Kinetic AcceleratorDescriptor: None
Classes: Dreadnought
Prerequisites: Strength 13
Sockets: Arms, Hands
You can use your Strength modifier in place of your Dexterity modifier on ranged attack rolls.
Energy: Each point of energy allocated to this module increases the range increment of ranged weapons you attack with by 5 feet.
Socket (arms)Saving Throw: Fortitude negates (object)
As a standard action, make a single ranged attack. If it hits, it deals double damage, and the subject hit must make a Fortitude save or be staggered for 1 round.
Socket (hands)You gain an enhancement bonus on all ranged attack and ranged weapon damage rolls equal to the amount of energy allocated to this module.
Light BeamDescriptor: Fire, Light
Classes: Dreadnought, Energy Warrior
Prerequisites: None
Sockets: Arms, Energy Emitter
Prevent the first point of ability damage you would unwillingly suffer each round. This does not affect ability damage gained as part of using an ability or effect voluntarily. This effect does not prevent ability penalties or ability drain.
Energy: The amount of ability damage that you can prevent each round is increased by the amount of energy allocated to this module.
Socket (arms)Range: 30 ft.
Saving Throw: Will partial
You can create a burst of blinding light centered on your position as a standard action. All creatures other than yourself within 30 feet are dazzled for 1 minute, and those that fail a Will save are also blinded for 1 round. Creatures that are particularly susceptible to light also take 1d6 points of damage per point of energy allocated to this module. Lastly, all Darkness spells of this module's effective level or lower within the area of effect are suppressed for 1 minute. This ability has no effect upon creatures within the area of higher-level Darkness spells.
Socket (energy emitter)Saving Throw: None
Your energy beam's damage type changes to radiant damage (an amalgam of fire damage and positive energy). As radiant damage, your energy beam attacks are not affected by damage reduction. They also deal an additional 1d4 points of radiant damage per point of energy allocated to this module.
You can expend 1 point of energy as part of making an energy beam attack. If you do, any creature that took radiant damage from that attack is blinded for 1 round. You may make this decision after making the attack roll and determining the damage dealt.
Lightning RodDescriptor: Electricity
Classes: Cyberneticist
Prerequisites: None
Sockets: Back, Hands, Support
Range: 30 ft.
Saving Throw: Reflex half
As a standard action, you can launch a bolt of electricity. The bolt deals 1d6 points of electricity damage to all creatures and unattended objects in a 30 foot line. A successful Reflex save halves this damage.
Energy: Each point of energy allocated to this module increases the damage dealt by 1d6.
Socket (back)Range: 30 ft.
You gain electricity resistance equal to 5 times the amount of energy allocated to this module. Whenever an attack or effect would deal electricity damage to a creature or object within 30 feet, you can redirect that damage as an immediate action, causing it to be dealt to you instead. Any other effects of the attack or effect, with the exception of effects triggered based on dealing the electricity damage, affect the original target as normal.
Socket (hands)Saving Throw: Will negates
The length of the line and this module's range increase to 60 feet. Any creature that fails the Reflex save must also make a Will save or be staggered for 1 round.
Socket (support)Once per round when you are subject to an electricity effect or an attack that deals electricity damage, you gain 1 point of temporary energy and a number of temporary hit points equal to your activator level, which last for 1 minute. This effect does not stack, although lost temporary hit points are replenished the each time this effect occurs.
Luminate ShieldingDescriptor: Good, Light
Classes: Cyberneticist, Dreadnought
Prerequisites: Any non-evil alignment
Sockets: Shielding, Visor
While this module is active, you gain a +2 resistance bonus to all saving throws against the spells and effects used by evil creatures.
Energy: You gain a deflection bonus to your Armor Class equal to the amount of energy allocated to this module against the attacks of evil creatures.
Socket (shielding)Saving Throw: Reflex negates
The first time each round that any given opponent hits you in melee, your shielding releases a blast of coherent light, pushing your attacker away from you. Your attacker must make a Reflex save or be pushed 5 feet directly away from you for each point of energy allocated to this module. This movement does not provoke attacks of opportunity. If the attacker's movement is blocked, it falls prone in the last space it could occupy. Resolve this effect after resolving the effects of the attack.
Socket (visor)You are immune to all charm and compulsion effects. Any attempts to possess you or to exercise mental control over you automatically fail. If any such effects are already active, they are suppressed as long as this module is active and attached to this socket.
Mercury BowDescriptor: Cold, Equipment
Classes: Dreadnought
Prerequisites: None
Sockets: Arms, Visor
You can create a light crossbow-like object. The action to do so is the same as if you were drawing it and is considered the same as drawing it. The mercury bow lasts as long as you hold it and disappears immediately if you ever lose your grip on it. You can only have one mercury bow in existence at once through this module.
You are considered proficient with your mercury bow. The mercury bow functions as a silver light crossbow for all purposes except that its damage is not reduced by 1. It does not fire normal bolts. Instead, it automatically creates and loads bolts of frozen mercury. As such, it need not be reloaded. The mercury bolts function as silver bolts for all purposes except that they deal cold damage instead of piercing damage and that their damage is not reduced by 1. Mercury bolts dissolve harmlessly 1 round after being removed from the mercury bow. If your mercury bow is destroyed or dissipates, you can create a new one as normal with no penalty.
The mercury bow created by this module counts as an energy receptacle and shares its energy allocation with this module.
