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Fax Celestis
2014-02-26, 10:50 PM
Cybernaught's Enhancements
Prerequisites: Constitution 15+

Benefit: The Cybernaught's Enhancements feat allows the following benefits, with appropriate prowess expenditure:

http://i.imgur.com/21cKGeA.png

Unlike most [Style] feats, Cybernaught's Enhancements does not provide an initial ability for no cost: any ability provided by this feat requires at least 4 points of prowess expenditure. Augmentations may have a visual effect when being used or continually: this will be noted in the individual augmentation descriptions. At the DM's discretion, certain people or cultures may find these augmentations unsettling, unnatural, or criminal. Masking the presence of a visible augmentation requires the use of the Disguise skill: a Disguise check sets the DC for an observer to notice an augmentation using Awareness.

Most implants occupy a slot on the body, though some do not occupy a slot at all and others occupy multiple slots. Augmentation slots are different from magic item slots: utilizing a slot for an augmentation does not deny the use of a magical item in that slot, though it does interfere with additional augmentations to that slot. A creature with more than one augmentation in the same slot takes a -1 penalty to its Constitution score for each tier 1 implant occupying the same slot beyond the first, a -2 penalty for each tier 2 implant occupying the same slot beyond the first, and a -3 penalty for each tier 3 implant occupying the same slot beyond the first. A creature missing a body part associated with an augmentation slot may not have an augmentation of that type. For instance, a skeleton or saisei may not use a subdermal implant, as they do not have skin to place the augmentation underneath.

The 10 different augmentation slots and their associated body parts, as follows:

Abdominal (stomach)
Aural (ears)
Cranial (skull)
Metacarpal (hands)
Ocular (eyes)
Opteral (wings)
Osteal (bones)
Podial (feet)
Spinal (spine)
Subdermal (skin)


Tier 1 Upgrade (4 points): Purchasing this ability allows the possessor of this feat to acquire one of the Tier 1 traits listed below.

Tier 2 Upgrade (5 points): Purchasing this ability allows the possessor of this feat to acquire one of the Tier 2 traits listed below.

Tier 3 Upgrade (6 points): Purchasing this ability allows the possessor of this feat to acquire one of the Tier 3 traits listed below.

