Baron Corm
2007-12-03, 03:43 AM
See, the fun part about this is the example creatures. I'll post some tomorrow, this late-night idea made me stay up way past my bedtime already.
Creating A Cyborg
"Cyborg" is an acquired template that can be added to any corporeal creature other than a construct or cyborg (referred to hereafter as the base creature).
Size and Type
The creature’s type changes to Cyborg (same immunities as Construct and its base type, but 50% chance or otherwise affected as normal). It retains any subtypes. It receives half the normal amount of bonus HP for a construct of its size. It uses all other of the base creature’s statistics and special abilities except as noted here.
Hit Dice
Half of the cyborg's racial Hit Dice (rounding down) become Construct HD. The other half (including the remainder), as well as any HD from class levels, remain unchanged.
The cyborg has his maximum hit points divided into two types; Construct and his normal type. When the cyborg takes hit point damage, the damage has a 50% chance of being to either of the two types. The Construct hit points can only be healed by spells such as the repair minor wound line, while the other type can only be healed by spells which would normally heal it. If successfully struck by an effect which targets Constructs or his base type only, and that effect strikes the wrong side, it has no effect.
Speed
If the base creature can fly, its maneuverability rating increases to good. If it had perfect maneuverability, it does not decrease.
Armor Class
Natural armor bonus increases by a number based on the cyborg’s size:
Fine: +3
Dimunitive: +6
Tiny: +8
Small: +9
Medium: +10
Large: +11
Huge: +12
Gargantuan: +14
Colossal: +17
Base Attack
A cyborg has a base attack bonus as appropriate for its Hit Dice and class levels.
Attacks
A cyborg retains all the natural weapons, manufactured weapon attacks (though many cyborgs drop these in favor of a special attack, below), and weapon proficiencies of the base creature. A cyborg also gains a slam attack.
Damage
Manufactured weapon attacks deal damage normally. Natural weapons have their damage dice upgraded two steps. Natural weapons which deal piercing or slashing damage also have their critical ranges doubled. A slam attack deals 1d8 damage for a Medium-sized creature. (Use the base creature’s newly-upgraded slam damage if it’s better.)
Special Attacks
A cyborg retains all of the base creature’s special attacks. In addition, it may choose one or more of the following special attacks, depending on how many body slots it has available:
Rocket Launcher/EMP (Su)
One of the cyborg's hands is capable of retreating into the arm, creating an opening which fireballs or lightning bolts dealing 1d6 damage per HD can be shot out of every 2d4 rounds (Reflex save DC 10 + 1/2 HD + Constitution modifier half). Switching from hand to rocket launcher/EMP is a swift action, while shooting rockets/EMPs is a standard action. The rocket/EMP can alternatively come out of the cyborg's chest. This otherwise functions as the fireball or lightning bolt spell.
A cyborg cannot use a claw attack or manipulate objects with the hand its rocket launcher/EMP is in while it is activated, though it can still use its slam attack if it has one.
Laser (Su)
One of the cyborg's eyes is capable of firing a colored beam of magical energy which functions as a disintegrate spell dealing 2d6 damage per HD (Fortitude save DC 10 + 1/2 HD + Constitution modifier for 5d6 damage, or 1 damage if the spell normally deals less than 20d6 damage) every 3d4 rounds. The laser can alternately come out of a cannon on the cyborg's shoulder. This otherwise functions as the disintegrate spell.
Homing Missiles (Su)
One of the cyborg's hands is capable of retreating the fingers inwards and firing magic missiles dealing 1d4+1 damage every 1d4 rounds. A cyborg fires one missile per two HD. Retreating the fingers inwards and returning them to normal is a swift action, while firing homing missiles is a standard action. The missiles can alternatively come out of the cyborg's wrist or arm. This otherwise functions as the magic missiles spell.
If a special attack is added to the same creature more than once, they may be used together in the same standard action, but retain their separate cooldowns.
Special Qualities
A cyborg retains special qualities of the base creature. It receives the following special qualities:
Damage Reduction (Ex)
The cyborg has damage reduction 5/adamantine.
Spell Resistance (Ex)
The cyborg has spell resistance equal to 10 + its HD. A spell which targets either its base type or constructs has a 50% chance to fail, and even if it succeeds it only has half effect (duration, damage, etc. is halved).
Imposing (Ex)
The cyborg receives a +1 bonus/2 HD on Intimidate checks. It adds +1/4 HD to the DC of any frightening presence-like special qualities.
