Rogue
Base Class: Rogue

Shinobibot (Rogue) Many of the ninja clans changed dramatically with the coming of the ceramians, utilizing science in place of the more mundane arts of ninjutsu. Through a regimen of concoctions and meditation, your body has become a shrine to technology that gradually incorporates more and more augmetics into your physical form.

  • Implanted Agent
    At 3rd level, your proficiency bonus is doubled for any ability check you make to activate, build, conceal, hide, or understand technology. You also gain one of the following augmetics: electrolens or hornear. This augmetic does not increase your Haitoku score.
  • Augmented Agent
    At 9th level, you gain either one additional augmetic from the previous list, or one of the following augmetics: steam arm or steam leg. This augmetic does not increase your Haitoku score.
  • Steametic Agent
    At 13th level, you gain either two augmetics chosen from the previous augmetic lists, or one of the following augmetics: telescopic arm or telescopic leg. These augmetics do not increase your Haitoku score.
  • Valuable Agent
    At 17th level, you gain two augmetics chosen from the previous augmetic lists, and an electroheart (you do not gain vulnerability to lightning). These augmetics do not increase your Haitoku score.

Implanted Agent

Implanted Agent At 3rd level, your proficiency bonus is doubled for any ability check you make to activate, build, conceal, hide, or understand technology. You also gain one of the following augmetics: electrolens or hornear. This augmetic does not increase your Haitoku score.

Electrolens

Electrolens Augmetic Uncommon; +1 Haitoku This large eyepiece crackles with energy, granting its wearer darkvision to a range of 60 feet. If the wearer already has darkvision, its range increases by 30 feet. An electrolens has 20 hit points.

Hornear Augmetic

Hornear Augmetic Uncommon; +1 Haitoku This precisely crafted long brass horn is mounted into a wearer’s ear, more than tripling in size on the exterior end. The wearer gains advantage on sound-based Perception checks and becomes able to hear all the frequencies animals can hear. By installing a second hornear augmetic the wearer gains blindsight 15 feet. A hornear augmetic has 20 hit points.

Augmented Agent

Augmented Agent At 9th level, you gain either one additional augmetic from the previous list, or one of the following augmetics: steam arm or steam leg. This augmetic does not increase your Haitoku score. Steametic Agent

Steam Arm

Steam Arm Augmetic Uncommon; +1d4 Haitoku This metal and piston arm is mounted over a wearer's severed arm stump. The wearer’s Strength increases by 2 and the maximum score for its Strength increases by 1. The wearer becomes proficient at striking with its steam arm as a weapon that deals 1d6 bludgeoning damage. A steam arm has 30 hit points.

Steam Leg Augmetic

Steam Leg Augmetic Uncommon; +1d4 Haitoku This clockwork prosthesis is installed over a wearer’s severed leg, above the knee. The wearer’s Dexterity increases by 2 and the maximum score for its Dexterity increases by 1. For each additional steam leg augmetic installed, the wearer's speed increases by 5 feet. The wearer’s unarmed strike damage increases to 1d6. A steam leg has 30 hit points.

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