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View Full Version : D&D 3.x Class The Cyborg 3.5/PF



Lanth Sor
2017-08-07, 11:45 AM
Class/subsystem the cyborg is sourced form is Draken's Evolutionist (http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class)


Cyborg

http://img11.deviantart.net/e1b8/i/2014/267/0/4/be_the_one_by_estookin-d80ep2d.jpg
Image By Estookin (http://estookin.deviantart.com/) of Deviant Art

"I once thought this a curse but now know it's a blessing." - Altrik Ironeye

Through endless searching, an accidental prick, or an angry wizard the cyborg found a means to immortality, kind of. Each cyborg is lead to its path in life through different means, but then end product is the same, evolution. Unfortunately for most the act of becoming a cyborg is not a painless one and not one they chose themselves.

Adventures: Cyborgs often find the adventuring life easier as their often obvious partial construct nature leads to many gawkers and on occasion being driven out as monsters. Other are out to find a way back to the life they had before. While others try to right their past wrongs.

Characteristics: Cyborgs are an uncommonly durable lot and their further upgrades and reconfigurations can make them even more so. Due to their own talents, they tend to have a wide array of abilities but specialize in one field. While one cyborg may focus their upgrades on being a battlefield juggernaut, another may enhance their stealth abilities, while another still would use their upgrades to pursue a diplomatic path.

Alignment: Cyborgs have no inclination toward any particular alignment.

Religion: Cyborgs commonly are found to condemn the gods more readily then worship them. However a few tend to rather fervent worship seeing their new form as a type of punishment. Regardless no particular deity is favored by the class. The few who do seek out a method of joining the class are most likely to revere gods of creation such as Moradin.

Background: The most common method of becoming a cyborg is to come into contact with nanites. On a rare occasion, a wizard stumbles upon a method of injecting someone with nanites weather through arcane ritual or a bizarre curse. Equally rare are the few souls that have their blood changed by a god to a nanite stream. By far the rarest is the inventor that has the skill to create his very own nanites to start the process.

Races: Due to the fickle nature of becoming a cyborg no race is more common than any other. On occasion, a group may arise to share their gift with their race.

Other Classes: Religious classes have responses ranging from veneration to outright revulsion depending upon their deities tenets. Nature focused classes such as the druid and ranger feel uneasy as cyborgs carry the very essence of the urban environment with them. Monks and Dragonfire Adepts understand both those that chose the path and those that had it forced upon them but feel a kinship to neither. cyborgs know the path they tread and share a kinship as their path is very similar.

Role: Unlike most other classes Cyborgs many upgrades and ability to enhance them as needed allow it to fill many roles with ease. They can specialize or cover broader areas.

Adaptation: Usually, the cyborg is present in high technology areas or any area where nanites might be found. There might be a lone cyborg or android spreading its nanites. A wizard could have found an ancient ritual suffusing a host with small machines. A god of creation could grant his most devout followers with a path to become a true machine. A mad inevitable could be infecting people with miniature inevitable to bring order to the universe.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities:
Alignment: Any
Hit Die: d10
Starting Age: As Barbarian
Starting Gold: As Fighter

Class Skills
The cyborg's class skills (and the key ability for each skill) are...

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Cyborg


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Internal
Power


1st

+0

+0

+0

+0
Reconstitution, Upgrades, Nanite Surge

2


2nd

+1

+0

+0

+0
Upgrades, Reconfiguration I

3


3rd

+1

+1

+1

+1
Upgrades

5


4th

+2

+1

+1

+1
Upgrades

6


5th

+2

+1

+1

+1
Upgrades, Reconfiguration II

8


6th

+3

+2

+2

+2
Upgrades

9


7th

+3

+2

+2

+2
Upgrades

11


8th

+4

+2

+2

+2
Upgrades, Reconfiguration III

12


9th

+4

+3

+3

+3
Upgrades

14


10th

+5

+3

+3

+3
Upgrades, Cybernetic Ascendancy

15


11th

+5

+3

+3

+3
Upgrades, Reconfiguration IV

17


12th

+6

+4

+4

+4
Upgrades

18


13th

+6

+4

+4

+4
Upgrades

20


14th

+7

+4

+4

+4
Upgrades, Reconfiguration V

21


15th

+7

+5

+5

+5
Upgrades

23


16th

+8

+5

+5

+5
Upgrades

24


17th

+8

+5

+5

+5
Upgrades, Reconfiguration VI

26


18th

+9

+6

+6

+6
Upgrades

27


19th

+9

+6

+6

+6
Upgrades

29


20th

+10

+6

+6

+6
Upgrades, Cybernetic Perfection

30





Class Features
All of the following are class features of the Cyborg.