Energy: Your mercury bow gains an enhancement bonus equal to the amount of energy allocated to this module.
Socket (arms)The mercury bolts that you fire with your mercury bow function as a poison as they dissolve, in addition to their normal damage and effects. The bolts function as though coated with an injury poison, with a Fortitude save DC equal to this module's save DC. The poison's initial damage is 1d4 Dexterity damage, and its secondary damage is 1d4 Constitution damage. You are not at risk of exposing yourself to the poison when your mercury bow creates its bolts or when you roll a natural 1 on your attack.
Socket (visor)The penalty you suffer on attack rolls as a result of making ranged attacks one or more range increments away with your mercury bow is reduced by twice the amount of energy allocated. This cannot reduce the penalty below -0.
Mind ScannerDescriptor: None
Classes: Cyberneticist
Prerequisites: None
Sockets: Hands, Visor
Range: 10 ft.
You gain telepathy out to a range of 10 feet. Allies within range can also initiate telepathic conversation with you. You are aware of the number of creatures within this range, although not the location or direction of them. Mindless creatures and creatures immune to mind-affecting effects are not detected in this way. Additionally, you gain a +2 enhancement bonus on Sense Motive checks.
Energy: Each point of energy allocated to this module increases the range of the telepathy and detection by 5 feet and the bonus on Sense Motive checks by 2.
Socket (hands)Range: See text
Saving Throw: Will negates
As a standard action, you can focus on a single creature detected by this module's effect. If it fails a Will save, you can read its surface thoughts and it is dazed for 1 round. You can elect to use a lighter touch when reading the subject's mind, in which case it is not dazed. This is a mind-affecting ability.
Socket (visor)You can pinpoint the location of creatures detected by this module's effect.
Missile LauncherDescriptor: Equipment
Classes: Cyberneticist, Dreadnought, Energy Warrior
Prerequisites: None
Sockets: Arms, Hands, Visor
Range: Medium (100 ft. + 10 ft./level)
Saving Throw: Reflex half
You can generate and fire a missile as a standard action. Missiles act as splash weapons with the same range as this module (treat all distances in range as though within the first range increment), requiring a ranged touch attack to hit. A direct hit deals 1d6 points of damage, with no saving throw. All creatures within 5 feet of the impact point take 1d6 damage, and are allowed a Reflex save for half damage. Damage dealt by missiles is affected by damage reduction, and is considered to be from a magical bludgeoning weapon.
Energy: Each point of energy allocated to this module increases the damage dealt by 1d6.
Socket (arms)As a full-round action, you may fire up to 5 seeker missiles. Each missile fired this way deals only half normal damage. Each seeker missile may be targeted at the same or different location.
Socket (hands)The radius of the missile's splash damage increases to 10 feet.
Socket (visor)By adding a luminous compound to the missile's payload, you can cause your missiles to illuminate the area they strike. The missile illuminates the area as a torch for 1 minute, and creatures within the splash area are also illuminated for this time, even if they later move out of the explosion area. A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from concealment or total concealment. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The luminous compound can shed blue, green, or violet light, according to your choice.
If you wish, you can entirely replace the missile's payload with this luminous compound instead of adding it to the explosive warhead. If you do, the missile deals no damage. You can make this decision for each missile you launch as you generate and fire it.
Morph BallDescriptor: None
Classes: Cyberneticist, Energy Warrior
Prerequisites: None
Sockets: Feet, Utility
Range: Personal
Saving Throw: None
You can turn yourself into a small, metallic sphere commonly referred to as a morph ball. While in morph ball form, your equipment and significant portions of your physical mass are transformed into pure energy, allowing you to compact yourself safely and harmlessly. Changing between morph ball form and your normal form is a move action. The following changes occur while you are in morph ball form. This functions as the change shape ability, except as noted.
- You retain the type and subtype of your original form. While in morph ball form, you are one size category smaller than normal, to a minimum of Fine.
- You lose the natural weapons and movement modes of your original form, as well as any extraordinary special attacks of your original form not derived from class levels (such as the barbarian’s rage class feature).
- You gain a base speed equal to your normal base speed plus 10 feet. If you did not have a base speed in your normal form, you do not gain one in morph ball form.
- You gain a slam natural attack, with a base damage of 1d6 for a Medium-sized morph ball, or 1d4 for a Small-sized morph ball. Larger or smaller morph balls deal appropriately more or less damage with this attack.
- You retain all other special attacks and qualities of your original form, except for breath weapons and gaze attacks.
- You retain the ability scores of your original form.
- Except as described elsewhere, you retain all other game statistics of your original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
- You retain any spellcasting ability you had in your original form, although in morph ball form you lack the ability to speak intelligibly (needed to cast spells with verbal components) and you lack humanlike hands (needed to cast spells with somatic components).
- You are effectively camouflaged as a creature of your new form, and gain a +10 bonus on Disguise checks if you use this ability to create a disguise.
- Any gear worn or carried by you melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at your feet.
- You have a 25% chance to negate the additional damage dealt to you by critical hits and precision damage due to your altered anatomy.
If this module is suppressed or deactivated while you are in morph ball form, you immediately and safely return to your normal form, but are staggered for 1 round.
In addition, your ability to shift your form allows you to more easily squeeze through tight spaces. You gain a +4 enhancement bonus on all Escape Artist checks and on grapple checks made to resist or escape a grapple.
