Finally got around to finishing all of those changes I was talking about before. Now I just have to post them. Since I'm under the weather right now and have minimal energy, that could still be a while.
Oh, and here's the sample Cybernetic Dragon. I couldn't be bothered to use its NPC wealth. 13th level NPC gear value is 35000 gp, treasure for an EL 13 encounter is 13000 gp (and dragons are triple standard, so 39000 gp). If you have any suggestions, it might be nice to do something with all of that 35-39000 gp.
Cybernetic Young Adult Red Dragon CR 13
CE Huge Dragon (Cybernetic, Fire)
Aura Frightful Presence (150 ft., DC 21)
Init +12; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +24, Spot +24; Cybernetic Speed
Languages common, draconic, elven
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AC 30, touch 8, flat-footed 26; +2 circumstance vs. ranged; Cybernetic Endurance, Power Suit (light), Wind Strider
(+4 armor, -2 size, +18 natural)
Miss Chance 20%; Infantry Teleportation
hp 218 (19 HD); DR 5/magic
Immune fire, sleep, paralysis
Resist Resistances; SR 19
Fort +16, Ref +11, Will +13; +2 circumstance vs. gases; Cybernetic Endurance, Wind Strider
Weakness vulnerable to cold
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Speed 80 ft. (12 squares), fly 190 ft. (poor); Cybernetic Speed
Melee bite +29 (2d8+12) and 2 claws +27 (2d6+7) and 2 wings +27 (1d8+7)
Melee Assassin Teleportation bite +31 (2d8+14) and 2 claws +29 (2d6+9) and 2 wings +29 (1d8+9)
Space 15 ft.; Reach 10 ft. (15 ft. w/ bite)
Base Atk +19; Grp +37
Atk Options Assassin Teleportation, Cybernetic Power, Flyby Attack, Snatch
Special Actions Breath Weapon (10d10 fire, Ref DC 24 half), Resonance Detonator (20 sonic, Ref DC 15)
Spell-Like Abilities (CL 5th):
5/day -- locate object
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AL 12th; Energy pool 10; Energy capacity 4; Socket attachments 1 (Available: arms, feet, hands, visor)
Standard energy allocations:
Cybernetic Endurance (0 energy)
Cybernetic Power (2 energy)
Cybernetic Speed (4 energy)
Standard Cyberneticist modules activated (4 modules):
Infantry Teleportation (2 energy)
Power Suit (0 energy)
Resonance Detonator (0 energy; DC 15) - Attached to Hands.
Wind Strider (0 energy; DC 15)
Other modules activated:
Assassin Teleportation (2 energy) - Attached to Arms.
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Abilities Str 31, Dex 10, Con 21, Int 14, Wis 15, Cha 14
Feats Activate Module (Assassin Teleportation), Access Socket (arms), Extra Energy, Flyby attack, Improved Initiative, Multiattack, Snatch
Skills Appraise +24, Bluff +24, Computer Use +24, Intimidate +24, Listen +24, Search +24, Spot +24, Use Magic Device +24
Advancement young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD
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Activating A cybernetic dragon that had any natural spellcasting or manifesting ability gains the ability to activate modules. The dragon gains the same number of active modules, energy pool, and maximum socket attachments as an Energy Warrior of its lost spellcaster or manifester level, and access to sockets as a Cyberneticist of the same level. The cybernetic dragon draws its modules from the Cyberneticist module list; it knows and can activate any module from that list. This dragon has 5th-level activating abilities. A cybernetic dragon uses half its natural effective activating class level plus half its racial hit dice as its effective levels in activating classes when determining its activator level, in addition to levels in other classes.
Breath Weapon (Su) Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. A red dragon has one type of breath weapon, a 50 ft. cone of fire. 10d10 damage, Reflex DC 24 half. The save DC is Constitution-based.
Cybernetic Endurance (Su) This ability is an energy receptacle. The cybernetic dragon gains a +1 deflection bonus to AC and a +1 resistance bonus to all saves for each point of energy allocated to this ability.
Cybernetic Power (Su) This ability is an energy receptacle. Each of the cybernetic dragon's natural attacks gains a +1 enhancement bonus per point of energy allocated to this ability.
Cybernetic Speed (Su) This ability is an energy receptacle. The cybernetic dragon gains a +2 insight bonus to initiative checks per point of energy allocated to this ability, and a +10 foot enhancement bonus to all movement speeds per point of energy allocated.
Energy Pool A cybernetic dragon gains one extra point of energy for each age category it possesses (5).
Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 150 feet are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 21) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. The save DC is Charisma-based.
Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Edit: Fixed the sample dragon.