Weapon and Armor Proficiencies: Cyborgs are proficient with all simple weapons and light armor but not with shields. They are innately proficient with any natural weapons they may acquire.

Reconstitution (Ex): Whether through the machinations of a mad genius or an angry wizard the cyborg finds their body slowly being reforged into a something else. Cyborgs gain a +4 bonus on all saving throws against disease, fatigue, exhaustion, paralysis, poison, sleep effects, and stun effects. At the 3rd level, the cyborg is immune to fatigue but not exhaustion and the bonus to saves increases to +8. Then at the 5th level, the cyborg is not subject to fatigue or exhaustion, and are immune to poison, disease and sleep effects.

Internal Power (Ex): A Cyborg has an internal power supply they can shift around to make their upgrades more potent for as long as the extra power is allocated to the upgrade. Any upgrade can only contain power equal to 1/2 the cyborg's level(rounded up). Allocating internal power takes one minute at the first level. At the third level, they can shift 1 power to a new upgrade as a swift action. Starting at the 5th level the cyborg can reallocate half their internal power as a full-round action. At the 10th level reallocating all power becomes a full round action, half the cyborg's internal power can be reallocated as a standard action, and a fourth of the cyborg's internal power can be reallocated as a swift action. At the 15th level reallocating all internal power is a standard action and reallocating half of the internal power is a swift action. At the 20th level reallocating all power is a swift action.

Nanite Surge (Ex): A cyborg's body is infused with nanites. As an immediate action, a Cyborg can cause her nanites to surge, granting a bonus equal to 3 + the Cyborg's character level on any one d20 roll; this ability must be activated before the roll is made. When a Cyborg uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round. They may only surge a number of times per day equal to their Cyborg level + intelligence modifier.

Upgrades: At first level, the cyborg gains four upgrades. Each level afterward, they gain two upgrades.
Whenever the cyborg gains a level, they may choose to lose any one upgrade they have to gain a different one, they cannot choose to lose an upgrade that would cause them to no longer qualify for another upgrade, mutation, feat or prestige class.
Upgrades count as their related mutation whenever it would apply. Cyborgs are a mutator (http://www.giantitp.com/forums/showsinglepost.php?p=13115725&postcount=2) for the purpose of determining mutator level.

Basic Upgrades
Basic Upgrades are those that effect non-physical changes on the cyborg. The cyborg retains access to the benefits granted by these upgrades even if they are not in their natural form (by alter self or similar spell effect).


Aptitude Routines
Prerequisite: -
Ability Score: none
Related Mutation: Evolve Aptitude
Benefit: The cyborg chooses three skills and they become class skills for him. He also gains a +1 bonus to skill checks with all skills.
Power Investment: Each power invested provides a +1 bonus to skill checks with all skills.
Further Upgrades: Each time this upgrade is taken it applies to a different set of skills. This upgrade can be taken up to five times.

Avoidance Routines
Prerequisite: -
Ability Score: none
Related Mutation: Evolve Reflex
Benefit: The cyborg’s base reflex save increases by +2.
Power Investment: +2 to base reflex save per power allocated. If this would bring the total base save provided by the purge routine above +2 per 6 mutator levels then each point after reaching cap provides a +1 resistance bonus to reflex.
Surge Benefit: None
Further Upgrades: This upgrade can be taken once per six mutator levels, up to three times.

Combat Routines
Prerequisite: -
Ability Score: None
Related Mutation: Evolve Combat Instinct
Benefit: The cyborg’s base attack bonus increases by +1, to a maximum of +20 or his HD, whichever is lower.
Power Investment: Each power provides a +1 base attack bonus. If this would cause the cyborg’s base attack bonus to exceed +20 or their HD, whichever is lower, it instead provides an equal insight bonus to all things that benefit from base attack bonus.
Surge Benefit: None
Further Upgrades: This upgrade can be taken up to once per two mutator levels.