Energy: Each point of energy allocated to this module improves the base speed of your morph ball form by 5 feet, and improves the enhancement bonus on Escape Artist checks and grapple checks by 2.
Socket (feet)While in morph ball form, you do not provoke attacks of opportunity for movement through threatened or occupied spaces and you do not suffer the normal penalties for squeezing into spaces as small as half your (newly reduced) space.
Socket (utility)While in morph ball form, you gain a climb speed equal to your morph ball movement speed. Additionally, your morph ball slam attack gains an enhancement bonus equal to the amount of energy allocated to this module, and you can attack with it in the middle of your movement, as per the Spring Attack feat.
Nightmare WardDescriptor: Evil
Classes: Cyberneticist, Dreadnought
Prerequisites: Any non-good alignment
Sockets: Core, Helmet
While this module is active, you gain a +2 resistance bonus to all saving throws against the spells and effects used by good creatures.
Energy: You gain a deflection bonus to your Armor Class equal to the amount of energy allocated to this module against the attacks of good creatures.
Socket (core)Range: Personal
Saving Throw: None
As a full-round action, you can dissolve into a puddle of ooze. Your type changes to ooze and you gain the swarm subtype. Do not recalculate your Hit Dice. You gain immunity to poison, sleep effects, paralysis, polymorph, and stunning, and you are not subject to critical hits or flanking. You do not become mindless and you do not become blind nor gain blindsight. As a swarm, you are treated as a swarm of Tiny creatures with a hive mind. Your swarm attack deals 1d6 damage for each point of energy allocated to this module, half of which is acid damage. The save DC of your distraction ability is equal to this module's save DC. While you are a swarm, you gain a climb speed and a swim speed equal to your base land speed.
You can return to your normal form as a full-round action, assuming that there is enough space. If insufficient room is available, you attain the maximum possible size and may make a Strength check to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you; the transformation cannot crush you by increasing your size. Instead of breaking up when you are reduced to 0 or fewer hit points, you return to your normal form.
Socket (helmet)Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Will negates
As a standard action, you can attempt to overwhelm and control the mind of a creature within range. If the subject fails a Will save, he is dominated by you, as per the
dominate monster spell, for as long as you concentrate on this ability. Since you must concentrate fully on this ability, you can always receive full sensory input as interpreted by the mind of the subject. This is a mind-affecting, compulsion effect.
Nova BeamDescriptor: Acid
Classes: Energy Warrior
Prerequisites: None
Sockets: Helmet, Energy Emitter
You gain a +4 bonus on all critical confirmation rolls.
Energy: Whenever you threaten a critical hit, you gain a competence bonus on the weapon damage roll equal to twice the amount of energy allocated to this module. If you confirm the critical hit, the bonus damage is multiplied, as normal.
Socket (helmet)The critical threat range for all attacks you make is doubled. This effect counts as the Improved Critical feat when determining whether or not it stacks with other effects that increase the critical threat range of an attack.
Socket (energy emitter)Your energy beam's damage type changes to acid damage. As energy damage, your energy beam attacks are affected by resistances, not damage reduction. They also deal an additional 1d6 points of acid damage per point of energy allocated to this module.
You can expend 1 point of energy when you critically hit with an energy beam attack. If you do, your critical damage multiplier against any creature that took acid damage from that attack is increased by 1 and the number of bonus acid damage dice from this socket attachment's effect is doubled.
Observer RelayDescriptor: None
Classes: Cyberneticist, Dreadnought
Prerequisites: None
Sockets: Core, Utility, Visor
Range: See text
This module allows you to create and control a single sensor drone called an observer to scout for you. Observers are small, stealthy sensor drones designed for covert observation. Your observer takes physical form out of special components designed for this purpose, linking it to you. You can communicate with your observer as though you shared a common language, and you can direct it not to attack, to attack particular enemies, or to perform other actions as you see fit. The standard observer AI is able to follow only simple commands, and if not otherwise instructed it will hover near you and follow you while remaining camouflaged. You can communicate wirelessly with your observer at a distance of up to 1 mile, regardless of line of sight or line of effect, and your observer can likewise communicate with you at the same distance.
You can deploy your observer as a standard action in your space or any adjacent space it can occupy. As a free action at any time while within communication range, you can issue a self-destruct command to your observer, causing it to destroy itself in an otherwise harmless explosion (DC 0 Spot or Listen check to notice) and reducing its components into a small heap of useless slag. You can only have one observer in existence at once through this module, although you can create a new one each time you deploy it. Your observer remains in existence only as long as you keep this module active. If you deactivate or suppress this module, your observer self-destructs.
You can see directly through your observer's senses while it is deployed and within communication range. Switching between your observer's senses and your own is a free action. If your are unable to wirelessly communicate with your observer for any reason, you cannot use its senses.
Your observer gains additional hit points equal to your activator level. Its statistics are otherwise as normal for a observer. See the
observer monster entry for more details.
Energy: Your observer gains an enhancement bonus equal to twice the amount of energy allocated to this module on its Hide, Listen, Move Silently, and Spot checks, and an enhancement bonus to its fly speed equal to 10 feet per point of allocated energy.
Socket (core)When you deploy your observer, choose one module you have active other than this module. Your observer activates that module using your activator level. The module does not count against any limit on the number of active modules your observer may have, but it cannot become attached to any sockets. Treat your observer's module as though it has an amount of energy allocated to it equal to the amount of energy allocated to this module.
