Cyborg
Cyborgs are creatures that have replaced so much of their bodies with cybernetics on Mechanus as to become aberrations.

This template can be applied to any corporeal creature with an intelligence score and discernable arms, legs, torso, eyes, and ears.  It is an acquired template.

Personality: Cyborgs are generally either military personell or those who wish to prolong their lives and drastically improve their capabilities without completely sacrificing their natural body. They tend to have somewhat superior attitudes towards others, including cybers and androids. They are fairly more daring and outgoing than others because they have so much more going for them.

Physical Description: Cyborgs are creatures that have replaced their secondary arm, hip, and leg, their primary forearm, hand, shin, and foot, plus their left upper torso with cybernetics. They also have a cybernetic plate on the left side of their face that runs down the neck to the shoulder this plate includes a cybernetic eye and ear. In addition, they have a cybernetic spine. Their augmentations and the genetic manipulation that is required for them to fully integrate with the augmentations allow them to generally live three times as long as normal and some have reportedly been able to stop the aging processes. Cyborgs can be left or right handed. Cyborgs are split fairly even between wanting to show off their enhancements and wanting to keep their advantages concealed. Cyborgs can have their cybernetics' appearance customized to their liking.

Relations: Cyborgs have the same relations with others as thier race so long as the race or individual is not disdainful of technology. Cybers and Cyborgs generally are not on good terms, though they are not hostile towards one another. Cybers see Cyborgs as giving up their humanity and Cyborgs see Cybers as being dabblers when they could be so much more.

Alignment: As base creature.

Cyborg Lands: As base creature.

Religion: Cyborgs are usually sporatic worshipers and often reserve worship for deities of knowledge.

Language: As base creature.

Names: Cyborgs tend to take on new, invented, or exotic names.

Adventurers: Cyborgs usually have themselves augmented for the sole purpose of adventuring and therefore almost all cyborgs take up the adventuring lifestyle.

Type changes to Aberration (Cyber, base creature's subtypes)

STR +4, DEX +2, CON +2

speeds increase by 10 ft.
add a 10 ft. climb speed (+8 bonus to climb checks, can take 10 on all climb checks) if none exists

Natural Armor: +2 increase

DR (EX):  5/bludgeoning or piercing

ER (EX): electricity 5 increase

+2 racial bonus to saves vs. poison and disease

Energy Signature Vision (EX): Cyborgs can see objects, terrain, beings, etc. by the energy signatures given off by all things, this allows them to foil all methods of obscurring vision except for visible illusions, which give off an energy signature due to the magical power that powers them and therefore they still show up, this vision does not penetrate solid, physical, opaque barriers (i.e. stone, clay, mud, wood, etc.), creatures with 10 HD+ more than the Cyborg cause this form of vision to "white out" rendering it useless in their presence, this form of vision can be activated and deactivated without using any action

Database (EX): Cyborgs can identify any creature, location, or feature (either specific or general) that they have some general knowledge of simply by viewing it with their cybernetic eye, this requires a full-round action that provokes attacks of opportunity

Palm Blaster (EX): Cyborgs have a more advanced blaster than Cybers, useable as a ranged weapon, ranged touch attack, 150 ft. range with no increments, a hand must be free, successful attacks deal 1d4 + INT bonus pure energy damage

+2 racial bonus to Appraise, Decipher Script, Forgery, Listen, Search, and Spot checks

Favored Class: As base creature or Fighter

Automatic Languages: As base creature
Bonus Languages: As base creature

CR +2
LA +3

Age
Adult:  as base creature
Other age classifications are triple those of base creature or physical aging stops all together with an additional modification costing 200 gp per HD and 500 gp per size category

Height and Weight as base creature

Sleep - normal -2 hrs. (min. 1 hr. for creatures that normally sleep at lest 1 hr.)
Eating - 3/4 normal
Drinking - 3/4 normal
Breathing - normal
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