Determination Routines
Prerequisite: -
Ability Score: none
Related Mutation: Evolve Will
Benefit: The cyborg’s base will save increases by +2.
Power Investment: +2 to base will save per power allocated. If this would bring the total base save provided by the purge routine above +2 per 6 mutator levels then each point after reaching cap provides a +1 resistance bonus to will.
Surge Benefit: None
Further Upgrades: This upgrade can be taken once per six mutator levels, up to three times.

Unarmed Routines
Prerequisite: -
Ability Score: none
Related Mutation: none
Benefit: Gain improved unarmed strike and unarmed strikes deal damage equivalent to a monk of the cyborg's size.
Power Investment: Each power allocated counts as 2 monk levels for determining unarmed strike damage, the cyborg's total monk level cannot exceed their HD.
Surge Benefit: Gain access to flurry of blows as a monk of equal level. The cyborg may choose an alternate class feature that replaces flurry of blows for a monk, but must be chosen when taking unarmed training and cannot be changed.
Further Upgrades: This upgrade can be taken up to once per two mutator levels. Each time after the first treats the cyborg's monk level as 4 higher instead of the base benefit and grants a new alternative flurry of blows option.

Purge Routines
Prerequisite: -
Ability Score: none
Related Mutation: Evolve Fortitude
Benefit: The cyborg’s base fortitude save increases by +2.
Power Investment: +2 to base fortitude save per power allocated. If this would bring the total base save provided by the purge routine above +2 per 6 mutator levels then each point after reaching cap provides a +1 resistance bonus to fortitude.
Surge Benefit: None
Further Upgrades: This upgrade can be taken once per six mutator levels, up to three times.

Compressed Skill Routines
Prerequisite: -
Ability Score: none
Related Mutation: Evolve Skills
Benefit: The cyborg gains 6 skill points, plus 2 additional skill points per mutator level.
Power Investment: The cyborg may invest power into a skill they have ranks in. Gain +2 insight bonus per power allocated to the skill.
Surge Benefit: By expending a nanite surge, instead of the normal effect, on the next skill check the cyborg can take 10 even if circumstances would prevent it or the skill normally does not allow taking 10.
Further Upgrades: This upgrade can be taken up to three times.

Compressed Talent Routines
Prerequisite: -
Ability Score: none
Related Mutation: Evolve Talent
Benefit: The cyborg gains a bonus feat, they must qualify for the feat taken and it may not be a mutator feat.
Further Upgrades: This upgrade can be taken once per two mutator levels.




Innate
Innate mutations create obvious physical changes. Unless otherwise stated they are not considered extraordinaire, supernatural or spell-like abilities. Because these mutations rely on features of the physical form of the cyborg they are suppressed if he is not in his natural form.



Localized Nanite Cache
Prerequisite: -
Ability Score: None
Related Mutation: Resilient Form
Benefit: The cyborg's constitution increases by 2.
Power Investment: The cyborg gains a +1 bonus on all constitution based checks and skill checks per power allocated.
Surge Benefit: When using nanite surge on a roll that benefits from this upgrade the benefit of the upgrade's power investment doubles.
Further Upgrades: This upgrade can be taken up to once per six mutator levels.
Special: Unlike other innate upgrades, Synthetic Muscles is not suppressed when the cyborg is not in his natural shape.

Speed Enhancement
Prerequisite: -
Ability Score: None
Related Mutation: Evolve Speed
Benefit: The cyborg’s base land speed improves by 10 feet.
Power Investment: The cyborg’s base land speed improves by 5 feet per power allocated.
Surge Benefit: By using a nanite surge, the cyborg can use a single full-round run action to move up to 10 times their speed or a single full-round charge action to move up to 5 times their speed.
Further Upgrades: This upgrade can be taken once per six mutator levels. Each time taken after the first provides no further benefit to power investment or surge benefit.

Synthetic Muscles
Prerequisite: -
Ability Score: None
Related Mutation: Powerful Form
Benefit: The cyborg's strength increases by 2.
Power Investment: The cyborg gains a +1 bonus on all strength based checks and skill checks per power allocated.
Surge Benefit: When using nanite surge on a roll that benefits from this upgrade the benefit of the upgrade's power investment doubles.
Further Upgrades: This upgrade can be taken up to once per six mutator levels.
Special: Unlike other innate upgrades, Synthetic Muscles is not suppressed when the cyborg is not in his natural shape.