Socket (utility)Your observer can become invisible and incorporeal. It can suppress or resume its incorporeality and/or its invisibility independently from one another as a free action.
Socket (visor)Your observer gains the ability to see any objects or beings that are invisible within its range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures and objects are visible to it as translucent shapes, allowing it easily to discern the difference between visible, invisible, and ethereal entities. This effect does not reveal the method used to obtain invisibility. It does not reveal illusions or enable your observer to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
OmnitoolDescriptor: Equipment
Classes: Cyberneticist
Prerequisites: None
Sockets: Hands, Utility, Visor
This module functions as a masterwork tool for all skills. (You gain a +2 circumstance bonus on all skill checks, and you do not suffer any penalties for not having the appropriate tool.)
Energy: Whenever you take 10 or take 20 (or use similar options) on a skill check, you gain an enhancement bonus on the check equal to the amount of energy allocated to this module.
Socket (hands)You gain the trapfinding ability, as the 1st level rogue class feature. In addition, you can perform Disable Device and Open Lock checks on objects up to 10 feet away from you for each point of energy allocated to this module.
Socket (utility)Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Will negates
As a standard action, you can attempt to take control of a construct within range. If the subject fails a Will save, it is dominated by you, as per the
dominate monster spell, for as long as you concentrate on this ability. Since you must concentrate fully on this ability, you can always receive full sensory input as interpreted by the mind of the subject. Unlike
dominate monster, this is not a mind-affecting, compulsion effect.
Socket (visor)You gain an enhancement bonus on all skill checks equal to the amount of energy allocated to this module, not just when taking 10 or 20.
Order EnforcementDescriptor: Lawful
Classes: Cyberneticist, Dreadnought
Prerequisites: Any non-chaotic alignment
Sockets: Feet, Visor
While this module is active, you gain a +2 resistance bonus to all saving throws against the spells and effects used by chaotic creatures.
Energy: You gain a deflection bonus to your Armor Class equal to the amount of energy allocated to this module against the attacks of chaotic creatures.
Socket (feet)This module empowers you to chase down those that would run from the law. Whenever you charge an opponent that you threatened in melee at the end of your last turn, you can make a full attack at the end of your charge instead of a single attack.
Socket (visor)Range: Medium (100 ft. + 10 ft./level)
Saving Throw: Will negates
You can stop an opponent, forcing him to stay put and await judgement. As a standard action, you can select one opponent within range. If the subject fails a Will save, he is dazed for as long as you concentrate on this ability. This is a mind-affecting, compulsion effect.
Plague LauncherDescriptor: Acid, Equipment
Classes: Cyberneticist, Dreadnought
Prerequisites: None
Sockets: Hands, Utility
You can create a nanoshotgun-like object that sprays flesh-eating bacteria. The action to do so is the same as if you were drawing it and is considered the same as drawing it. The plague launcher lasts as long as you hold it and disappears immediately if you ever lose your grip on it. You can only have one plague launcher in existence at once through this module.
You are considered proficient with your plague launcher. The plague launcher functions as an adamantine nanoshotgun for all purposes. It does not fire normal nanogun ammunition. Instead, it incubates and fires a spray of short-lived weaponized bacteria, the bioplague delta strain, that eats through organic and inorganic materials alike at a frightening speed. As such, it need not be reloaded. The bacteria spray functions as adamantine nanogun ammunition for all purposes except that it deals acid damage instead of piercing damage. The bacteria, being so short-lived, die off almost immediately after being fired. They do not exist except in the context of the attack that they are created for and are not impeded by effects that repel living creatures, such as the
antilife shell spell. If your plague launcher is destroyed or dissipates, you can create a new one as normal with no penalty.
The plague launcher created by this module counts as an energy receptacle and shares its energy allocation with this module.
Energy: Your plague launcher gains an enhancement bonus equal to the amount of energy allocated to this module.
Socket (hands)Your plague launcher incubates the AEGIS strain of weaponized bacteria instead of bioplague delta. This strain was specifically designed to destroy spirits and other extradimensional entities. Attacks with your plague launcher can affect incorporeal and ethereal targets normally, just like a force effect.
If this module is also attached to your utility socket, it infects targets with AEGIS infection instead of bioplague delta. AEGIS spores appear as a thin yellow mist.
Socket (utility)Saving Throw: Fortitude negates
Encasing the bacteria in a mold spore allows your plague launcher's bacteria to survive outside of its incubation chamber. The mold spores take longer to germinate than the bacteria does, so you can only attack with them once per round. You can still attack at will with the normal version of the bacteria. This has two effects.
First, the mold attack with your plague launcher releases a thin brown mist of spores within a 10-foot radius around the impact point for 1 round. Treat the plague launcher as a splash weapon to determine where the mist appears on a miss. The mist is too thin to significantly impede vision and the bacteria within are too weakened by exposure to cause significant harm or infection. However, they do aggravate creatures' immune systems, making it harder for them to fight off other infections. Creatures suffer a -2 penalty on all saves against poisons and diseases while exposed to the mist. This penalty applies against the disease caused by the same attack that spread the mist.
Second, the spore-protected bacteria can survive long enough to infect the target of your attack and reproduce within it. If your attack hits, the target is at risk of contracting the bioplague delta disease, as noted on the table below. The target's initial saving throw uses this module's save DC (rather than the disease's normal save DC), and the disease strikes immediately (no incubation period) if the target contracts it. The DC and incubation period noted is for the subsequent saves and if the disease should spread.
