Bioroid

Bio engineered cyborg creatures created by the Earth Defense force, the Bioroids are powerful and dangerous machine assassins built to kill. Initially built to replicate Defender of Earth Kurtis after he defected from earth due to their evil ways, the technology has since leaked to black markets and fallen into other hands through the universe and even reaching netherworlds. Technologically advanced and still harboring much of the dangerous skill replicated from the Defender of Earth, Bioroids are deadly rocket punching adversaries.

**Cyborgification (Ex):**

At 1st level, the Bioroid becomes a cyborg. This grants them following abilities of the Cyborg template located here. In addition they gain the Technologist feat as a bonus feat.

The Bioroid is a fully technological entity, and runs on a special fuel based battery cell. Due to their extremely capable nature, Bioroids can exist even in anti-tech fields, though they are treated as if all of their d20 rolls were impaired as the status ailment so long as they remain in the anti-tech field.

At 5th level, the Bioroid grows in strength and capability. The Bioroid gains a +2 bonus to it’s Dexterity score, and it’s armor bonus increases by +2 and it’s maximum dexterity bonus increases by +2 as well. It’s armor check penalty, if any, lessens by 2. The Bioroid also becomes immune to Radiation, as well as damage caused by radiation.

The Bioroid’s movement speed increases by +10 feet, and it gains DR 3/Adamantine. The Bioroid now gains the Uncanny Dodge ability, using it’s Bioroid level as it’s rogue level to determine it’s skill with the ability. Finally it adds it’s intelligence modifier to reflex saving throws that it makes.

Finally the Bioroid gains a style combat feat as a bonus feat. This feat must be one the Bioroid qualifies for.

At 11th level, the Bioroid gains a further +4 bonus to Dexterity and a +2 bonus to strength. The Bioroid gains a +2 increase to it’s armor, it’s maximum dexterity bonus increases by another +2, and the armor check penalty is now gone.

The Bioroid’s damage reduction becomes DR 5/ Adamantine, and it gains Evasion as per the rogue ability. In addition the Bioroid now adds it’s Intelligence modifier to it’s armor class as an insight bonus, and it gains Energy resistance 10 to any three energy types of your choice (Fire, Acid, Frost, Electricity, or sonic).

Finally the Bioroid gains a 2nd  Style bonus feat following the rules of the first.

Finally at 17th level, the Bioroid gains Another +2 bonus to Dexterity, another +2 bonus to strength, and a +2 bonus to it’s Intelligence score. It’s armor bonus increases by +3, and it now has no maximum dexterity bonus. It gains another +10 bonus to it’s movement speed, and it’s damage reduction becomes overcome by nothing. If it has damage reduction from it’s armor this bonus also becomes overcome by nothing. Two of the energy types you gained resistance to before increase to energy resistance 20, and one type becomes energy immunity. Finally the Bioroid gains a 3rd Style bonus feat.

This replaces mechanization, Improved Mechanization, Greater Mechanization, and Paragon Mechanization.

**Designated Functionality (Ex):**

The Bioroid is built as a monster class instead of a humanoid. As such, the Bioroid gains the monster subtype and can equip physical monster weapons. It must follow all of the rules of the monster class, and therefore cannot prestige into any class beyond those designated for monsters, nor can it learn how to use weapons other than monster weapons through any means other than reincarnation or specific abilities it’s class may grant. It cannot learn weapon techniques, and only learns monster techniques.

The monster’s attack takes the form of an unarmed strike.

This attack deals 1d6 damage and has a X2 critical multiplier.

This replaces the Weapon and Armor proficiency

**Magichange (Su):**

As a free action, a Bioroid can magichange into a gauntlet. The Magichange lasts as many rounds as it’s Intelligence modifier, and when it ends, the creature returns to it's former self but is exhausted. The wielder must be unarmed and able to hold the weapon when the Bioroid transforms.

**Bioroid Knuckle**

Gauntlet

**Damage:** 1d6 or the Bioroid’s monster weapon damage, whichever is higher.

**Critical:** 20

**Damage Type:** bludgeoning

**Techniques (Ex):**

Just like all classes, Bioroids gain access to special techniques they can utilize to aid them in battle or day to day activities. At each level they gain 1 technique of any level they can perform.