Synthetic Tendons
Prerequisite: -
Ability Score: None
Related Mutation: Nimble Form
Benefit: The cyborg's dexterity increases by 2.
Power Investment: The cyborg gains a +1 bonus on all dexterity based checks and skill checks per power allocated.
Surge Benefit: When using nanite surge on a roll that benefits from this upgrade the benefit of the upgrade's power investment doubles.
Further Upgrades: This upgrade can be taken up to once per six mutator levels.
Special: Unlike other innate mutations, Synthetic Tendons is not suppressed when the cyborg is not in his natural shape.



Extraordinaire
Extraordinaire mutations grant extraordinaire abilities based on the cyborg’s physical body in its natural form. Their benefits become unavailable whenever the cyborg is not in his natural shape.



Damage Reduction
Prerequisite: Mutator level 4
Ability Score: None
Related Mutation: Damage Reduction
Benefit: The cyborg gains damage reduction 2/- or increases an existing undefeatable damage reduction by 2.
Power Investment: Each power allocated increases the damage reduction by 1.
Surge Benefit: None
Further Upgrades: This mutation can be taken once per four mutator levels.
Special: Different damage reductions do not add up, only the highest applicable damage reduction is applied to the damage taken.

Colossal Strength
Prerequisite: -
Ability Score: None
Related Mutation: Colossal Strength
Benefit: The evolutionist is unhindered by even the greatest weights. His carrying capacity is multiplied by four, he may treat any armor he wears as if it were one weight category lighter than it is (to a minimum of treating it as light armor), and he may reduce the armor check penalty of any armor worn by 1 (to a minimum of 0), the arcane spell failure by 5%, and increase the maximum dexterity bonus to AC by 1.
Power Investment: Each power allocated increases the slam damage by 2.
Surge Benefit: When making a slam attack the cyborg can expend a surge to apply this upgrade even if the target is not an object, however the attack has a -5 penalty to hit.
Further Upgrades: This mutation can be taken once per five mutator levels.

Energy Resistance
Prerequisite: -
Ability Score: None
Related Mutation: Energy Resistance
Benefit: Chose one type of elemental damage (acid, cold, electricity, fire or sonic), the evolutionist gains resistance 5 to the chosen form of damage or increases an existing resistance by 5.
Power Investment: Each power allocated increases the energy resistance by 1.
Surge Benefit: None
Further Upgrades: Each time this mutation is taken, the evolutionist can either gain resistance to a new element or increase an existing resistance by 5. If the evolutionist increases any of his elemental resistances to 35, he gains immunity to that form of damage.

Elemental Lance
Prerequisite: Elemental Attack.
Ability Score: None
Benefit: The evolutionist can fire a bolt of elemental energy against a target within 60 feet as a ranged touch attack, dealing 1d6 damage for every two mutator levels (for a minimum of 1d6 damage). The elemental lance can deal damage of any type which the evolutionist has an elemental attack mutation, and it deals extra damage equal to the highest elemental attack that matches it (if the evolutionist has applied elemental attack to multiple separate natural weapons, only the highest total damage applies.
Using Elemental Lance is a ranged attack action which provokes attacks of opportunity.
Power Investment: Each power allocated increases the range by 10ft.
Further Mutations: As part of a full attack, the evolutionist can fire one elemental lance for every instance of this mutation that he has taken. All iterative attacks with elemental lances use the evolutionist's highest attack bonus. As a final benefit, the range of elemental lance increases by 20 feet for each instance of this mutation beyond the first. This mutation can be taken once per five mutator levels.

Elemental Nimbus
Prerequisite: Elemental resistance, Mutator level 3.
Ability Score: Constitution
Benefit: The evolutionist can engulf himself in violent energies that deal damage to any creatures within 5 ft. of him. The energy type of the nimbus must be one to which the evolutionist has resistance or immunity and once selected it cannot be changed. Activating the elemental nimbus is a standard action, and sustaining it afterwards is a swift action that must be taken once per turn, the nimbus deals 1d6 points of damage per two mutator levels. The evolutionist does not take damage from his own elemental nimbus.
A reflex save halves this damage.
Power Investment: Each power allocated increase the damage by 2.
Further Mutations: Each time this mutation is taken, the evolutionist gains the ability to create a nimbus dealing a different kind of energy damage. Only one elemental nimbus can be active at any one time.

