Cyber-Knight
Cyber-knights are the greatest heroes in Rifts. They are pure, honest, and good. They help the helpless and bring justice to
the unjust. They also frequently
function as traveling lawmen, negotiating disputes and capturing outlaws. No one is entirely sure exactly where they
came from, or how they acquire their abilities.
Most are just happy that they exist.
Abilities: The core abilities for a Cyber-Knight will be
Strength to enhance their martial abilities, and Wisdom to know when to use
them. Many Cyber-Knights also have a
high Charisma.
Vitality: 1d12 plus Constitution modifier per level.
Requirements
Agent Level: 5+
Base Attack
Bonus: +3 or better
Sense
Motive: 6+
Psi-Sword:
8+
Feats: Cybered
Class Skills
The Cyber-Knight’s
class skills and key abilities are:
Class Skill Key
Ability
Balance Dex
Climb Str
Concentration Wis
Diplomacy Cha
Driver Dex
Gather Information Cha
Handle Animal Cha
Intimidate Str/Cha
Listen Wis
Sense Motive Wis
Spot Wis
Survival Wis
Swim Str
Tumble Dex
Skill Points at
Each Additional Level: 4 + Int
modifier.
Class Features
All of the
following are class features of the Cyber-Knight:
Class Feats: The Cyber-Knight gains the following feats at
1st level:
Armor
Proficiency (Light)
Armor
Proficiency (Medium)
Weapon
Group Proficiency (Melee)
Weapon
Group Proficiency (Handgun)
Weapon
Group Proficiency (Rifle)
Crusade: The Cyber-Knight is dedicated to eradicating
evil from this world. To this end,
whenever he spends action dice while in combat with a supernatural evil being,
he gains the benefit of two action dice.
This is the Cyber-Knight’s core ability.
Psi-Sword Mastery: The hallmark of the Cyber-Knight is his
psi-sword. As he grows in power, so too
does his sword. The Cyber-Knight adds
his class levels to his psion levels to determine the power of the
psi-sword. At 1st level, and
every two levels thereafter, he gains +1 to attacks made with his psi-sword.
Additionally,
at 1st level, activating the psi-sword is a free action. At 3rd level, the vitality cost of
activating the sword is reduced to 3. At
7th level, the cost is reduced to zero. At 5th level, the threat range of
the psi-sword is increased by 1, and by an additional 1 at 9th
level.
Dermal Plating: At 2nd level, the Cyber-Knight gains
the dermal plating cybernetic enhancement.
At 7th level, the dermal plating is improved.
Bonus Feat: At 4th and 8th levels,
the Cyber-Knight gains a bonus feat from either the psion or melee combat
trees.
Good Guys Always Win: The Cyber-Knight is not only a warrior
for good, but a passionate leader who can inspire others. Beginning at 4th level, a
Cyber-Knight may spend a half action offering encouragement to his allies, and
dire threats to his enemies. For a
number of rounds equal to his class level, all allies who witnessed the
encouragement will enjoy a +2 morale bonus to all attacks and saving
throws. At 8th level, this
bonus increases to +4.
Sterling Reputation: No matter where you go, people have heard of
Cyber-Knights. At 6th level,
a Cyber-Knight may trade on that reputation.
He may make favor checks of the local populace as though he had mediocre
connections.
Ultimate Sacrifice: One of the hallmarks of the Cyber-Knight’s
credo is the willingness to lay down his life to protect others. At 10th level, once per session,
the Cyber-Knight can convert any successful attack into a critical hit, without
spending an action die. This may be
declared after the attack roll is made, but must be declared before damage is
rolled. After the attack, the
Cyber-Knight loses all of his remaining vitality.
BAB: High
Fort: Low
Ref: Med
Will: Med
DB: Med
Init: Med
BP: Low
GP: High
No comments:
Post a Comment