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- Cybermancer
- Entry Requirements
- Skills: Technology 8 ranks, Arcana 8 Ranks
- Spellcasting: Ability to prepare and cast 3rd level Arcane spells
- Special: Must read and prepare their spells from a Laptop.
- The Cybermancer
- Hit Die: D4
- BAB Fort Ref Will Special Spells per Day
- 1st +0 +0 +0 +2 Ghost in the Machine +1 level of arcane spellcasting class
- 2nd +1 +0 +0 +3 Machine Empathy +1 level of arcane spellcasting class
- 3rd +1 +1 +1 +3 --- +1 level of arcane spellcasting class
- 4th +2 +1 +1 +4 Big Deal on the Internet +1 level of arcane spellcasting class
- 5th +2 +1 +1 +4 Rebuke & Command Robotics +1 level of arcane spellcasting class
- 6th +3 +2 +2 +5 Improved Machine Empathy,
- Improved Ghost in the Machine +1 level of arcane spellcasting class
- 7th +3 +2 +2 +5 Online Casting +1 level of arcane spellcasting class
- 8th +4 +2 +2 +6 --- +1 level of arcane spellcasting class
- 9th +4 +3 +3 +6 Going Viral +1 level of arcane spellcasting class
- 10th +5 +3 +3 +7 Deus Ex Machina +1 level of arcane spellcasting class
- Spells per Day
- When a new cybermancer level is gained, the character gains new spells per day as if he had also gained a level in
- whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any
- other benefit a character of that class would have gained. This essentially means that he adds the level of cybermancer
- to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.
- Ghost in the Machine:
- At 1st Level, a Cybermancer begins their dominance over machines. A number of times per day equal to their cybermancer level,
- they may hack a machine from a distance of up to 30ft. They need not have line of sight, but must be aware of it and have seen it at least once.
- This is a supernatural ability.
- At 6th level, once a Cybermancer has hacked a machine with Ghost in the Machine, they may permanetly operate it at range, until the machine
- needs to be hacked again.
- Machine Empathy
- At 2nd Level, a Cybermancer can assert their dominion over unfamiliar machines. They gain a +2 competence bonus with any electronic or mechanical device,
- and may make any skill check involving technology untrained. At 6th level, this increases to a +4 competence bonus.
- Big Deal On The Internet
- As a Cybermancer grows, their popularity on the internet also grows. At 4th level, a number of times per day equal to their class level,
- they may call on their legion of fans about odd bits of lore. Treat as a bardic knowledge check.
- Rebuke & Command Robotics
- At 5th level, a Cybermancer gains a direct form of command. They gain the ability to Rebuke and Command robots and golems made of metal,
- as a cleric rebukes undead. Their Cybermancer level is their effective Cleric level, and they may rebuke up to 4 times per day plus their INT mod.
- Extra Turning may be taken and applied to this ability.
- Online Casting
- At 7th level, a cybermancer can cast spells through electronic devices. Normal seeing and hearing requirements apply.
- Range is determined from the caster to the pickup device (A keyboard, camera), and then from the device to it's target.
- Beyond any requirements the spell has for the target or caster to see or hear each other, the cybermancer must be able to somehow
- determine the location of her target unambiguously. The target gains a +4 circumstance bonus on their saving throw on any Online Spell
- Go Viral
- At 9th level, a cybermancer can infect even the mindless. Mind-Affecting spells used by a cybermancer may now affect constructs.
- Deus Ex Machina:
- At Level 10, you gain absolute dominion over the machines. A number of times per day equal to your class level, you may enter inside any machine
- that is currently on and able to be programmed. If this machine is connected to a network, you have access to all computers and machines connected
- to this network, and can travel between them at a rate of 10,000ft a round. Inside this realm, you gain a bonus equal to your class level on any
- technology rolls made to hack a device. Devices with no protection automatically obey commands you issue. If a machine is turned off while you are
- inside of it, you may elect to immedately appear in an unoccupied area outside the machine, or if it is connected to the network, immediately jump to another computer.
- You take all your gear with you, but not any riders. Treat Deus ex Machina as Planeshifting to a private demiplane in every other instance.
- Inside cyberspace, a Cybermancer continues to age, but shows no signs of it. They do not ever need to reach for their gear - merely summon
- it as a mental command, as if stored in a glove of storing, and dismiss it with a thought. A cybermancer has the limited capacity to take items to and from
- the real world to cyberspace - documents and pictures would have no issue, though a cybermancer might have trouble with a large document. Videos appear
- in a format of the cybermancer's choice, but if the video exceeds the capacity, it simply cuts off.
- The act of entering a machine is a supernatural ability, but exiting a machine - and all other aspects - are extraordinary abilties.
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