Activator Level: 15th (14th progression)
Modules Activated: 6
Energy Pool: 17 (15 base + 2 Extra Energy)
Energy Capacity: 4, +1 if attached (3 base + 1 Improved Energy Capacity + 1 enhancement Attached Module Focus)
Socket Attachments: 6 (3/module, 2/socket)
Socket Access: Least (hands, feet, visor), Lesser (back, utility, arms), Greater (helmet, shielding, support)
Save DC: 18 + energy
Common modules activated and socket attachments:
#1
Chrono Beam (0/5 energy) - +2 competence to initiative. +2e competence to weapon damage vs. flat-footed.
Unattached - (Back) - Self-only 1 round Time Hop as immediate action.
S1 - (Support) - 20% failure chance for attacks and targeted effects, 1/2 damage from area effects
#2
Infantry Teleportation (5/5 energy) - 10+5e% miss chance.
Unattached - (Back) - Teleport 10+10e ft. as standard action.
S2 - (Feet) - Teleport 5+5e ft. as an immediate action to negate reduced effects of a successful Reflex save.
#3
Observer Relay (0/5 energy) - Create an Observer. Observer gets +2e on Hide, Listen, Move Silently, and Spot, and +10e ft. to fly speed.
Unattached - (Core) - Observer gains one of your modules.
S3 - (Utility) - Observer is incorporeal and invisible.
Unattached - (Visor) - Observer sees invisible and ethereal.
#4
Scan Visor (3/5 energy) - +4+2e enhancement to Knowledge about things I observe.
S4 - (Helmet) - Learn about something in sight as a free action; see text.
•Creature: You learn of each ongoing effect affecting the scanned creature, including its name, effect, and caster level (or equivalent). In addition, you learn all of the following the scanned creature possesses: damage reduction, fast healing, immunities, miss chance (including from incorporeality), regeneration, resistance to energy, spell resistance, and turn resistance. The DM lists only the types, not the amounts. For example, the DM would tell you a monster has fast healing, fire resistance, and spell resistance, not that it has fast healing 23, fire resistance 10, and spell resistance 35.
•Object: You learn of each ongoing effect affecting the scanned object, including its name, effect, and caster level (or equivalent). In addition, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges).
•Ongoing Effect: You learn the scanned effect's name, effect, and caster level (or equivalent). You also learn the name and race of the effect's creator, and the remaining duration of the effect.
Unattached - (Visor) - +4+2e enhancement to Computer Use, Decipher Script, Martial Lore, Psicraft, and Spellcraft about things I observe.
#5
Wind Strider (5/5 energy) - +2+e AC vs. ranged, +2+e saves vs. inhaled poisons, gaseous creatures must make a Fort save to enter my space.
S5 - (Back) - Air Walk.
Unattached - (Utility) - Make a curtain of wind, 2d6 electricity damage to those who pass through, -4 on ranged attack rolls through it.
#6
... will probably vary on a day-to-day basis a lot more than the others.
Psychosinthesis (0/5 energy) - +4+2e enhancement on Concentration, Psicraft, and UPD.
Unattached - (Back) - Gain PR 5+AL, gain +e enhancement to PR, gain temp hp equal to PP spent on powers that don't bypass my PR.
Unattached - (Helmet) - Damaging powers also force Fort save (DC = module's) or target is staggered and sickened for 1 round.
S6 - (Visor) - See psionic auras within 60', determine discipline as Detect Psionics.
Other energy receptacles:
Advanced Combat Shield (4/4 energy) - Enhancement bonus increases by +e (max +5).
Alternative modules to consider:
Archon Plating (-/5 energy) - DR 1+e/- and +2+e saves vs. paralysis and stunning.
(Back) - +e enhancement to natural armor.
(Helmet) - Immune to mind-affecting.
Astral Shift
Dark Visor (-/5 energy) - Darkvision 30+30e ft.
(Utility) - Immune to blinding, darkvision can see through magical darkness.
(Visor) - See invisible and ethereal within darkvision range.
Energy Tank (Reverse Engineering, 5/5 energy) - +1+e/2 hp/AL.
(Shielding) - Energy shield AL/e.
Exploration Kit
Impulse Soles (-/5 energy) - +10+5e ft. enhancement to movement speed.
(Feet) - +e dodge to AC.
(Utility) - Immediate action on Ref save success vs. an AoE, move 10+5e ft. to the nearest edge of the AoE, suffer no effects.
Probability Breaker
Rezbit Controller
Temporal Accelerator (-/5 energy) - +10+5e ft. enhancement to movement speed.
(Arms) - Permanent Haste.
(Core) - Immediate action to take full-round or standard + move, but dazed for 1 round.
(Feet) - Uncanny Dodge.
X-Ray Visor