Disease | Infection | DC | Incubation | Damage |
AEGIS Infection | Injury | 14 | 1d2 days | 1d4 Dex, 1d4 Cha |
Bioplague Delta | Injury | 15 | 1 day | 1d3 Con, 1d3 Int |
Plasma BeamDescriptor: Fire
Classes: Energy Warrior
Prerequisites: None
Sockets: Support, Energy Emitter
Range: Personal
Saving Throw: None
You and your equipment are immune to the damage caused by being on fire. You can set yourself on fire as a free action.
Energy: While you are on fire, whenever an opponent hits you with a melee attack using a natural or non-reach manufactured weapon, he takes 1d6 points of fire damage per point of energy allocated to this module.
Socket (support)Range: Personal
Saving Throw: None
Whenever you are attacked with a manufactured weapon, you can choose to deal 1d6 points of fire damage to that weapon per point of energy allocated to this module. In the case of ranged attacks, this damage is dealt to the projectile, not the launcher. This damage is resolved before the effects of the attack, negating it if the damage is sufficient to destroy the weapon. As normal for fire damage, this damage is divided by 2 before applying hardness. Weapons made of ice or particularly flammable materials (such as wood) are considered vulnerable to this damage. This effect deals double damage to such objects and ignores their hardness.
Common weapons have between 2 and 20 hit points, although most projectiles have only 2 hit points. Metal weapons generally have a hardness of 10. Enchanted weapons have 10 additional hit points and 2 additional hardness for each point of their enhancement bonus. See
http://www.d20srd.org/srd/exploration.htm#breakingAndEntering for more details.
Socket (energy emitter)Saving Throw: None
Your energy beam's damage type changes to fire damage. As energy damage, your energy beam attacks are affected by resistances, not damage reduction. They also deal an additional 1d6 points of fire damage per point of energy allocated to this module.
You can expend 1 point of energy as part of making an energy beam attack. If you do, any creature that took fire damage from that attack is set on fire. You may make this decision after making the attack roll and determining the damage dealt.
Polar StarDescriptor: Cold, Equipment
Classes: Dreadnought
Prerequisites: None
Sockets: Feet, Helmet
You can create a morningstar-like object formed out of ice. The action to do so is the same as if you were drawing it and is considered the same as drawing it. The polar star lasts as long as you hold it and disappears immediately if you ever lose your grip on it. You can only have one polar star in existence at once through this module. The polar star weighs nothing. Simply handling a polar star is no more dangerous than handling a normal morningstar.
You are considered proficient with your polar star. The polar star functions as a blue ice morningstar (see Frostburn) for all purposes except that it deals cold damage instead of bludgeoning and piercing damage. If your polar star is destroyed or dissipates, you can create a new one as normal with no penalty.
The polar star created by this module counts as an energy receptacle and shares its energy allocation with this module.
Energy: Your polar star gains an enhancement bonus equal to the amount of energy allocated to this module.
Socket (feet)This module allows you to manipulate a thin layer of ice around your body. You gain a +2 enhancement bonus on all Balance, Escape Artist, and Swim checks, as you can use the ice to form pebbled treads on your boots, to make a slippery rime around your armor, or as additional buoyancy. This bonus increases by 2 for every point of energy allocated to this module.
Socket (helmet)Saving Throw: Reflex negates or Fortitude negates (object)
In place of a normal melee attack with your polar star, you may instead make a melee touch attack with it. This attack does not deal its normal damage. Instead, it deals cold damage equal to the energy allocated to this module and may freeze part of the creature or object you hit.
If your touch attack hits a creature, choose one limb of the creature you struck. That creature must make a Reflex save or have that limb partially encased in ice.
An encased limb cannot be used for natural attacks other than slam attacks and unarmed strikes (which are treated as though made with a gauntlet; see below). An encased limb that is used for manipulation of objects is treated as if it had a locked gauntlet on it (it provides a +10 bonus on any roll to avoid being disarmed, but removing anything held or holding anything new takes a full-round action that provokes attacks of opportunity; the limb cannot be used for casting spells or employing skills; any unarmed strikes made with the limb are treated as though wearing a gauntlet). Further, any attacks made using such a limb suffer a -2 penalty on attack rolls.
If the limb is one used for movement, the creature must make a DC 10 Balance check or immediately fall prone, and if this reduces it to half of its normal amount of limbs used for movement or fewer, the creature must make an additional DC 10 Balance check whenever it attempts to move using the encased limb. If all of the limbs the creature uses for a form of movement are encased in ice, it cannot use that movement mode.
If the limb has any sensory organs, they function with reduced effectiveness. If at least half of the sensory organs that the creature uses for a given sense are encased in ice, the range of that sense (if it has a range) is halved and it suffers a -2 penalty on any skill and ability checks that would normally rely on that sense. In the case of sight, the creature also treats other creatures and objects as having concealment. If all sensory organs for the sense are encased, the creature cannot use that sense. In the case of sight, the creature is effectively blinded, and in the case of hearing, the creature is effectively deafened.
If all of a creature's limbs are encased in ice, the ice spreads to cover the rest of the creature's body, paralyzing it until one or more of its limbs are freed.