At levels 3, 6, 9, 12, 15, and 18, Bioroids also gain special Monster Techniques they can utilize to get an edge over their opponents. A Bioroid Learns a monster technique at 3rd, 6th, 9th, 12th, 15th, 18th, and 20th level. These Techniques can be chosen from the Bioroid's list of techniques highlighted with two (\*\*).

The Bioroid must be able to perform techniques of the technique's level to learn it. If the Bioroid has no more Monster techniques that can be selected the Bioroid can instead choose a normal technique from it's list. A Bioroid's relevant modifier is Intelligence.

**Martial Terminator (Ex):**

At 1st level, The Bioroid is built for martial arts and fist fighting. As such it treats all close/monk techniques as monster techniques that it can learn. It can select these as one of it’s special monster techniques, or it can learn them by spending twice the mana it would normally cost to learn the technique.

**Defender’s Stolen Skill (Ex):**

The Bioroid is created using knowledge and capability from a powerful Defender of Earth and so it has inherited his capabilities. As such it has less functionality than some other robots, but is much more focused in what it does.

At 2nd level, the Bioroid must select the Destroyer’s Fist background process. For the Bioroid it increases their monster natural attack to 1d8. At 8th level it becomes 1d10, and at 14th level it becomes 2d6. If the Bioroid is equipped with a monster weapon, it increases the monster weapon damage dice by 1 step every time the damage increases. The Bioroid can use it’s natural attack for any purpose that allows for the use of an unarmed strike, and it qualifies as a monk of it’s Bioroid level for the purpose of meeting prerequisites for feats and for how feats work for it.

At 4th level, the Bioroid gains the Rocket Fist background process in addition to whatever process it selects normally at that level. When using this special rocket fist attack, it gains +1 damage die of it’s fist’s dice type. This additional damage is multiplied from vital strike. In addition the critical range for the Bioroid’s fist becomes 19-20 and it possesses a X3 multiplier even when not using this attack. Finally the rocket fist attack has a range of 90 feet for the Bioroid. If the Bioroid already possesses the Rocket fist background process it gains another that it qualifies for.

In addition you can cast the following spells as programs, each by spending 1 point of your Task manager. These are not considered magical effects and cannot be dispelled or counterspelled and use your level as your caster level. Magic Missile, Jump, Jury-Rig, Ant Haul, and Vanish.

At 7th level, the Bioroid adds it’s intelligence modifier to damage dealt with it’s standard action rocket fist attack. It also gains the Greater Rocket Background process at this time. The fists reach is 60 feet when using it in this manner.

If the Bioroid already possesses the Greater Rocket fist background process it gains another that it qualifies for.

In addition you can cast the following spells as programs, each by spending 1 point of your Task manager. These are not considered magical effects and cannot be dispelled or counterspelled and use your level as your caster level. Mirror Image, Invisibility, See Invisibility, and Blur.

At 10th level, level, the Bioroid gains the Psycho Booster background process as a bonus process. When activating it, this effect lasts for 3 rounds instead of 1, and the Bioroid gains a +10 bonus to it’s movement speed and a +1 bonus to reflex saving throws when it’s active as well. These bonuses increase when the bonus to damage and attack rolls increase.

In addition you can cast the following spells as programs, each by spending 1 point of your Task manager. These are not considered magical effects and cannot be dispelled or counterspelled and use your level as your caster level. Haste, Fly, Irradiate, and Blink.

And at 13th level, the Bioroid’s damage with it’s unarmed strike increases by +1 damage dice and the critical range becomes 18-20. The Bioroid gains the Nuclear Core background process as a bonus process. This effect can be applied to techniques you possess that deal the listed damage types in addition to techniques. The damage dealt from this effect is 1d8, and it lasts for 8 rounds and they must make 3 successful saving throws against the effect to end it. A creature must be immune to poison, negative energy, disease, and fire to be immune to this effect.

If the Bioroid already possesses the Nuclear Core background process it gains another that it qualifies for.

In addition you can cast the following spells as programs, each by spending 1 point of your Task manager. These are not considered magical effects and cannot be dispelled or counterspelled and use your level as your caster level. Detect Scrying, Greater Invisibility,  Dimension Door, and Obsidian Flow.

This replaces the Bioroid’s first Background Process and the Magi-tech programs class feature.