Tier 1 Upgrades

Arcanoscopic Oscillator: An arcanoscopic oscillator is an ocular implant that allows the user to detect magical auras via sight, generally invisible to the naked eye. A creature with an arcanoscopic oscillator implant may cast ''detect magic'' at-will.
Audiovisual Augmentator: An audiovisual augmentator is an ocular and aural implant that increases the user's ability to perceive the surrounding world, increasing the dynamic range of their visual and audio spectrums. A creature with an audiovisual augmentator gains a +5 augment bonus to its Awareness score.
Automated Rooting Mechanism: An automated rooting mechanism is a podial implant that automatically braces the user against being unwillingly moved. A creature with an automated rooting mechanism gains the stability feature, as a dwarf. A creature who already possesses stability instead increases the bonus of its stability by +2.
Automatic Chameleonizing Mechanism: An automatic chameleonizing mechanism is a subdermal implant that allows the user to blend quickly and reflexively into their surroundings. A creature with an automatic chameleonizing mechanism gains a +5 augment bonus to its Stealth score. Disguising the presence of an automatic chameleonizing mechanism denies its use while disguised.
Elemental Tempering Device: An elemental tempering device is a subdermal implant automaticaly adjusts the user's bodily resistances when presented with a particular source of energy damage. A creature with an elemental tempering device gains resistance to one element (acid, cold, electricity, fire, or sonic) 1.
Emergency Body Trauma Distributor: An emergency body trauma distributor is an osteal implant that allows the user to more easily resist large amounts of quickly-applied physical trauma by distributing the damage evenly across the user's body. A creature with an emergency body trauma distributor gains a +1 augment bonus on Fortitude saves.
Enhanced Talent Device: An enhanced talent device is a cranial implant that increases a creature's natural endurance, allowing the user to make use of a small spectrum of daily-use abilities more frequently. A creature with an enhanced talent device gains an additional racial charge (such as a Natural Talent, Inborn Psionics, or Natural Magic charge).
General-Purpose Physicality Enhancer: A general-purpose physicality enhancer is an osteal implant that increases the stamina of the user. A creature with a general-purpose physicality enhancer gains a +5 augment bonus to is Athletics score.
Gyroscopic Stabilizer: A gyrocopic stabilizer is a metacarpal implant that increases the user's physical stability and precision. A creature with a gyroscopic stabilizer gains a +1 augment bonus on ranged attack rolls.
Hydromatic Propulsor: A hydromatic propulsor is a podial implant that augments the user's speed, greatly increasing their ability to get from one place to another rapidly. A creature with a hydromatic propulsor gains a +10' augment bonus to their land speed.
Infrared Spectrumizer: An infrared spectrumizer is an ocular implant that increases the range of the user's vision into the infrared spectrum. A creature with an infrared spectrumizer gains darkvision 60': a creature that already possesses darkvision improves the effective range of it by 30'.
Innate Force Shielding: Innate force shielding is a spinal implant that detects incoming attacks and attempts to deflect them before the user is struck. A creature with innate force shielding gains a +1 augment bonus to their deflection Armor Class.
Integrated Locksmithing Apparatus: An integrated locksmithing apparatus is a metacarpal implant that consists of a set of masterwork thieves' tools. It includes a long shank normally reserved for a particular fashion of lock, but can readily double as a masterwork dagger if necessary. This dagger is always considered concealed (as per the Disguise rules) unless being actively wielded, and possesses an enhancement bonus equal to the number of augumentations the user has divided by three (round down).
Lesser Paragonizer: A lesser paragonizer is a cranial implant that augments members of different races in unique fashions. A creature with a lesser paragonizer gains a +1 augment bonus to a statistic that the creature's race provides a bonus to.
Light Collectors: Light collectors are a cranial implant that funnels light into the user's eyes, granting them the ability to see in more dimly lit situations than they normally would. A creature with light collectors gains low-light vision: a creature that already possesses low-light vision that acquires light collectors doubles the effectiveness of their low-light vision.
Mechanotropic Joint Augmentation: Mechanotropic joint augmentation is a series of osteal implants that increase the user's flexibility. A creature with mechanotropic joint augmentation gains a +5 augment bonus to its Acrobatics score.
Mind Shielding: Mind shielding is a cranial implant that increases the user's ability to resist most forms of compulsion and mental control. A creature with mental shielding gains a +2 augment bonus on saves vs. [Enchantment] spells and effects.
Pneumatic Force Applicator: A pneumatic force applicator is a metacarpal implant that increases the user's ability to apply judicious amounts of force while striking. A creature with a pneumatic force applicator gains a +2 augment bonus on melee damage.
Spinal Reinforcement: Spinal reinforcement is a series of spinal implants that increase the user's ability to carry significant amounts of weight without undue stress. A creature with spinal reinforcement increases their carrying capacity for each load type (light load, medium load, push/drag, etc.) by 50 lbs.
Subdermal Armor Plating: Subdermal armor plating is a subdermal implant that adds a series of intermeshed metal plates underneath the user's skin. A creature with subdermal armor plating gains a +1 augment bonus to Armor Class.