In addition, the cyborg may choose one or more of the following special qualities, depending on how many body slots it has available:
Wheels (Su)
The cyborg has wheels instead of legs, preventing it from being knocked down or bull-rushed. In addition, its base land speed is doubled. It gains a swim speed equal to its original land speed.
Targeting System (Su)
One of the cyborg's eyes has sensors which give the cyborg pinpoint accuracy and enhanced vision. They require a swift action for activation and deactivation. The cyborg receives a bonus on attack rolls, Search checks, and Spot checks equal to half of its HD. In addition, it has infrared vision; it does not have to make spot checks to notice a hidden creature unless somehow fooled. The targeting system can alternatively be built into they cyborg's shoulder and then brought to cover his eye via a small metallic arm.
Enhanced Chassis (Ex)
The cyborg's damage reduction is improved by 5/adamantine.
Saves
Base save bonuses are as normal for the cyborg's HD.
Abilities
A cyborg's Strength increases by 4. Add an additional 4 to Strength for each size catagory above medium, and subtract 2 for each size catagory below medium other than small. A cyborg's Dexterity, Constitution, and Charisma scores are decreased by 2 for each bonus special ability or special attack that they have (minimum 1, but see below).
If these changes would bring the cyborg's Constitution score below 10, he has a Constitution score of -.
Skills
A cyborg has skills as appropriate for its HD.
Feats
A cyborg retains all of the feats of its base creature.
Environment
Any.
Organization
Any.
Challenge Rating
+2, +1 for every two bonus special attacks or special qualities, or +1 for each bonus special attack or special quality once Constitution - is reached.
Treasure
As normal.
Alignment
One step closer to neutral than the base creature.
Advancement
The cyborg alternates between its original type and Construct in a manner that keeps them in equal amounts, with the original type taking precedence. Otherwise as the base creature.
Level Adjustment
+2, +2 for each bonus special attack, or +1 for each bonus special quality.
Construction
A cyborg can be created by magically fusing the base creature with 1,250 pounds of pure iron (for a Medium-sized creature), smelted with rare tinctures and admixtures costing at least 2,500 gp. Fusing the base creature with the mechanical components requires a DC 17 Heal check and a DC 17 Craft (armorsmithing) check. Adding any special attacks also requires a DC 17 Craft (weaponsmithing) check.
CL 14th; Craft Construct, feeblemind, geas/quest, fireball, magic missile, disintegrate, limited wish, caster must be at least 14th level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP
Creating A Cyborg
"Cyborg" is an acquired template that can be added to any corporeal creature other than a construct or cyborg (referred to hereafter as the base creature).
Size and Type
The creature’s type changes to Cyborg (same immunities as Construct and its base type, but 50% chance or otherwise affected as normal). It retains any subtypes. It receives half the normal amount of bonus HP for a construct of its size. It uses all other of the base creature’s statistics and special abilities except as noted here.
Hit Dice
Half of the cyborg's racial Hit Dice (rounding down) become Construct HD. The other half (including the remainder), as well as any HD from class levels, remain unchanged.
The cyborg has his maximum hit points divided into two types; Construct and his normal type. When the cyborg takes hit point damage, the damage has a 50% chance of being to either of the two types. The Construct hit points can only be healed by spells such as the repair minor wound line, while the other type can only be healed by spells which would normally heal it. If successfully struck by an effect which targets Constructs or his base type only, and that effect strikes the wrong side, it has no effect.
Speed
If the base creature can fly, its maneuverability rating increases to good. If it had perfect maneuverability, it does not decrease.
Armor Class
Natural armor bonus increases by a number based on the cyborg’s size:
Fine: +3
Dimunitive: +6
Tiny: +8
Small: +9
Medium: +10
Large: +11
Huge: +12
Gargantuan: +14
Colossal: +17
Base Attack
A cyborg has a base attack bonus as appropriate for its Hit Dice and class levels.
Attacks
A cyborg retains all the natural weapons, manufactured weapon attacks (though many cyborgs drop these in favor of a special attack, below), and weapon proficiencies of the base creature. A cyborg also gains a slam attack.
Damage
Manufactured weapon attacks deal damage normally. Natural weapons have their damage dice upgraded two steps. Natural weapons which deal piercing or slashing damage also have their critical ranges doubled. A slam attack deals 1d8 damage for a Medium-sized creature. (Use the base creature’s newly-upgraded slam damage if it’s better.)
