Cybernetic Creature (3.5e Race)

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Cybernetic Creatures[edit]

Cybernetic Creatures are creatures that, for one reason or another, have had parts of their bodies replaced with electronic implants. Often military combatants who are severely injured in combat or people involved in a dire accident, these people have enhanced themselves with cutting-edge cybernetic tech.

Personality[edit]

A Cybernetic Creature will typically act just how it did in real life. Typically, cause for cybernetics will play a part here, especially if the Cybernetic Creature suffered an accident which left it in its cybernetic state.

Physical Description[edit]

The average height of a cyborg will typically be the same as the base race before becoming a cybernetic creature, if not more or less. The same can be said for all physical descriptions. The key difference will be the different portions of the creature's body which are made of metal, and they may be missing an eye or two, which will be glowing.

Relations[edit]

Same as base creature.

Alignment[edit]

Same as base creature.

Lands[edit]

Same as base creature.

Religion[edit]

Any.

Language[edit]

Same as base creature.

Names[edit]

Same as base creature.

Racial Traits[edit]

  • All cybernetic creatures gain a +2 to Strength, Dexterity and Constitution
  • Humanoid
  • Size varies: Cybernetic Creatures have the same size as the base creature.
  • Cybernetic Creature's base land speed is 10 feet greater than usual.
  • (Ex) Cybernetic Enhancements: A Cyborg may select cybernetic enhancements from the list below:
    • Enhanced Hydraulics: Gain another +4 bonus to strength, and +10 movement speed, but -2 AC penalty from weight.
    • Nimble Model: +15 movement speed, +4 Dex, +2 climb, Jump, Move Silently, Sleight of Hand, and Tumble checks, but -1 AC penalty from thin armor.
    • Enhanced Optics: +4 Wisdom, Low light Vision, 50 ft Darkvision, and can use thermal vision to see temperature variations within 40 ft.
    • Combat Model: +2 Str and Con, DR 2/-
    • Heavy Model: +4 Str, -6 Dex, +4 armor bonus to AC, -15 movement (minimum 10), DR 4/-
    • Assassin Model: +4 Dex, +2 bonus to Escape Artist, Hide, and Move Silently.
    • Camouflage: Mimic the effects of a Greater Invisibility spell 3 times per day, for 5 rounds.
    • Jet Boosters: Gain a fly speed of 60 ft (average).
    • Brain Implant: +2 Int and Wisdom.
  • Level Adjustment: +2

Vital Statistics[edit]

Base Starting Age: As base creature. The creature gains the same bonuses for aging as they would as a normal member of their race.

Base Height: As base creature.


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