Tier 2 Upgrades

Adrenal Overclocker: An adrenal overclocker is an abdominal implant that ramps up the user's adrenaline production when necessary. A creature with an adrenal overclocker gains a +2 augment bonus to its Strength score.
Aetheric Ember Chamber: An aetheric ember chamber is a cranial implant that grants the user a set of pyrokinetic powers. Twice per day, the user may cast fireball. Three times per day, the user may cast burning hands. The caster level for these effects is equal to the number of implants the user has.
Arcanomechanical Deflective Mechanism: An arcanomechanical deflective mechanism is a subdermal implant that automatically and reflexively deflects certain kinds of incoming magic. A creature with an arcanomechanical deflective mechanism gains Spell Resistance equal to 10 plus his Hit Dice.
Atmospheric Condensator Coils: Atmospheric condensor coils are a spinal implant that allows the user to collect and unleash electrical energy from the surrounding environment. Twice per day, the user may cast lightning bolt. In addition, the user may add 1d6 electrical damage to all their attacks for a number of rounds equal to their Constitution modifier as a swift action.
Auditory Wayfinders: Auditory wayfinders are an aural implant that grants the user the ability to pinpoint sounds as if they had echolocation. A creature with auditory wayfinders gains blindsense 20', or increases the effective range of their existing blindsense by 10'.
Dermal Diamondization: Dermal diamondization is a series of subdermal implants that harden and toughen the user's skin. A creature with dermal diamondization has DR/adamantine equal to their Constitution modifier.
Draconomorphic Aviation Device: A draconomorphic aviation device is a spinal implant that attaches a pair of mechanical wings to the user's back. A creature with a draconomorphic aviation device gains a fly speed of 30' with average maneuverability.
Endocrinological Stress Distributor: An endocrinological stress distributor is an abdominal implant that allows the user to redistribute high-priority organ function in the event of significant physical trauma, so as to mitigate damage. A creature with an endocrinological stress distributor gains 50% resistance to critical hits and [Precision] effects.
Exoskeletal Reinforcement: Exoskeletal reinforcement is a skeletal implant that allows the user to treat himself as one size larger in many fashions. A creature with exoskeletal reinforcement gains the powerful build ability, as a minotaur. A creature that already has powerful build gains no additional effect.
Inertiic Might Augmentators: Inertiic might augmentators are podial and metacarpal implants that transfer the user's momentum from their feet to their hands. A creature with inertiic might augmentators deals an additional 1d6 damage per point of Strength modifier when striking after a charge.
Innate Force Shielding, Improved: This improved model of innate force shielding provides a +3 augment bonus to the user's deflection Armor Class. If the user already possesses Innate force shielding, they may replace it with a new Tier 1 upgrade upon selecting this upgrade.
Integrated Extradimensional Storage Device: An integrated extradimensional storage device is an abdominal implant that grants the user a limited capacity extradimensional storage space as part of his person. A creature with an integrated extradimensional storage device is considered to have a bag of holding type I at all times. This item cannot be removed or sundered, but it can be suppressed like any other magic item.
Metabolic Supercharger: A metabolic supercharger is a spinal implant that empowers the user's natural ability to heal. A creature with a metabolic supercharger gains fast healing 1.
Oceanic Adaptation Propulsor: An oceanic adaptation propulsor is an aural and podial implant that allows the user to process water for oxygen much like a fish. A creature with an oceanic adaptation propulsor gains a swim speed of 30' and the Amphibious subtype.
Paragonizer: This improved model of the lesser paragonizer provides a +2 augment to a statistic that the creature's race provides a bonus to. This bonus stacks with the bonus provided by a lesser paragonizer.
Precision Metacarpal Adjustors: Precision metacarpal adjustors are metacarpal implants that improve the wearer's ability to utilize items adroitly. A creature with precision metacarpal adjustors gains a +2 augment bonus to Dexterity.
Precision Quake Detectors: Precision quake detectors are podial implants that perceive small tremors sent through the ground by the movements of other creatures. A creature with precision quake detectors gains tremorsense 30'.
Spatiodynamic Manipulator: A spatiodynamic manipulator is a cranial implant that attempts to manipulate the very fabric of space in order to shield the user from harm. A creature with a spatiodynamic manipulator gains evasion.
Structural Compartmentalization: Structural compartmentalizaton is a skeletal implant that adjusts how the user's bones fit together and in some cases gives them the ability to compact when necessary. A creature with structural compartmentalization gains the slight build ability.


