Anda di halaman 1dari 2

BASE STATS

Roll 1d4 and add to a base of 14


Created at 8th level
Class Notes-
The default class is fighter, with a special provision.
The player chooses their specialty (Melee or Ranged) and they keep track of their BAB separately. The PC may
have their specialty up to 3 pts higher than the BAB that would be normal, with a corresponding reduction in their
non-specialty BAB. Example- Aya’s normal BAB is 10; He selects his specialty as Melee. His New Melee Base
Attack Bonus is 13, while his New Ranged Base Attack Bonus is 7, then his stat bonuses are added.
Immortal
Hit Dice: Increase by one die type to a maximum of d12, including dice from character classes.
AC: Base creature gains an invisible supernatural aura that grants it a permanent, continuous deflection bonus of +4
to its Armor Class. This protective aura is identical in all other respects to the mage armor spell. For the purpose of
dispelling and all other effects, the caster level of this aura is as a 20th-level sorcerer. If it is dispelled or suppressed,
the immortal can reestablish the aura as a free action on its next turn.
Special Qualities: An immortal has all the special qualities of the base creature and gains the following additional
abilities:
Energy Resistances (Su): Immortals have acid, cold, electricity, and fire resistance of 5.
Fast Healing (Su): Immortals have fast healing 3 and will slowly regenerate lost limbs over a period of days equal to
the damage that removed the limb.
Immunities (Su): Immortals are immune to disease and death from massive damage.
Timeless Body (Ex): An immortal’s body does not age, nor can it die from age, starvation, or thirst; however it can
be weakened to the point of near-immobility by these factors. Immortals do not need to sleep, but many new to the
condition still do to refresh their minds.
Abilities: Modify the base creature as follows: Strength +2, Constitution +2, Charisma +4.
ECL: +2.

Elemental Adept-Earth
Granted Power- An Earth elemental adept may fall from any height, as Mother Earth refuses to harm one of her
children in this fashion. This ability is at will and takes effect even if the Adept is unconscious. The Adept also gains
their Charisma modifier to all Craft checks involving stone, rocks or gems.
Elemental Adept- Metal
Granted Power- A Metal Elemental gains a deflection bonus equal to their Charisma bonus to attacks against
ferrous materials (arrows, blades, rail-gun rounds), as well as any Craft checks involving metal items.

Psychically-Unlocked
3 Psychic Attack or Defense Modes, Telepathy- 100ft

NuCybe Add-ons
Neural Net- This allows you to access and make use of any NuCybe gear. A permanent implant that adjusts to your
particular genetic profile

GEAR
Limb Bracers- These are metallic NuCybe bands around the upper or lower limbs that extend to cover the limb
from below the bracer. When active, they will automatically link up and cover the body space between them with a
armor plated shell. Bracers automatically protect (SP16) and strengthen (Str score +5) the limb in question. A
human may wear 3 bracers per limb for total coverage (bicep/forearm./hand) or (thigh/shin/ankle). The Strength
boost does not stack.
Muscle T Bracer- This is a bracer that covers the waist, shoulders and neck. When active ,they extend a reinforced
body shell that , combined with bracers, raises the wearer’s Strength by +12. Muscle T’s have four hardpoints for
mounting gear, two on the shoulders and two on the waist.
Gauntlets- These are bracers with mounts for large weapons that require full hand support. Resembling a fingerless
glove, the Gauntlet integrates itself automatically with any bracers or rings the wearer possesses, extending its mods
from a hardpoint on top
Rings- Rings mini-bracers designed to integrate one cybercapacity. They are worn around fingers, toes or in/around
more personal parts of the anatomy.

Anda mungkin juga menyukai