If your touch attack hits an object, that object becomes encased in ice and frozen to the surface it was on. Removing it requires breaking the ice. Objects that normally receive a saving throw against spells and effects can make a Fortitude save to prevent this. If the object is currently being held by a creature, treat this as though all limbs holding it had been encased if the object fails its save.
The ice created in this way is 1 inch thick, but is reinforced by your cybernetic energy. It has hit points equal to your activator level plus 3, and its break and Escape Artist DCs are equal to this module's save DC. The DC for these checks increases by 2 for every encased limb beyond the first. A single Strength check to break the ice or Escape Artist check to slip out of it, made as a standard action, is sufficient to remove the ice encasing all of a creature's limbs or to remove a frozen object from the surface it is attached to.
The ice created in this way melts naturally after one minute. In sub-zero temperatures or other conditions under which the ice would not melt, it instead becomes brittle and loses its hold after the same amount of time, becoming breakable or escapable as a free action without requiring a check.
Creatures with the fire subtype cannot be frozen as their heat melts the ice before it can take hold. They still take the damage as normal.
Power BeamDescriptor: Force
Classes: Energy Warrior
Prerequisites: None
Sockets: Hands, Energy Emitter
You gain a +1 deflection bonus to your Armor Class.
Energy: Each point of energy allocated to this module increases the deflection bonus by 1.
Socket (hands)You gain the benefits of the Improved Unarmed Strike feat. Your unarmed strikes and natural weapons gain an enhancement bonus to attack and damage rolls equal to the amount of energy allocated.
Socket (energy emitter)Your energy beam's damage type changes to force damage and your energy beam is considered a force effect. As a force effect, your energy beam attacks are not affected damage reduction and can strike ethereal and incorporeal targets normally. They also deal an additional 1d4 points of force damage per point of energy allocated to this module.
You can expend 1 point of energy as part of making a full attack in which you make at least one energy beam attack. If you do, you can make an additional energy beam attack at the highest attack bonus at which you make any other energy beam attack.
Power SuitDescriptor: Equipment
Classes: Cyberneticist, Dreadnought, Energy Warrior
Prerequisites: None
Sockets: Core, Shielding, Utility
When you activate this module, choose a single category of armor with which you are proficient (as indicated on the table below). You are always considered proficient with non-armor for this purpose.
You can form a suit of armor around yourself. The time it takes to do so is indicated on the table below and is considered the same as donning it. The power suit lasts as long as you wear it and disappears immediately if you ever remove it (which takes as long as forming it). You can only have one power suit in existence at once through this module. The power suit weighs the indicated value. You cannot form your power suit if you are already wearing armor or are otherwise unable to wear an additional suit of armor.
The power suit functions as armor of the chosen category for all purposes, made of the mundane material that any armor of the chosen category is normally made of, chosen when this module is activated. Thus, for instance, a medium power suit could act as though made out of steel (as a breastplate) or hide (as hide armor), and a non-armor power suit would usually count as simple cloth (as normal clothing). A non-armor power suit does not interfere with effects that depend on what type of armor is worn. It does not count as armor, much like clothing or robes.
The power suit created by this module counts as an energy receptacle and shares its energy allocation with this module.
Energy: Your power suit gains an enhancement bonus equal to the amount of energy allocated to this module.
Table: Power Suit ArmorArmor Type | Armor Bonus | Maximum Dexterity Bonus | Armor Check Penalty | Arcane Spell Failure | Weight | Time to Form |
Non-armor | +2 | -- | -- | -- | 5 lb. | 1 full-round action |
Light | +4 | +7 | -0 | 10% | 10 lb. | 2 rounds |
Medium | +6 | +5 | -1 | 15% | 15 lb. | 5 rounds |
Heavy | +8 | +3 | -3 | 25% | 25 lb. | 1 minute |
Socket (core)Your power suit fortifies your body. You gain immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. You are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, and energy drain. You are not at risk of death from massive damage. This does not remove any such effects that were already affecting you, but you do not suffer their effects while this module remains active and attached. These benefits apply even when you are not wearing your power suit.
Socket (shielding)Your power suit protects you from environmental dangers. You gain acid, cold, electricity, fire, and sonic resistance equal to 5 times the amount of energy allocated to this module. These benefits apply even when you are not wearing your power suit.
Socket (utility)Your power suit provides a self-contained atmosphere appropriate to your needs, making you effectively immune to all harmful vapors and gases (such as
cloudkill and
stinking cloud effects, as well as inhaled poisons) and allowing you to breathe, even underwater or in a vacuum. It also provides protection from extreme conditions, allowing you to exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. These benefits apply even when you are not wearing your power suit.
Probability BreakerDescriptor: Chaotic
Classes: Cyberneticist, Dreadnought
Prerequisites: Any non-lawful alignment
Sockets: Arms, Shielding
While this module is active, you gain a +2 resistance bonus to all saving throws against the spells and effects used by lawful creatures.
Energy: You gain a deflection bonus to your Armor Class equal to the amount of energy allocated to this module against the attacks of lawful creatures.
Socket (arms)Range: Medium (100 ft. + 10 ft./level)
Saving Throw: None
As a swift action, you can steal a bit of luck from a creature within range. Choose one of the following options: an attack roll, a damage roll, a skill or ability check, or a saving throw. For the next roll or check of the selected type that you make, roll twice and use the better result. For the next roll or check of the selected type that the subject makes, the subject rolls twice and uses the worse result. This effect lasts for one roll for each you or until the beginning of your next turn, whichever comes first.