**Bio-Background Processes (Ex)**

At 2nd level, The Bioroid is very focused on specific tasks and as such certain background Processes become impossible for it to run. The following Background Processes, and Essential Processes are unavailable to the Bioroid.

Crawler, Atlas Tier, Uranium, Mana Combustion, Magi-Tech, Expanded Magi-Tech, Abyss Ray, Shrink Ray, War Lady/War Lad, or Techno Shield.

There are other processes that work differently for the Bioroid as well. If the Bioroid equips a technological weapon through the Techno Weapon abilities, these weapons are treated as monster weapons when used and deal either their base damage or the Bioroid’s monster weapon damage, whichever is higher.This replaces the Mecha Devil’s Background processes.

The Bioroid is able to gain access to these unique Background Processes that it can choose from.

*Copy Robot (Ex):* You were a robot created in another creature’s likeness. Select a single creature that you were built to appear as. You gain a +20 bonus to disguise yourself as that creature. This bonus is only +10 against creatures who know that creature. This ability cannot be seen through with true seeing or the ability to detect or see through disguises automatically.

*Construct Resistances (Ex):* Gain immunity to two of the following status ailments. Mind-affecting effects (Charms, Compulsions, Morale Effects, patterns, and Phantasms, each selected separately), Death effects, necromancy effects, paralysis, stunning effects, Disease, Sleep, Fatigue, exhaustion, or fear effects. This can be selected multiple times, gaining two new options each time.

*Greater Copy Robot (Su):* Select a single technique that the creature you’re replicating possesses. This must be a technique that you know it possesses. You add this technique to your list of techniques that you can perform, and use it as a monster technique. This can be a technique of 2 levels lower than the highest level technique you can perform. Using the technique uses your intelligence modifier instead of whatever modifier it may normally use to modify it’s technique’s saving throw if it has one. You must possess Copy robot and be at least 10th level to select this.

*Power Knuckles (Ex):* Your fists are treated as Power Knuckles and gain all of their abilities. Power knuckles are a technological weapon that can be enchanted just as a normal pair of gauntlets. While wearing the Power Knuckles, your strength score is treated as if it were 4 higher for the purpose of making strength checks and carrying capacity. If you possess the Power Attack feat, you can spend one point from the task manager to gain +1d6 damage in addition to the damage normally dealt. This damage increases by +1d6 whenever power attack’s bonus to damage increases. This additional damage is not increased from abilities such as vital strike. Finally, you can expend a point whenever you utilize an unarmed ability that allows for a saving throw to increase the saving throw DC by +4. The Bioroid must be at least 10th level to select this.

*Homunculus (Ex):* The Cyborg counts as a Homunculus for the purpose of purchasing the upgrades to the Homunculus such as Acid Breath, Extra Eyes, Spell Like Ability, or toughened Hide. If the Cyborg possesses Nuclear core it can also gain the Spit Poison ability, using the nuclear core’s damage as the poison damage. Using it in this way costs 1 point of task manager. This does not grant you any of these abilities automatically and you must buy them on your own by spending their cost and having them upgraded to you through the normal means to improve a construct.

*Gene Lich (Sp):* a Bioroid can prepare a clone of itself that awakens if it is slain. Creating the clone costs 5,000 hl, 3 points of it’s task manager, takes 1 week of work, and requires 3 additional weeks for the machine to integrate it’s mechanical parts. If the Bioroid dies, the clone awakens as if the Bioroid had used the clone spell on itself. The Bioroid can have one inert of itself at a time. This body counts as a robot if you possess the artificial ascension psy-tech ability. The Bioroid must be at least 10th level to select this.

*Production Line (Su):* The Bioroid gains the 5th level Ninja Technique: Multiply which it can perform as a technique, or by spending 2 points from it’s task manager. The Bioroid must possess the Gene Lich background process to select this.

*Bio-Discovery (Su):* The Bioroid can select from the Mind Erasure Serum, Mana Extraction, Elemental vital strike, Greater Elemental Vital Strike, Surgical Precision, Anatomist, or Nerve Severing Slice alchemist discoveries. This uses the Bioroid’s level as it’s Alchemist level to determine if it can select an ability. You need to meet the prerequisites to select this ability, and if it grants an extract, that extract can be used by spending 2 points from your task manager. The Bioroid may need to possess the Magi-tech bombs ability to select this.