Tier 3 Upgrades

Arcanomorphic Destiny Empowerer: An arcanomorphic destiny empowerer is a cranial implant that tampers with reality to bring it in line with the user's concept of what its destiny is. A creature with an arcanomorphic destiny empowerer gains a +1 augment bonus to Hero Value.
Greater Paragonizer: This improved model of the lesser paragonizer provides a +3 augment to a statistic that the creature's race provides a bonus to. This bonus stacks with the bonus provided by a lesser paragonizer and by a paragonizer.
Aetheric Hellfire Reservoir: An aetheric hellfire reservoir is an abdominal implant that grants the user the ability to exhale great gouts of white-hot plasma. A creature with an aetheric hellfire reservoir gains the the ability to breathe a 30' cone of fire every 1d4 rounds, dealing 1d6 fire damage per Hit Die, with a Reflex save for half (DC 10 + Hero Value + Con modifier).
Elementomorphic Apotheosis: Elementomorphic apotheoisis is a skeletal, subdermal, and spinal implant that replaces many parts of the user with components from elemental creatures. A creature that has undergone elementomorphic apotheosis gains one of the following subtypes: Cold, Earth, Fire, Electricity, Water
Cellular Revivification Device: A cellular revivification device is a subdermal implant that constantly rejuvenates the user's tissues, rendering them immune to the effects of time on their body. A creature with a cellular revivification device gains the timeless body feature.
Mechanomorphic Apotheosis: Mechanomorphic apotheosis is a skeletal, subdermal, and spinal implant that replaces many parts of the user with mechanical components. A creature that has undergone mechanomorphic apotheosis changes type to the Construct type and gains the Lifelike subtype.
Superior Subdermal Plating: This improvement to subdermal armor plating grants a +5 bonus to the user's armor class. If the user already possesses subdermal armor plating, they may replace it with a new Tier 1 upgrade of their choice.
Muscular Polarity Reverser: A muscular polarity reverser is a skeletal implant that, when necessary, bolsters the user's muscles with arcane energies. A creature with muscular polarity reversers gains a +4 bonus to their Strength score.
Temporal Dynamism Dampener: A temporal dynamism dampener is a skeletal implant that increases the reaction time of the user by drawing out their perception of time: a user of a temporal dynamism dampener, when under stress, will see time appear to dilate and lengthen. A creature with a temporal dynamism dampener gains a +4 bonus to their Dexterity score.

Mighty_Chicken
2014-02-28, 04:48 PM
A barbarian (or other classes that adquire 6 prowess per level) would take 7 levels to have all the prowess he would need to buy a Tier 3 implant.

However, following the BAB+3 rule... he'd have to wait until 37th level to invest all those points? So I assume this feat is an exception to the rule? :D Also, I think the prerequisite system needs to be better explained. I need six Tier 1 implants to have one Tier 2 implant, and nine Tier 1 implants to have two Tier 2 implants, is that it? Feels like a good prerequisite system.

(I also suggest you write a spoilered "fast-play" of how prowess points work, and how much prowess per level each RAW class would get, because I lost 5 minutes looking up for it in your wiki)

Power-wise I think individual Tier 1 feats are fine. But it seems to me that dispite having no initial benefit, 20 or so prowess invested in it is way more profitable than investing them in any other feat. If you invest all you got in it, by 4th level this feat will have granted you 4 or 6 different abilities, each of them normally worth a feat. AFAIK your other invesing feats do not escalate that well.

Despite the harsh requirements, Tier 2 seems powerful to me. Let's see, apparently you need 24 points invested just to start buying Tier 2... but theorically, a barbarian or fencer could buy a +2 bonus to Strenght by 5th level? Or cast level 7 fireball and burning hands? Hm. These prowess points really sound well invested - a +1 bonus to CA (via Dodge) costs 6 prowess!

The implants get exponentially more powerful, while other investing feats progress linearly.

I don't know if advice is welcome or not, but I'd tweak the implant's costs to make them cost 50 or 100% more before ever allowing this on my table. I'd allow a "free" Tier 1 implant to balance it.

I haven't read all implants individually yet, but I can say the mechanic itself is very interesting. It would make an awesome duo with Magical Knack! Good job.

Amechra
2014-02-28, 05:13 PM
Style feats are capped at 6 points-BAB, not 3 + BAB.

Also, I just want to comment... the Con penalties are awfully punitive for something you are spending so many character resources on.

Fax Celestis
2014-02-28, 05:54 PM
Style feats are capped at 6 points-BAB, not 3 + BAB.Correct.


Also, I just want to comment... the Con penalties are awfully punitive for something you are spending so many character resources on.

They only apply if you take an implant of the same tier in the same slot. You can have a tier 1, 2, and 3 skeletal implant, for instance, with no penalties, but if you take two tier 1 skeletal implants you start dinging penalties.