Socket (shielding)Range: Personal
Saving Throw: None
You can protect yourself with the power of chaos. As an immediate action, you can reroll a saving throw or you can force an opponent to reroll an attack roll or damage roll made against you. You can decide whether or not to use this ability after determining the outcome of the original roll, and you can choose whether or not to use the result of the reroll.
PsychosynthesisDescriptor: None
Classes: Cyberneticist
Prerequisites: None
Sockets: Back, Helmet, Visor
While this module is active, you gain a +4 enhancement bonus on all Concentration, Psicraft, and Use Psionic Device checks, and you can use these skills untrained.
Energy: Each point of energy allocated to this module increases the bonuses granted by 2.
Socket (back)You gain power resistance equal to 5 + your activator level, and you gain an enhancement bonus to your power resistance (both the power resistance provided by this module's effects and any power resistance you may have from other sources) equal to the amount of energy allocated. Further, whenever a power fails to bypass your power resistance, you can absorb it, gaining temporary hit points equal to the number of power points spent on the power (including virtual power points that were not directly paid by the manifester, such as through the wild surge ability and psi-like abilities) for 1 minute.
Socket (helmet)Saving Throw: Fortitude negates
By altering the psychic energy signatures of your damaging powers, you can cause them to have particularly deleterious effects on their targets' nervous systems. Whenever you manifest a power that deals damage to one or more creatures, those creatures must make a Fortitude save (using this module's save DC, not the power's). Creatures that fail are staggered and sickened for 1 round, in addition to the power's normal effects. You can apply the effects of this ability to powers that you manifest personally as well as to powers produced by power completion and power trigger items that you use.
Socket (visor)You can sense psionic auras within 60 feet of you. You know the location and power of all psionic auras within your sight. You can make Psicraft skill checks to determine the discipline of psionics involved in each, as per the
detect psionics power.
Quake StompersDescriptor: Earth, Equipment
Classes: Dreadnought
Prerequisites: None
Sockets: Feet, Visor
You ignore the increased movement cost of difficult terrain.
Energy: You gain a competence bonus on attack rolls equal to the amount of energy allocated to this module. This bonus only applies while both you and your target are touching the ground.
Socket (feet)Range: 5 ft.
Saving Throw: Reflex negates
Whenever you charge, you can have all creatures other than yourself within 5 feet of any space you move through are knocked prone unless they succeed on a Reflex save.
Socket (visor)You gain tremorsense out to 5 feet per point of energy allocated to this module.
Resonance DetonatorDescriptor: Sonic
Classes: Cyberneticist, Dreadnought
Prerequisites: None
Sockets: Hands, Shielding
Range: See text
Saving Throw: Reflex half
As a standard action, you can release a blast of sonic energy around you. You deal sonic damage equal to twice your Strength modifier (minimum 1 damage) to all opponents within your unarmed reach. A successful Reflex save halves this damage.
In a vacuum, you can use this ability as a melee touch attack, instead. When you do, no Reflex save is allowed.
Energy: Each point of energy allocated to this module increases the sonic damage dealt by 1d4.
Socket (hands)The radius of this module's effect increases to your twice your normal reach, or 10 feet, whichever is better. When you damage an enemy with this module's ability, you can attempt a bull rush attempt as a free action against that enemy. You gain a +2 enhancement bonus on the opposed Strength check to push your opponent for each point of energy allocated to this module. You do not provoke attacks of opportunity for this and you do not move with your opponents.
Socket (shielding)Range: Personal
As an immediate action, you can attempt to reflect a single ranged attack made against you. You gain a +2 bonus to your Armor Class against this attack for each point of energy allocated to this module. If the attack misses you, you can make a ranged attack roll (or a ranged touch attack roll if the reflected attack was a touch attack) to try to hit your attacker as though you were using the ranged attack. Treat yourself as the originator of the reflected attack for all purposes, such as ability scores, caster level, and secondary effects. Use your activator level in place of all level-dependent effects, such as effective caster level and manifester level.
This ability functions normally in a vacuum.
Restoration MatrixDescriptor: None
Classes: Cyberneticist
Prerequisites: None
Sockets: Arms, Core, Utility
Range: Touch
Saving Throw: Will negates (harmless)
While this module is active, you gain a +2 enhancement bonus on all Heal checks.
Additionally, you can heal wounds with a touch. As a standard action, you can touch a living creature. The subject is stabilized. If it has any caltrop wounds, bleeding wounds, or other wounds that are specially healed by
cure spells or magical healing, they are also cured. The subject is also healed a number of hit points equal to your activator level, but this healing cannot raise its hit points to greater than half its maximum hit points. The full normal amount of nonlethal damage is still healed even if only some of the healing can be applied. This healing functions as a conjuration (healing) effect, although unlike
cure spells it does not function through positive energy and does not deal damage to undead. An unwilling subject is allowed a Will save to negate the effect.
Energy: Each point of energy allocated to this module improves the bonus on Heal checks by 2 and increases the amount of healing provided by 5.
Socket (arms)Range: Close (25 ft. + 5 ft./2 levels)
This module's effect can target up to 1 creature per activator level at close range instead of applying by touch. All such creatures must be within 30 feet of each other.