**Ultimate Cyborg (Ex)**

At 20th level, the Bioroid selects an ability that it possesses that costs points from it’s Task Manager. This ability can be activated for 1 point less. If its cost becomes nothing, it can be used so long as the Bioroid possesses at least 1 point in it’s task manager.

In addition the Bioroid can select Extreme Task Manager, Ultimate Techno Weapon, Ultimate Accelerator, Thermo Nuclear Core, Cold Fusion Core, Paragon Combat Program, or Elemental core as it’s capstone ability so long as it meets the prerequisites. Otherwise it can select from the following capstones unique to it.

*Knuckle Impact (Ex):* The Bioroid’s natural attack now lands a critical hit from 17-20 and has a X4 multiplier. By spending a single point from it’s task manager whenever it lands an attack with it’s standard action rocket punch, it can bypass the enemy’s damage reduction and negate any miss chance they may have. Finally all critical hits from the Bioroid’s natural attacks are automatically confirmed.

*Mass Production (Ex):* The Bioroid can spend 3 points from it’s task manager to create the effects of a Bilocation spell, a Ninja Technique: Greater Multiplication technique, Clone (Only of it’s self), or a Doppelganger spell using your level as the character level. The Bioroid must possess the Gene Lich and Production Line background process to select this.

*Greater Gene Lich (Sp):* The Bioroid can use it’s Gene Lich ability to create a clone of another creature as per the clone spell rules. Instead of the creature inhabiting this new body when it dies, you do instead. This essentially works similar to a possession ability, with the Bioroid gaining their physical abilities and all racial abilities as well as inherited or otherwise racial templates that would be able to be copied by cloning. The creature gains all of the abilities of this class, and appears as a cyborg version of the original creature. Otherwise this is treated as your new body. Just as with the normal ability, This cannot create more than 1 body at a time. This body counts as a robot if you possess the artificial ascension psy-tech ability. The creature must have Gene Lich  and Production Line to select this ability.

### **Bioroid Techniques**

**1st-Level Bioroid Techniques**— Technomancy, Detect Radiation, Message, feather fall, Mindlink, Expeditious Retreat, Linebreaker, Targeted Bomb Admixture, Bomber’s Eye

**2nd-Level Bioroid Techniques**—Protection from Technology, glide, levitate, resist energy, Anticipate Thoughts, Shadow Bomb Admixture

**3rd-Level Bioroid Techniques**—Recharge, Irradiate, Discharge, protection from energy, Aversion, Babble, Catatonia, Contagious Zeal, Detect Mindscape, Burst of speed, Channel Vigor, Claim Identity, Lightning Lash Bomb Admixture, Bouncing Bomb Admixture, \*\* Rocket Punch

**4th-Level Bioroid Techniques**—Remove Radioactivity, Rebuke Technology, Magic Circle against Technology, Hypercognition, Mindwipe, \*\*Delta Strike

**5th-Level Bioroid Techniques**—planar adaptation, Mind Probe, Waves of Fatigue, Overland Flight, Languid Bomb Admixture, Grand Destiny, Elude Time, Greater Claim Identity, Transplant Visage

**6th-Level Bioroid Techniques**— Greater Discharge, Destroy Robot, Explode Head, True Seeing, Greater Heroism, Elemental Assessor, Caging Bomb Admixture, Magnetic Field, True Seeing, Twin Form, Walk through space, \*\*Final Punch, \*\*Catch and Poke (Magichange)

**7th-Level Bioroid Techniques**—Infuse Robot, Anti Tech Field, fly mass, planar adaptation mass, Retrocognition, Waves of Exhaustion

**8th-Level Bioroid Techniques—** Greater Remove Radioactivity, Discern location, Moment of Prescience, Polar Ray, Sunburst, Stormbolts, Telekinetic Sphere

**9th-Level Bioroid Techniques—** Foresight, Meteor Swarm, Wall of Suppression, Spellbane, \*\*Nuclear Fusion, \*\*Solidus Punch (Magichange)

# **REINCARNATION**

If Reincarnating into this class after having already been this class, or a class with similar abilities, check the following page to see what ability you'll get instead at the levels you would normally gain an already achieved class ability.

Bioroid Reincarnation