Fighter
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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