stewstew5
2018-10-20, 03:01 PM
So I'm going to be late-joining a campaign and just wanted to be sure I was't putting to much on the DM on balancing this
(P.s It's a steampunk-y floating islands campaign)
Ability score increases
A cyborg gains +2 to any one stat of their choice and +1 to any other, but can only apply these to their modifier’s vital stats
Base race
A cyborg has a race that they were built from. They don’t get any racial bonuses from this race other than described here.
Age
A cyborg’s age varies greatly depending on the individual. An elf-based cyborg with a chassis modifier could live until they rusted away, while a goblin-based cyborg could die before her tenth birthday
Alignment
A cyborg’s alignment varies just as their age. Some find themselves beholden to their creators while others revolt against.
Size
Your size is that of your base race
Speed
Your speed is that of your base race
Languages
You can speak common and a language available to your base race
Wrought of steel
Your armor class increases by 1.
Modifications
A cyborg gains two modifications of their choice.
Modification: eye
Vital stats: Wisdom & Intelligence
Vital strike
You can sacrifice 20’ of movement to add +2 to your next attack roll’s natural roll, to a maximum of 20. You must spend a turn to be able to use this ability again
Darkvision
As an action on your turn, you can activate or deactivate your darkvision out to 60’ . While it is active, you can see in dim and dark light as though bright and in bright light as though dim.
Modification: arm
Vital stats: Strength & Dexterity
Tough punch
You can deal 1d6 of lethal or non-lethal damage with open hand attacks
Modification: chassis
Vital stats: Constitution
Life support
You are proficient in constitution checks and saving throws. Additionally, you may take advantage on a death saving throw once per rest.
Modification: brain
Vital stats: Intelligence and Wisdom
Clever
You are proficient in intelligence checks and saving throws.
Proficient
You gain proficiency in a skill and two tools or instruments of your choice.
Modification: shell
Vital stats: constitution
Iron skin
While not wearing armor your armor class equals 15 + your Dexterity modifier
Modification: leg
Vital stats: Strength & Dexterity
Quick on the feet
Your movement speed increases by 10’
Spring calves
When performing a long or high jump the distance needed to run is halved, and the distance you can cover is doubled
(P.s It's a steampunk-y floating islands campaign)
Ability score increases
A cyborg gains +2 to any one stat of their choice and +1 to any other, but can only apply these to their modifier’s vital stats
Base race
A cyborg has a race that they were built from. They don’t get any racial bonuses from this race other than described here.
Age
A cyborg’s age varies greatly depending on the individual. An elf-based cyborg with a chassis modifier could live until they rusted away, while a goblin-based cyborg could die before her tenth birthday
Alignment
A cyborg’s alignment varies just as their age. Some find themselves beholden to their creators while others revolt against.
Size
Your size is that of your base race
Speed
Your speed is that of your base race
Languages
You can speak common and a language available to your base race
Wrought of steel
Your armor class increases by 1.
Modifications
A cyborg gains two modifications of their choice.
Modification: eye
Vital stats: Wisdom & Intelligence
Vital strike
You can sacrifice 20’ of movement to add +2 to your next attack roll’s natural roll, to a maximum of 20. You must spend a turn to be able to use this ability again
Darkvision
As an action on your turn, you can activate or deactivate your darkvision out to 60’ . While it is active, you can see in dim and dark light as though bright and in bright light as though dim.
Modification: arm
Vital stats: Strength & Dexterity
Tough punch
You can deal 1d6 of lethal or non-lethal damage with open hand attacks
Modification: chassis
Vital stats: Constitution
Life support
You are proficient in constitution checks and saving throws. Additionally, you may take advantage on a death saving throw once per rest.
Modification: brain
Vital stats: Intelligence and Wisdom
Clever
You are proficient in intelligence checks and saving throws.
Proficient
You gain proficiency in a skill and two tools or instruments of your choice.
Modification: shell
Vital stats: constitution
Iron skin
While not wearing armor your armor class equals 15 + your Dexterity modifier
Modification: leg
Vital stats: Strength & Dexterity
Quick on the feet
Your movement speed increases by 10’
Spring calves
When performing a long or high jump the distance needed to run is halved, and the distance you can cover is doubled