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Cyborg; Class III Terminatorby Jamie Baty
Class III Terminator
Hit Dice: 20d10+20 (130 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares) (can't run)
Armour Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
Base Attack/Grapple: +15/+23
Attack: by weapon +24 melee (by weapon +8)
Full Attack: By weapon +24/+19/+14 melee (by weapon +8) and Slam +18 melee (2d6 +4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: Construct traits, Damage reduction 5/magic, darkvision 60ft., Living Breathing Creature, low-light vision
Saves: Fort +6, Ref +9, Will +9
Abilities: Str 27, Dex 17, Con -, Int 9, Wis 17, Cha 7
Skills: Gather Information +2, Hide +3, Intimidate +1, Listen +9, Sense Motive +7, Spot +9, Survival +7
Feats: Alertness, Cleave, Dodge, Improved Critical (by weapon), Improved Initiative, Power Attack, Weapon Focus (by weapon)
Environment: Any land
Organisation: Solitary, or Company (2-5)
Challenge Rating: 13
Treasure: 1d4 Alien Devices
Alignment: Always neutral
Level Adjustment: -
Cyborgs are alien machines built to perform difficult (often suicidal) tasks that are best performed by a human. They appear to be exceptionally tall and well-built male humans, indistinguishable from normal human beings. But their flesh was grown over a durasteel skeleton in big biotanks. And, while all of their organs, except for some sense organs, are tank-grown from cell clones, most have special electrical or computer augmentation (a tiny pacesetter that can be used to push the heart to extreme exertion, for example).
A set of computer chips in the brain accept programming beamed to the cyborg via any standard communications device. This allows them to be reprogrammed for a variety of tasks (even completely altering the cyborg's feat and skill set). Thanks to a special hardware feature, cyborgs will even accept self-destruct programming that stops their heart. All programming must be in a special code. Like the aliens who made them, cyborgs have a mastoid implant that allows them to use the alien communications network at any time.
Cyborg programming normally prevents them from harming humans or humanoids (including aliens). However, there exist illegal programs that can circumvent the safeguards built into the cyborgs at the factory. Using these, it is possible to modify an existing cyborg so that it becomes a cyborg terminator, a superlative killing machine feared throughout the galaxy.
Terminator programming gives cyborg proficiency with all simple and martial weapons. It prefers to use weapons, and when it does so and has a free hand, it may make a slam attack as a natural secondary attack. A terminator is usually armed with alien weaponry.
Damage Reduction (Su): A Class III cyborg has damage reduction of 5/magic.
Living, Breathing Creature (Ex): A Class III cyborg looks, acts, and feels like a normal human due to its flesh and enhanced organs (although these are not needed for the cyborg to function). Opponents need to succeed on a DC 25 Spot check to determine it is not a human. The DC decreases by 10 if the cyborg has been seen fighting in combat. Its true nature is also revealed if the cyborg receives more than 25% of its total hp in damage. Unlike normal constructs, cure spells may repair 25% of damage inflicted upon a cyborg.
Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.