Overdrive
Prerequisite: Mutator level 4.
Ability Score: None
Related Mutation: Overdrive
Benefit: The cyborg can, as a swift action, go accelerate his mind’s ability to process information and his body’s ability to react on said information beyond his usual limits, this is not without risk, as the additional mental and physical stress causes his body to overheat considerably. While this mutation is active he gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and reflex saves, however, he takes 2 points of fire damage each turn that this ability is active. Deactivating this ability is a free action.
Power Investment: none
Surge Benefit: By By expending a nanite surge the cyborg can activate overdrive for 2 rounds without taking fire damage.
Further Upgrades: Each time this upgrade is taken, the attack and armor class bonuses gained increase by 1 and the fire damage taken per round increases by 2. If this mutation is taken at least three times, the cyborg gains one additional attack on any attack routine, as per the haste spell. This mutation can be taken once per three mutator levels.

Smash
Prerequisite: Slam natural attack, damage reduction
Ability Score: None
Related Mutation: Smash
Benefit: The cyborg’s slam attacks deal double damage to objects.
Power Investment: Each power allocated increases the slam damage by 2.
Surge Benefit: When making a slam attack the cyborg can expend a surge to apply this upgrade even if the target is not an object, however the attack has a -5 penalty to hit.
Further Upgrades: Each time this mutation is taken after the first, the damage multiplier increases by one. This mutation can be taken once per four mutator levels.
Special: If the cyborg has this mutation, all of his natural weapons and integrated weapons count as being made of the same material that beats his damage reduction for the purposes of beating hardness or damage reduction.







Reconfiguration: Upgrades are relatively simple, small individual changes. Reconfiguration is a much more radical alteration of the cyborg’s body, a full array of widespread changes meant to achieve a more complex final result than the relatively simple addition or improvement of biological or mechanical components that is an upgrade.
At their second , fifth , eighth , eleventh , fourteenth and seventeenth levels, the cyborg can choose one Reconfiguration. At first, he can take only a Reconfiguration change from the Reconfiguration I list, but each time this ability is gained he also gains access to a higher level of potential changes. The same ability cannot be taken more than once. The changes wrought by Reconfiguration are considered extraordinaire effects.


Reconfiguration I


Armor Assimilation
Related Teratomorph: Armor of the Outer Planes
Benefit: The cyborg may assimilate armor into their form. This ability can take the base material required of any armor of the cyborg’s choice and the armor check penalty for the armor created is treated as zero (which means proficiency is irrelevant), the armor can be made of any material, however the raw material must be purchased, it has an enhancement bonus equal to ¼ of their mutator level and can receive up to +10 worth of additional enchantments (the baseline enhancement bonus doe snot count towards the cost), but the cyborg must be present during the whole enchanting process. The armor cannot be removed. Whenever the cyborg gains a new level, he can change what the basic armor is, but all enchantments remain the same. The process of assimilation and changing the basic armor takes 8 hours of rest in contact with the raw materials required, at the end of which the weight of the material is added to the cyborg's weight, but does not count toward the cyborg's encumbrance.

Internal Arsenal
Related Mutation: Arms of the Outer Planes
Benefit: The cyborg assimilates a number of weapons equal to the number of Teratomorphisms they know. Assimilated weapons keep all their base enchantments and their weight is added to the cyborg's weight and does not count when determining encumbrance. The cyborg can also assimilate ammunition for a assimilated weapon equal to 20 x mutator level. As a standard action, the cyborg can call one of the assimilated weapons into their hand. The cyborg can call assimilated ammunition as part of the same action required to reload the weapon. If a weapon is treated as ammunition, IE shuriken, the cyborg can assimilate 20 x mutator level per weapon slot.
Power Investment: For every 2 power allocated, rounded down, any weapon assimilated gains +1 enhancement bonus. Additionally for every power allocated assimilated weapons deal an additional 1 electricity damage.
Surge Benefit: By surging the weapon deals an additional xd6 electricity damage on its next attack, x is equal to mutator level.

Martial
Related Teratomorph: Dire body
Benefit: The cyborg's soft tissue is strengthened and muscles become more impactful and precise. gains abnormal amounts of mass The damage die of all their natural weapons increase by one step and they gain a +1 bonus to attack rolls and natural armor plus another +1 bonus to attack rolls and natural armor for every two Reconfigurations they have.
Surge Benefit: By expending a nanite surge, cyborg gains the surge bonus to its base armor class for 1 round. This bonus does not stack with armor or shield bonuses.

