Base Class: Fighter
A cyborg enhanced with cybernetics, destructive weaponry and enhanced sensors, a true force to fear on the battlefield.
Incineration Blazers
Your arms have been cyberneticaly enhanced with incineration canons, every 3 levels they increase in damage, starting at level 4 with 1d6 damage and 1d6 fire damage, at level 7 2d6 damage and 2d6 fire damage, at level 10 3d6 damage and 3d6 fire damage, at level 13 4d6 damage and 4d6 fire damage at level 16 5d6 damage and 4d6 fire damage, at level 19 5d6 damage and 5d6 fire damage.
Enhanced motors and servos
Your servos and motors are enhanced and work at a higher capacity. +1 to Dex and Str.
Enhanced Optics
Your optical lenses have been optimised to work at a higher capacity allowing you to see and better track actions. +1 Dex and perception.
Detachable limbs
Your limbs have become magnetically attached, you can detach and control your limbs independently and can even reconnect your torso after it has been sawn in half.
Self repair
You can lightly repair yourself in the midst of combat. 1d8 health back, one action per turn. Becomes 2d8 at 12 level.
Reinforced core
Your central torso and small parts of your limbs have been reinforced. You drop to 1 hp before death. + 2 ac
Enhanced servos
Every joint in your body can rotate 360 degrees and your legs move more freely. +15 speed.
Magnum Overdrive
You use your Incineration Blazers and extra weaponry at full blast unleashing a torrent of explosions, flame and destruction.
Rocket limbs
Your elbows, fists, knees, heels and toes have micro jets in the allowing them to be accelerated into an extreme velocity for even more damage. +5 damage to all melee attacks
Double fist incinerator
You use both of your incineration canons in tandem clenching both fists together to become one. You unleash a beam of fire, lightning and destruction. 3d8 damage 3d8 fire damage on failed save. DC 18
Overdrive
Your internal operating system works at 100% capacity allowing you to do greater things and enhance your attacks. +1 Int, Dex, Str. +5 passive perception. Ability to use adaptable.
Overclock Magnetron.
You open your chest removing your internal power supply and affix it to one of your arms, doing this limits mobility and only allows you to do basic functions. The limb it is attached to is completely overclocked doubling its effects and damage. You can only use it once per short rest, using it more than once without resting will result in diminishing returns and exhaustion. Using it 3 times without resting will result in maximum exhaustion, and you will drop to 1 hp.
Full Arsenal Assault.
You overclock your entire body, using everything you've got. Every action has double the roll, all damage is tripled. All stats are doubled. Doing this results in overheating, in which you suffer maximum exhaustion and can do nothing. You can make no actions for 10 turns after using this, or until you are able to take an extended long rest.
Hydra rockets
You are able to use hydra rockets fired from your back. They are target lock weapons. They are a can trip. You fire 6 rockets each doing 1d6 damage. DC 15 on a failed save 6 rockets hit. On a successful 3.
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Posted May 25, 2022This is Franky on crack
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Posted Dec 14, 2020Absolutely terrible, written by someone who doesn't play the game. A player convinced my idiot DM to let them play it and completely ruined the campaign. Delete this
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Posted Dec 12, 2020read it now made the greatest character ever...
at least i think so probebly
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Posted Dec 10, 2020havent read it yet but still sounds awsome
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Posted Aug 8, 2019Pretty OP, you should add some level restrictions