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  1. Cybermancer
  2.  
  3. Entry Requirements
  4.  
  5. Skills: Technology 8 ranks, Arcana 8 Ranks
  6. Spellcasting: Ability to prepare and cast 3rd level Arcane spells
  7. Special: Must read and prepare their spells from a Laptop.
  8.  
  9. The Cybermancer
  10.  
  11. Hit Die: D4
  12. BAB Fort Ref Will Special Spells per Day
  13. 1st +0 +0 +0 +2 Ghost in the Machine +1 level of arcane spellcasting class
  14. 2nd +1 +0 +0 +3 Machine Empathy +1 level of arcane spellcasting class
  15. 3rd +1 +1 +1 +3 --- +1 level of arcane spellcasting class
  16. 4th +2 +1 +1 +4 Big Deal on the Internet +1 level of arcane spellcasting class
  17. 5th +2 +1 +1 +4 Rebuke & Command Robotics +1 level of arcane spellcasting class
  18. 6th +3 +2 +2 +5 Improved Machine Empathy,
  19. Improved Ghost in the Machine +1 level of arcane spellcasting class
  20. 7th +3 +2 +2 +5 Online Casting +1 level of arcane spellcasting class
  21. 8th +4 +2 +2 +6 --- +1 level of arcane spellcasting class
  22. 9th +4 +3 +3 +6 Going Viral +1 level of arcane spellcasting class
  23. 10th +5 +3 +3 +7 Deus Ex Machina +1 level of arcane spellcasting class
  24.  
  25. Spells per Day
  26. When a new cybermancer level is gained, the character gains new spells per day as if he had also gained a level in
  27. whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any
  28. other benefit a character of that class would have gained. This essentially means that he adds the level of cybermancer
  29. to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.
  30.  
  31. Ghost in the Machine:
  32. At 1st Level, a Cybermancer begins their dominance over machines. A number of times per day equal to their cybermancer level,
  33. 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.
  34. This is a supernatural ability.
  35. 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
  36. needs to be hacked again.
  37.  
  38. Machine Empathy
  39. At 2nd Level, a Cybermancer can assert their dominion over unfamiliar machines. They gain a +2 competence bonus with any electronic or mechanical device,
  40. and may make any skill check involving technology untrained. At 6th level, this increases to a +4 competence bonus.
  41.  
  42. Big Deal On The Internet
  43. 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,
  44. they may call on their legion of fans about odd bits of lore. Treat as a bardic knowledge check.
  45.  
  46. Rebuke & Command Robotics
  47. 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,
  48. 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.
  49. Extra Turning may be taken and applied to this ability.
  50.  
  51. Online Casting
  52. At 7th level, a cybermancer can cast spells through electronic devices. Normal seeing and hearing requirements apply.
  53. Range is determined from the caster to the pickup device (A keyboard, camera), and then from the device to it's target.
  54. Beyond any requirements the spell has for the target or caster to see or hear each other, the cybermancer must be able to somehow
  55. determine the location of her target unambiguously. The target gains a +4 circumstance bonus on their saving throw on any Online Spell
  56.  
  57. Go Viral
  58. At 9th level, a cybermancer can infect even the mindless. Mind-Affecting spells used by a cybermancer may now affect constructs.
  59.  
  60. Deus Ex Machina:
  61. 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
  62. 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
  63. 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
  64. 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
  65. 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.
  66. 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.
  67. 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
  68. 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
  69. the real world to cyberspace - documents and pictures would have no issue, though a cybermancer might have trouble with a large document. Videos appear
  70. in a format of the cybermancer's choice, but if the video exceeds the capacity, it simply cuts off.
  71. 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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