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- Cyber-Ninja
- A Cyber-Ninja adds Knowledge(Engineering) instead of Knowledge(Nobility) to his class skills.
- Technological Attunement
- A cyber-ninja's nervous system interfaces effortlessly with cybertech, and he uses his willpower and determination to control it instead of his cognitive functions. He uses his Charisma score instead of his Intelligence score to determine the limit of cybertech he has implanted in his body, and adds half his level to his Charisma score for this purpose.
- This feature replaces poison use and the 2nd-level ninja trick.
- Inner Fuel Cells
- A cyber-ninja possesses an inner reservoir of fuel cells that allow him to power technological items. A cyber-ninja's inner fuel cells hold a maximum number of charges equal to half his level (minimum 1), and restores his charges each day after 8 hours of rest. Treat the cyber-ninja as a technological item powered by batteries for the purpose of spells and effects that add or drain charges from technological items. The inner fuel cells are considered cybertech, but take up no slots nor do they count towards the limit of cybertech the cyber-ninja can have implanted, and have no value beyond scrap if harvested from his body.
- Whenever a cyber-ninja activates a technological item that requires charges, he can instead expend charges from his inner fuel cells to activate it.
- This feature replaces ki pool. If the cyber-ninja would gain a ki pool in any other way, he instead adds his Charisma modifier to the maximum number of charges his inner fuel cells can hold.
- Scramble Sensors
- At 3rd level, the cyber-ninja is adept at avoiding detection from robots and technological sensors. He gains a +1 bonus to Stealth, Disguise and Bluff checks against robots and technological traps. Every three levels afterwards, this bonus increases by one.
- This feature replaces No Trace.
- Surging sneak attack
- At 8th level, a cyber-ninja that deals sneak attack damage with an unarmed strike, natural attack, or a weapon made mostly of metal can expend 1 charge from his inner fuel cells to transmit an electric shock through his enemy, dealing 1 additional point of energy damage for every die of sneak attack damage rolled. This is more effective against robots and creatures with implanted cybertech, who instead take 1d4 electricity damage per sneak attack die.
- This replaces the ninja trick gained at 8th level.
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