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Cyberpunk warriors replace fallible flesh with precision-crafted machinery. Some seek to exceed the limitations of humanoid flesh, while others become cyberpunk warriors through drastic repairs necessitated by horrific injuries.

 The cyberpunk warrior is an archetype of the warrior class.

Archetype Main Ability Scores:
The cyberpunk warrior mainly focuses on STR/DEX for martial combat and INT and CON for their class features.

Archetype Feature Replacements:
1stMartial Flexibility. 4thPhysical Resilience. 6thRobust Physique. 7thAdditional Techs III. 10thWar Cry. 11thAggressor. 15thCombat Composure, Unstoppable Strike. 19thAssured Strike. 20thWeapon Mastery.

Cyberpunked (Ex)

Starting at 1st level, a cyberpunk warrior begins play with a cybernetic arm. A cyberpunk warrior gains a slam attack for each cybernetic arm. These attacks deal 1d6 points of bludgeoning damage for a Medium cyberpunk warrior and 1d4 points of bludgeoning damage for a Small cyberpunk warrior. At 5th level and every four warrior levels thereafter, the cyberpunk warrior gains cybernetic arm enhancers. The cybernetic arm does not count towards his max limit of implantation points.

This ability replaces martial flexibility.

Artificial Resilience (Ex)

At 4th level, a cyberpunk warrior fortifies his body against organic weaknesses. He receives a +4 bonus on all saving throws against paralysis, poison, and stun effects, and becomes immune to fatigue, exhaustion, disease, and sleep effects. In addition, the cyberpunk warrior can be healed through effects that repair objects or constructs.

This ability replaces physical resilience and aggressor.

Cybernetic Combat (Ex)

At 6th level, a cyberpunk warrior gains a +1 bonus on attack rolls and damage rolls with implanted weapons, cybernetic arms, and melee or thrown weapons wielded with a cybernetic arm. Weapons wielded with two cybernetic arms receive double the bonus, except when such weapons are thrown. This bonus increases by 1 for every four warrior levels gained after 6th.

This ability replaces robust physique.

Improved Implantation (Ex)

At 7th level, a cyberpunk warrior can exceed the normal limitations on cybertech implantation. His brain and body slots each accommodate one more piece of cybertech than normal. In addition, his limit on implantation points increases by half his warrior level. He can allocate these points between his Intelligence and Constitution scores as he chooses. At 15th level, his body slot can accommodate two more pieces of cybertech than normal.

This ability replaces additional techs III and combat composure.

Improved Artificial Resilience (Ex)

At 10th level, the cyberpunk warrior’s body becomes even more refined. He becomes immune to paralysispoison, and stun effects, and gains a +4 bonus on saving throws against mind-affecting effects, death effects, necromancy effects, ability damageability drain, and energy drain effects. In addition, the cyberpunk warrior no longer needs to eat, sleep, or breath.

This ability replaces war cry and unstoppable strike.

Resilience (Ex)

At 19th level, a cyberpunk warrior has a reservoir of 5 temporary hit points for each piece of implanted cybertech in his body. Lost temporary hit points are recovered at the rate of 10 points per hour.

This ability replaces assured strike.

Perfect Body (Ex)

At 20th level, the cyberpunk warrior has completed his masterful fusion of flesh and machinery. There is no longer a limit to how much cybertech a cyberpunk warrior can have stored on his body at any given time. In addition, the cyberpunk warrior gains immunity to death effects, necromancy effects, ability damage, ability drainenergy drainbleednonlethal damage, and death from massive damage. Finally, the cyberpunk warrior no longer ages.

This ability replaces weapon mastery.