Adaptive Expertise Systems
Related Teratomorph: Adaptive Expertise Systems
Benefit:The cyborg can gain temporary mastery of a single skill, treating their ranks in the chosen skill as the maximum possible for a class skill at their character level. These virtual ranks cannot be used to qualify for any feats, prestige classes or similar. The chosen skill can be changed with one hour of work devoted entirely to it. This Reconfiguration can be taken more than once, giving an additional configurable skill each time, all such skills can be changed with a single hour of effort towards it.
Surge Benefit: By expending a nanite surge, the cyborg can reduce the time required to retrain from 1 hour to 5 minutes.



Reconfiguration II:

Adaptive Expertise Systems
Related Teratomorph: Adaptive Expertise Systems
Benefit:: The cyborg grows one size category. His height, length and width doubles and their weight is multiplied by 8. He gains a +2 size bonus to strength, gains a size modifier to attack rolls, armor class, grapple checks and hide checks and his reach changes accordingly to his new size. This teratomorphism cancels one existing instance of size decrease, if any, instead of giving its normal benefits if the cyborg has that teratomorphism. Furthermore, the cyborg gains additional bonuses (or penalties) to his strength and natural armor according to his new size, as seen in the following table:


Former Size

New Size
Str Adjustment
NA adjustment


Fine
Diminutive
+2
+1


Diminutive
Tiny
+2
+1

Tiny
Small
+2
+1


Small
Medium
+2
+1


Medium
Large
+2
+1



Large
Huge
+2
+1

Huge
Gargantuan
+4
+2


Gargantuan
Colossal
+8
+4



Size Decrease I
Related Teratomorph: Size Decrease I
Benefit:: The cyborg reduces one size category. His height, length, and width are halved and his weight is divided by 8. He gains a +2 size bonus to dexterity, gains a size modifier to attack rolls, armor class, grapple checks and hide checks and his reach changes accordingly to his new size. This teratomorphism cancels one existing instance of size increase, if any, instead of giving its normal benefits if the cyborg has that teratomorphism. Furthermore, the cyborg gains additional bonuses or penalties to his strength according to his new size, as seen in the following table:


Former Size
New Size
Str Adjustment


Colossal
Gargantuan
-8


Gargantuan
Huge
-4


Huge
Large
-2


Large
Medium
-2


Medium
Small
-2


Small
Tiny
-2


Tiny
Diminutive
-2


Diminutive
Fine
-2


* Strength can never go below 1.
Plating
Related Teratomorph: Plating
Benefit:: The cyborg develops a built-in plating that gives them a +2 armor bonus to AC for each reconfiguration they have, as well as 25% fortification. This plating can be enchanted like normal armor, it has no armor check penalty or maximum dexterity bonus to AC and does not impose arcane spell failure. If the cyborg already has some other form of plating (such as the Composite Plating of a Warforged) the armor bonus and fortification granted stack. Upon obtaining this reconfiguration, the cyborg becomes able to take warforged body feats even if he does not meet the prerequisites (and can treat them as racial feats). He can only have one such feat at a time through any means of obtaining them, however.


Reconfiguration III:

Reconstruction Routines
Related Teratomorphism: Regeneration I
Benefit: The cyborg gains the ability to reattach or grow back lost body parts (even his head if he has a spare one to keep going). Holding the lost body part to the stump instantly reattaches it, but regenerating a lost body part takes five minutes. In addition, the cyborg gains fast healing 2, stacking with any existing fast healing and heals an additional 5 points of nonlethal damage per round. Lastly, as a move action, once per turn, the cyborg may recover hit points equal to his total fast healing.
Power Investment: Fast Healing increases by 1 per power invested.
Surge Benefit: When spending a move action to recover extra HP they may spend a nanite surge to add the bonus to rolls form nanite surge to the amoutn HP recovered.
Scientific Eldritch Denial Logic
Related Teratomorphism: Spellward
Benefit: The cyborg gains immunity to spells that allows spell resistance of a level up to his highest available reconfiguration. This reconfiguration otherwise works as a form of spell resistance with an arbitrary value.
Power Investment: Grant a bonus to any will save vs a spell, spell-like ability, or supernatural bonus equal to invested power.
Surge Benefit: As an immediate action you can will save to disbelieve any magical effect that is about to affect you that normally ignores spell resistance. The DC is 10+the DC of the ability. A disbelieved magical effect is treated as if it was affected by spell resistance. For supernatural abilities that are not based on a spell, the effective spell level is 1/2 the source creatures' HD.
Special: This reconfiguration cannot effect Psionics even when using Psionic-Magic Transparency.



