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A Cyberwarrior is an integrated killing machine, a combination soldier and weapon of war. Cyberwarriors are designed to be the ultimate warriors, generally as the result of extensive experimentation by a wealthy nation's military. Armed with impressive cybernetic augmentation, Cyberwarriors can be dropped into any conflict with little need for support or supply. Cyberwarriors can specialize to act as commandos, Special Forces strike teams, or even hostage rescue troops, or be general warriors prepared for any circumstance.

A Cyberwarrior is set apart from other cyborgs by the invasive and preeminent nature of his implants. They aren't mere tools for his use, they're a growing and dominant part of his body. To ensure that an enemy who captures a cyberwarrior doesn't take his implants, the implants are imbued with a limited ability to grow and respond to outside stimulus. Though not quite as advanced as nanites, the cybernetic systems can modify, repair, and expand themselves. As a Cyberwarrior grows more experienced, his cybernetic devices literally grow with him, eating away at his biological organs and replacing them with more effective cybernetic alternatives.

A Cyberwarrior is most appropriate in a PL 7 or higher campaign.

The fastest path into this advanced class is from the Strong hero basic class, though other paths are possible.


To qualify to become a Cyberwarrior, a character must fulfill the following criteria.

Base Attack Bonus: +3.

Skills: Knowledge (tactics) 3 ranks.
Feats: Implant Awareness, Personal Firearm Proficiency.
Implants: One internal or external weapon mount (see pages 195-196 of d20 Future).

Class Information

The following information pertains to the Cyberwarrior advanced class.

Hit Die

A Cyberwarrior gains 1d8 hit points per level. The character's Constitution modifier applies.

Action Points

A Cyberwarrior gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills

The Cyberwarrior's class skills are as follows. Climb (Str), Computer Use (Int), Drive (Dex), Jump (Str), Knowledge (tactics) (Int), Listen (Wis), Pilot (Dex), Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str).

Skill Points at Each Level: 3 + Int modifier (2 + Int modifier for nonhumans).

Table 1-6: The Cyberwarrior

Level Base
Special Defense
1st +1 +2 +0 +0 Expanded implants +1 +0
2nd +2 +3 +0 +0 Expanded implants +1 +0
3rd +3 +3 +1 +1 Bonus feat +2 +0
4th +4 +4 +1 +1 Expanded implants +2 +0
5th +5 +4 +1 +1 Hardened implants +3 +1
6th +6 +5 +2 +2 Bonus feat +3 +1
7th +7 +5 +2 +2 Expanded implants +4 +1
8th +8 +6 +2 +2 Unified implants +4 +1
9th +9 +6 +3 +3 Bonus feat +5 +2
10th +10 +7 +3 +3 Expanded implants +5 +2

Class Features

The following class features pertain to the Cyberwarrior advanced class.

Expanded Implants

At 1st, 2nd, 4th, 7th, and 10th level, a Cyberwarrior gains an additional cybernetic implant. The implant grows from the Cyberwarrior's existing implants, drawing material from the Cyberwarrior's body and environment. No surgery nor any Wealth check is needed to acquire the new implant. The Cyberwarrior selects the implant; its PL must be equal to or lower than the campaign's PL, and its purchase DC cannot be more than 25 + the character's Cyberwarrior level.

The implant must follow all normal rules for implant slots and a character's maximum number of cybernetic devices.

Bonus Feat

At 3rd, 6th, and 9th level, a Cyberwarrior gains a bonus feat. The bonus feat must be selected from the following list, and the Cyberwarrior must meet all the prerequisites of the feat to select it. Cybernetic Weapons Proficiency, Cybertaker, Cyborg, Endurance, Frightful Presence, Implant Awareness, Improved Damage Threshhold, Run, Toughness, Weapon Focus (for a cybernetic weapon-mounted weapon only), Weapon Finesse (for a cybernetic weapon-mounted weapon only).

Hardened Implants

At 5th level, each of a Cyberwarrior's implants draws upon the resources of the Cyberwarrior and his other implants to toughen themselves. Each implant a Cyberwarrior has gains 50% more hardness (if it has a hardness rating) and 3 additional hit points.

Unified Implants

At 9th level, a Cyberwarrior's implants are such an accepted part of his body that they actually draw upon his natural resources to heal themselves. A Cyberwarrior can heal up to his level in hit points of damage to his cybernetics each day, spreading the healing among all his damaged cybernetic devices.

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