Effects from Installed Modules / Feats:
Exploration Module - 2 Energy Visor Mount - Generates breathable atmosphere, granting immunity to inhaled poisons and can breath underwater. Protected from harsh and extreme environmental conditions. +8 Bonus to saves vs. Environmental effects. Visor mount improves visual clarity. Grants Low Light Vision and the Blind-Fight Feat. Reduces miss chances from concealment, darkness, or invisibility by 20%
Gravity Boost Module - 2 Energy Back Mount - Gain +8 Enhancement bonus to all Climb, Jump, and Swim checks. Back mount grants a swim speed equal to your base land speed and you can move and attack in melee normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons. You still need to breathe, however.
Alternate Form Module - 1 Energy Utility Mount - Gain a +6 enhancement bonus to your Escape Artist checks and to your grapple checks to escape a grapple and a +3 bonus to your armor class against attacks of opportunity. Utility mount grants the use of
alter self as a supernatural ability with a caster level equal to your suit-former level (6th). Unlike normal, you can only assume the form of a Construct (independent of your own type), and only with a size of your own or one category smaller. This effect can be activated or dismissed as a standard action, and lasts until you dismiss it. As a supernatural ability, it cannot be dispelled, although the effect immediately ends if this module is suppressed.
Prepping to Swap for Corrosion Induction: - 2 Points Arm Mount - While this module is active, you can shoot a blast of acid as a standard action. Make a ranged touch attack against a target within 50 feet. If you hit, you deal 3d6 points of acid damage. Arm mount allows for the creation of a cloud of acidic fog at any point within 50 feet. The cloud has a radius of 10 feet, and deals 2d6 points of acid damage to all creatures and unattended objects in the area each round at the beginning of your turn. Creatures and objects that have passed through the cloud since the beginning of your last turn also take this damage. Creatures that breathe the fumes in the cloud (including those that try to hold their breath) are also poisoned. This poison causes 1d4 points of Constitution damage initially, and 1d4 points of Constitution damage one minute later. Living creatures that fail the initial save are also sickened for one minute. The Fortitude save DC for this poison is 15. The acidic cloud created by this ability lasts for 6 minutes, or until you dismiss it or create another cloud. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
Alacritous Reflex System - 2 Energy Feat - You gain a +1 insight bonus to all Reflex saves for each point of energy invested in this feat.
Cognition Detection System - 2 Energy Feat - As a move action, you can pinpoint the location of all creatures within 5 feet per point of energy invested in this feat. This is a mind-affecting effect, so mindless creatures and those protected from mind-affecting effects are not detected.
Results of Knowledge (Local) Roll:
Rolled 1d20+12 : 18 + 12, total 30