Reconfiguration IV:

Juggernaut Systems
Prerequisite: Plating
Related Teratomorphism: Living Bastion
Benefit: The cyborg’s physical form is inviolate. He gains 50% fortification, stacking with any other fortification he has, he gains 10 hit points and a +2 bonus to fortitude saves for every reconfiguration he has. Finally, he gains hardness equal to the highest damage reduction or energy resistance he has, up to a maximum of hardness 20.
Power Investment: Gain 10 temp HP per invested power. If damage is taken while power is invested the power is burned to equal the damage taken rounded up to the nearest 10 so if 11 damage was taken and the cyborg had 30 temp HP they would have burned 2 power and have 1 power invested with 19 temp HP left. Further investing power would bring the current odd number to the tens, so the previous cyborg investing 2 power on the next round would have 30 temp HP not 39 temp HP.
Surge Benefit: As an immediate action invest max power into this Juggernaut Systems.
Size Decrease II
Prerequisite: Size Decrease I
Related Teratomorphism: Size Decrease II
Benefit: This reconfiguration works exactly like size increase I and stacks with it.
Size Increase II
Prerequisite: Size Increase I
Related Teratomorphism: Size Increase II
Benefit: This reconfiguration works exactly like size increase I and stacks with it.


Reconfiguration V:

Advanced Reconstruction Routines
Prerequisite: Reconstruction Routines
Related Teratomorphism: Regeneration II
Benefit: The cyborg needs only one minute to regenerate a lost body part. In addition, all physical damage (slashing, piercing or bludgeoning) dealt to him is turned into non-lethal damage, and his fast healing increases by 2, as well as increasing his nonlethal damage recovery by 5. Lastly, he may use the healing option of Reconstruction Routines as a swift action.
Power Investment:
Surge Benefit:
Extrude Artificial Intelligence Chip
Related Teratomorphism: Extrude Docent
Benefit: The cyborg may produce a docent containing a copy of his personality as a standard action. This docent is a sapient mundane item with the same mental ability scores as the cyborg has and possessed of the same skill ranks as the cyborg has as well as telepathy with a range of 5 feet, with the ability to speak to any creature with a language. Any construct may equip this docent as if it were an amulet. The cyborg may maintain telepathic contact with all of their docents at any distance, as long as they are both on the same plane. Like any sapient magic item, the docent has an ego score (2 + total mental ability score bonuses) and the capacity to take control of its wearer, the save DC against this possession is equal to the default DC for upgrades (intelligence based) increased by the docent’s ego score. The docent will never go against the wishes of the cyborg, even if it somehow develops different viewpoints than them over the course of its existence. The cyborg can have a number of active docents at any given time equal to the sum total of their mental ability score modifiers.
Power Investment:
Surge Benefit:
Radar Sensor Array
Prerequisite: -
Related Teratomorphism: Blind Sense
Benefit: The cyborg gains Blindsight with a range of 10 ft, or half the range of any existing Blindsense, whichever is higher.
Power Investment: The range increases by 10ft per invested power.
Surge Benefit: By spending a surge for 1 round the range increases to 1 mile.




Reconfiguration VI:

Baseline Structure Reconfiguration
Related Teratomorphism: Baseline Structure Reconfiguration
Benefit: The cyborg may change his baseline form to an extent. This works as the Alter Self power, with the following differences. First, the HD limit for the new form is equal to the cyborg’s mutator level. Second, the cyborg can only change into the shape of creatures with a size category equal to or smaller than his own. Third, the cyborg may assume the forms of inanimate objects, following the same rules as the Metamorphosis power, and may retain mobility while in these forms as if he was an animated object of the appropriate size category. Fourth, unlike what happens with any other form of shapeshifting, the cyborg’s mutations and teratomorphisms are not suppressed while in this alternate shape, teratomorphisms that alter his size category do not change the size of his assumed form, however.
Power Investment:
Surge Benefit:
Size Decrease III
Prerequisite: Size Decrease II
Related Teratomorphism: Size Decrease III
Benefit: This reconfiguration works exactly like size increase II and stacks with it.
Size Increase III
Prerequisite: Size Increase II
Related Teratomorphism: Size Increase III
Benefit: This reconfiguration works exactly like size increase II and stacks with it.




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