th|
+6/1|
+8|
+4|
+8|
39|

14th|
+7/2|
+9|
+4|
+9|
42|

15th|
+7/2|
+9|
+5|
+9|
45|

16th|
+8/3|
+10|
+5|
+10|
48|

17th|
+8/3|
+10|
+5|
+10|
51|

18th|
+9/4|
+11|
+6|
+11|
54|

19th|
+9/4|
+11|
+6|
+11|
57|

20th|
+10/5|
+12|
+6|
+12|
60|[/table]

Citizen Package: The Technomancer has programs available to a basic citizen of New Athens (or substitute with a city of your own flavor, as you wish). This includes the following programs:

The Rush: The Technomancer can use the Rush program to think over ten times as quickly as normal; the Technomancer can take ten on any purely mental skill check as a free action. The Technomancer can also take ten on any skill check requiring fine manipulation, regardless of circumstances. Use of the Rush consumes a single point of Processing.

Mediceps: The Mediceps program allows for quick-and-dirty repairs of damaged tissues. It starts by simply controlling damage, using nanotech to constrict leaking blood vessels, patching together snapped bones and stapling them together, and taking over the functions of damaged organs, if necessary. The Mediceps requires three points of processing to activate, and generates one point of Heat on top of any Heat generated by its processing cost, and restores 1d6 hit points to the Technomancer.

Simulation Package: The Simulation package allows the Technomancer to plan out moves in advance. Use of the Simulation package applies a bonus of up to half the Technomancer's class level, rounded up, to a single action. This is treated as a Circumstance bonus for skill checks and saves, or as an increase in Base Attack Bonus for attacks. The amount of processing required is equal to the bonus received, plus one.

Other Program ideas for later levels:

1. Assume the abilities of a Feat that the character has encountered but does not have.
2. Increase movement speed / types (Swim, not Fly)
3. Blindsense, definitely.
4. Circumstance bonuses to attributes until end of round. Perhaps that's how I should really treat The Rush, but regarding Intelligence only?
5. Save / AC bonuses, at low levels versus individual attacks / spells, at higher levels persisting until end of round.
6. Hyper-awareness; ability to engage a program on someone else's turn.
7. Extreme speed; ability to act more than once in a round, at cost of heat and a lot of Processing.
8. Ability to provide circumstance bonuses to allies.
9. Ability to suspend life signs and use Mediceps while unconscious / past -10; chance at survival without Coup de Grace if use of Mediceps program can get the character up past -10.

Hopefully at least someone out there found this entertaining.