Socket (core)The amount of healing provided by this module's effect is doubled. Additionally, the effect also immediately ends any and all of the following adverse conditions affecting the subject: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. Any other effect that can be removed or influenced by a
heal spell or similarly powerful magical healing is also affected by this module's effect. It does not, however, remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.
Socket (utility)The healing provided by this module's effect is no longer limited to half of the subject's maximum hit points. If you expend 1 point of energy, it also removes 1 negative level, cures all ability damage to a single ability score, or restores 1d4 points of ability drain to a single ability score.
Rezbit ControllerDescriptor: None
Classes: Cyberneticist
Prerequisites: None
Sockets: Support, Utility
Range: See text
This module allows you to create and control a single rezbit ally to serve you. Rezbits are sentient computer viruses that animate machinery and other pieces of high technology. Your rezbit takes physical form out of special components designed for this purpose, linking it to you. You can communicate with your rezbit as though you shared a common language and you can direct it not to attack, to attack particular enemies, or to perform other actions as you see fit. Rezbits are highly intelligent and are able to follow complex commands, but can also act independently if not given specific commands.
You can deploy your rezbit as a standard action in any adjacent space it can occupy. As a standard action while adjacent to it, you can also recall your rezbit's AI into this module, deanimating the components it used as its body until such time as you redeploy it. You can only have one rezbit in existence at once through this module and it is the same rezbit each time you deploy it, although you create a new one each time you activate this module. If your rezbit is damaged or destroyed, it remains so when you next redeploy it until you reactivate this module. Your rezbit remains in existence only as long as you keep this module active. If you deactivate or suppress this module, your rezbit is deanimated as if you had recalled it and remains so until you deploy it again.
Your rezbit gains additional hit points equal to twice your activator level. Its statistics are otherwise as normal for a rezbit. See the
rezbit monster entry for more details.
Energy: Each point of energy allocated to this module grants your rezbit one of the following effects. You can choose the same or different effect for each point of energy you allocate to this module each time you allocate energy to it. Whenever you reallocate your energy, you can choose to redistribute the energy allocated to this module amongst these effects.
- Energy Barrier: The rezbit gains a deflection bonus to its Armor Class and a resistance bonus to its saving throws equal to the amount of energy allocated towards this effect.
- Enhanced Analysis: The rezbit gains an enhancement bonus equal to twice the amount of energy allocated towards this effect on its Intelligence checks and Intelligence-based skill checks. As long as at least 1 point of energy is allocated towards this effect, you also gain any information granted by your rezbit's analyze technology ability.
- Rapid Repair: The rezbit gains fast healing equal to the amount of energy allocated towards this effect.
- Shock Blast: The rezbit can use its shock ability at a range of 20 feet per point of energy allocated towards this effect. Treat this as a ranged touch attack. It also gains an enhancement bonus on all attack and weapon damage rolls equal to the amount of energy allocated towards this effect.
Socket (support)You can create and control a greater rezbit instead of a rezbit. The benefits of allocating energy to this module stack with any racial abilities the greater rezbit has that provide the same bonuses.
Socket (utility)Your rezbit gains improved evasion (as the familiar ability) and spell resistance equal to 5 + your activator level. Additionally, you can recall it as an immediate action as long as it is no further away from you than within 30 feet plus 10 feet per point of allocated energy.
Riot ShieldDescriptor: Equipment, Force
Classes: Dreadnought
Prerequisites: None
Sockets: Hands, Shielding
You can create a shield-like object formed out of kinetic force. The action to do so is the same as if you were donning it and is considered the same as donning it. The riot shield lasts as long as you wield it and disappears immediately if you ever loose it. You can only have one riot shield in existence at once through this module. The riot shield weighs nothing. Despite being made of energy, simply handling a riot shield is no more dangerous than handling a normal shield.
You are considered proficient with your riot shield. The riot shield functions as a mithral buckler or a heavy mithral shield for all purposes except that it is a force effect, and therefore cannot be damaged normally and its shield bonus to your Armor Class applies against incorporeal touch attacks. You can switch whether it acts as a buckler or a heavy shield as a move action. If your riot shield is destroyed or dissipates, you can create a new one as normal with no penalty.
While your riot shield acts as a buckler and you wield a weapon in your shield hand, you do not suffer the normal -1 penalty to your attack rolls and the shield bonus your riot shield provides to your Armor Class is reduced by 1 (to a minimum of +0) instead of being completely negated.
As a force effect, any attacks you make with your riot shield affect incorporeal creatures and ethereal creatures normally and ignore damage reduction and the shield bonus it provides applies against incorporeal touch attacks.
The riot shield created by this module counts as an energy receptacle and shares its energy allocation with this module.
Energy: Your riot shield gains an enhancement bonus equal to the amount of energy allocated to this module.
Socket (hands)While your riot shield acts as a shield that you can make shield bash attacks with, it also acts as though it had shield spikes. These shield spikes have an enhancement bonus equal to the amount of energy allocated to this module. While making attacks with this shield, you gain the benefit of the Improved Shield Bash feat, even if you do not qualify for it. You can choose whether to deal bludgeoning damage with the shield instead of piercing damage (which is the norm for spiked shields).
Socket (shielding)Range: 30 ft.
The energy of your riot shield radiates outwards, protecting allies within 30 feet of you. Affected allies gain a shield bonus to their Armor Class equal to the amount of energy allocated to this module (even if you are not wielding your riot shield). As a force effect, this shield bonus applies against incorporeal touch attacks.