Special Attacks
A cyborg retains all of the base creature’s special attacks. In addition, it may choose one or more of the following special attacks, depending on how many body slots it has available:
Rocket Launcher/EMP (Su)
One of the cyborg's hands is capable of retreating into the arm, creating an opening which fireballs or lightning bolts dealing 1d6 damage per HD can be shot out of every 2d4 rounds (Reflex save DC 10 + 1/2 HD + Constitution modifier half). Switching from hand to rocket launcher/EMP is a swift action, while shooting rockets/EMPs is a standard action. The rocket/EMP can alternatively come out of the cyborg's chest. This otherwise functions as the fireball or lightning bolt spell.
A cyborg cannot use a claw attack or manipulate objects with the hand its rocket launcher/EMP is in while it is activated, though it can still use its slam attack if it has one.
Laser (Su)
One of the cyborg's eyes is capable of firing a colored beam of magical energy which functions as a disintegrate spell dealing 2d6 damage per HD (Fortitude save DC 10 + 1/2 HD + Constitution modifier for 5d6 damage, or 1 damage if the spell normally deals less than 20d6 damage) every 3d4 rounds. The laser can alternately come out of a cannon on the cyborg's shoulder. This otherwise functions as the disintegrate spell.
Homing Missiles (Su)
One of the cyborg's hands is capable of retreating the fingers inwards and firing magic missiles dealing 1d4+1 damage every 1d4 rounds. A cyborg fires one missile per two HD. Retreating the fingers inwards and returning them to normal is a swift action, while firing homing missiles is a standard action. The missiles can alternatively come out of the cyborg's wrist or arm. This otherwise functions as the magic missiles spell.
If a special attack is added to the same creature more than once, they may be used together in the same standard action, but retain their separate cooldowns.
Special Qualities
A cyborg retains special qualities of the base creature. It receives the following special qualities:
Damage Reduction (Ex)
The cyborg has damage reduction 5/adamantine.
Spell Resistance (Ex)
The cyborg has spell resistance equal to 10 + its HD. A spell which targets either its base type or constructs has a 50% chance to fail, and even if it succeeds it only has half effect (duration, damage, etc. is halved).
Imposing (Ex)
The cyborg receives a +1 bonus/2 HD on Intimidate checks. It adds +1/4 HD to the DC of any frightening presence-like special qualities.
In addition, the cyborg may choose one or more of the following special qualities, depending on how many body slots it has available:
Wheels (Su)
The cyborg has wheels instead of legs, preventing it from being knocked down or bull-rushed. In addition, its base land speed is doubled. It gains a swim speed equal to its original land speed.
Targeting System (Su)
One of the cyborg's eyes has sensors which give the cyborg pinpoint accuracy and enhanced vision. They require a swift action for activation and deactivation. The cyborg receives a bonus on attack rolls, Search checks, and Spot checks equal to half of its HD. In addition, it has infrared vision; it does not have to make spot checks to notice a hidden creature unless somehow fooled. The targeting system can alternatively be built into they cyborg's shoulder and then brought to cover his eye via a small metallic arm.
Enhanced Chassis (Ex)
The cyborg's damage reduction is improved by 5/adamantine.
Saves
Base save bonuses are as normal for the cyborg's HD.
Abilities
A cyborg's Strength increases by 4. Add an additional 4 to Strength for each size catagory above medium, and subtract 2 for each size catagory below medium other than small. A cyborg's Dexterity, Constitution, and Charisma scores are decreased by 2 for each bonus special ability or special attack that they have (minimum 1, but see below).
If these changes would bring the cyborg's Constitution score below 10, he has a Constitution score of -.
Skills
A cyborg has skills as appropriate for its HD.
Feats
A cyborg retains all of the feats of its base creature.
Environment
Any.
Organization
Any.
Challenge Rating
+2, +1 for every two bonus special attacks or special qualities, or +1 for each bonus special attack or special quality once Constitution - is reached.
Treasure
As normal.
Alignment
One step closer to neutral than the base creature.
Advancement
The cyborg alternates between its original type and Construct in a manner that keeps them in equal amounts, with the original type taking precedence. Otherwise as the base creature.
Level Adjustment
+2, +2 for each bonus special attack, or +1 for each bonus special quality.
Construction
A cyborg can be created by magically fusing the base creature with 1,250 pounds of pure iron (for a Medium-sized creature), smelted with rare tinctures and admixtures costing at least 2,500 gp. Fusing the base creature with the mechanical components requires a DC 17 Heal check and a DC 17 Craft (armorsmithing) check. Adding any special attacks also requires a DC 17 Craft (weaponsmithing) check.
CL 14th; Craft Construct, feeblemind, geas/quest, fireball, magic missile, disintegrate, limited wish, caster must be at least 14th level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP