Author Topic: [PoC] Modules  (Read 6251 times)

Offline Garryl

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[PoC] Modules
« on: January 30, 2013, 10:42:53 PM »
Modules
Modules are the core component of cybernetics. They provide an activator with new abilities and powers, much like spells for a spellcaster.

Module Descriptions
The description of each module is presented in a standard format. Each category of information is explained and defined below.

Name
The first line of every module description gives the name by which the module is generally known.

Descriptor
Appearing on the line beneath the module's name is a descriptor that further categorizes the spell in some way. Some modules have more than one descriptor. Modules with no descriptor are marked with "none".

The descriptors used by modules include most common descriptors used by spells and effects. In addition, some modules use the combo, equipment, gravity, teleportation, and time descriptors

Descriptors usually have no game effect on their own, and are only used for how they interact with other effects and abilities.

Combo modules build upon the effects of other modules. They usually require certain other modules to be active in order to make use of them.

Equipment modules typically represent or control physical, external pieces of equipment. Dreadnoughts learn to make particularly effective use of them.

Classes
The next line of a module description gives the classes that have the module on their module list. Members of these classes learn to activate these modules as part of their basic training and practice.

Prerequisites
A module's prerequisites are what a character must do or possess to activate it. A module cannot be activated by a character unless she fulfills these prerequisites. A module cannot be counted towards fulfilling its own prerequisites. If an activator loses the ability to fulfill these requirements at any time, the module is suppressed until such time as the activator fulfills them again. In such a case, the module still counts against the limited number of modules the activator can have active at one time.

Sockets
This line summarizes the sockets that the module gains additional benefits from being attached to. A module can be attached to any socket its activator has access to, but it only gains additional benefits from those sockets indicated in its description. Certain abilities, such as the energy warrior's energy emitter socket, grant specific benefits to attaching a module to a socket, even if the module itself does not inherently produce any additional benefits.

Range
A module's range indicates how far from you its effects can reach, as defined in the Range entry of the module description. A module's range is the maximum distance from you that the module's effect can occur, as well as the maximum distance at which you can designate the module's effect's point of origin. If any portion of the module's effect's area would extend beyond this range, that area is wasted. Standard ranges include the following.
  • Personal: The module affects only you. Most modules with this range provide passive benefits that are always in effect while the module is active.
  • Touch: You must touch a creature or object to affect it. A touch effect that deals damage can score a critical hit just as a weapon can. A touch effect threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch effects allow you to touch multiple targets. You can touch as many willing targets as you can reach as part of using the module, but all targets of the effect must be touched in the same round that you finish using the module.
  • Close: The module's effect reaches as far as 25 feet away from you. The maximum range increases by 5 feet for every two full activator levels.
  • Medium: The module's effect reaches as far as 100 feet + 10 feet per activator level.
  • Long: The module's effect reaches as far as 400 feet + 40 feet per activator level.
  • Unlimited: The module's effect reaches anywhere on the same plane of existence.
  • Range Expressed in Feet: Some modules have no standard range category, just a range expressed in feet.
  • No Range: Most modules do not produce a distinct, targeted effect. Many are entirely passive and affect only you. Others simply produce effects for which a range is meaningless. For these modules, no range is listed.
Many modules can produce multiple distinct effects with different socket attachments. Those that have different ranges for their socket attachment effects list the range with the attachment's description.

Saving Throw
Usually a harmful module effect allows a target to make a saving throw to avoid some or all of the effect. The Saving Throw entry in a module description indicates which type of saving throw its effects allow and describes how saving throws against the effect work. Saving throws for modules work just like saving throws for spells.

The save DC of any of a module's effects is equal to 10 + the amount of energy allocated to the module + your Constitution modifier. Certain abilities can modify this. For example, the Technical Activator feat allows you to use your Intelligence modifier in place of your Constitution modifier to determine the save DC.

Most modules do not produce hostile effects. Many are entirely passive and affect only you. Others simply produce effects with no distinct subject. For these modules, no saving throw is listed.

Many modules can produce multiple distinct effects with different socket attachments. Those that have different saving throws for their socket attachment effects list the saving throw with the attachment's description.

Descriptive Text
This portion of a module description details what the module does and how it works. If one of the previous entries in the description included "see text," this is where the explanation is found. The descriptive text is further broken down into sections detailing the basic effects of having the module active and allocating energy to it and the extra effects of attaching it to each of the sockets that grant additional benefits.
« Last Edit: July 09, 2017, 10:24:56 PM by Garryl »

Offline Garryl

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(Continued) [PoC] Modules
« Reply #1 on: January 30, 2013, 10:43:13 PM »
All Modules
(click to show/hide)

Cyberneticist Module List
(click to show/hide)

Dreadnought Module List
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Energy Warrior Module List
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« Last Edit: July 03, 2020, 01:27:18 AM by Garryl »

Offline Garryl

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(Continued) [PoC] Modules
« Reply #2 on: January 30, 2013, 10:43:23 PM »
Advanced Targeting
Descriptor: None
Classes: Dreadnought
Prerequisites: None
Sockets: Support, Visor

You can acquire a target lock on a subject you can see. You add your Dexterity bonus (minimum +1) as a bonus on all ranged weapon damage rolls against the subject of your target lock.

Acquiring, releasing, or changing a target lock is a free action. You automatically lose your target lock if you are unable to see the subject of your target lock. You can have a target lock on only one subject at a time. If you have the ability to acquire a target lock from multiple sources, you still only acquire a target lock on a single subject, but the effects of those abilities all apply.

Energy: For each point of energy allocated to this module, you can deal precision out to 10 feet further than normal. The penalty you suffer on attack rolls as a result of making ranged attacks one or more range increments away is reduced by the amount of energy allocated. This cannot reduce the penalty below -0. These benefits only apply against the subject of your target lock.

Socket (support)
You can see the subject of your target lock as it actually is. You can see through normal and magical darkness, illusions, invisibility, and similar occlusions and visual misdirections. You can see the true form of the subject if it is polymorphed, transmuted, or otherwise changed. You can even see the subject across the boundaries of the Ethereal Plane, and similar planar boundaries. This enhanced sight is superimposed over your normal sight such that you can clearly see and differentiate between the two, and this enhanced sight never interferes with your normal sight.

This enhanced sight does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. It does not help you see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means.

Additionally, you can acquire and maintain a target lock on any subject that you have pinpointed, even if you cannot see it, as long as it is still within line of sight.

Socket (visor)
You can roll any miss chances on attacks against the subject of your target lock twice, taking the best result. As long as you still have line of sight, you can maintain your target lock against a subject you cannot see, and you can pinpoint its location.



Annihilator Beam
Descriptor: Sonic
Classes: Energy Warrior
Prerequisites: None
Sockets: Utility, Energy Emitter

A shockwave carries the force of your attacks outward from your weapon and around corners. The bonus to Armor Class that opponents gain against your attacks due to cover (including both soft cover and improved cover) is reduced by 2 (minimum +0). This benefit does not apply in a vacuum.

Energy: As long as you target the correct space, the miss chance you suffer for attacking opponents with concealment (including total concealment) is reduced by 5% for each point of energy allocated to this module (minimum 0%). This benefit does not apply in a vacuum.

Socket (utility)
Range: 30 ft.
You can generate an area of supernatural silence in an emanation around you. You can raise or lower this effect is a free action. At your discretion, you can choose to stop all sound from being made, entering, or passing through the area, similar to a silence spell, or simply prevent sound from exiting the area, similar to a zone of silence spell. Switching between these two forms is a free action.

Socket (energy emitter)
Saving Throw: Fortitude negates
Your energy beam's damage type changes to sonic damage. As energy damage, your energy beam attacks are affected by resistances, not damage reduction. They also deal an additional 1d6 points of sonic damage per point of energy allocated to this module. Since you can transmit the damaging pressure wave through the existing energy field of your energy beam, it still functions in a vacuum.

You can expend 1 point of energy as part of making an energy beam attack. If you do, any creature that took sonic damage from that attack is deafened for 1 minute. You may make this decision after making the attack roll and determining the damage dealt.



Arc Staff
Descriptor: Electricity, Equipment
Classes: Dreadnought
Prerequisites: None
Sockets: Arms, Hands

You can create a quarterstaff-like object formed out of electricity. The action to do so is the same as if you were drawing it and is considered the same as drawing it. The arc staff lasts as long as you hold it and disappears immediately if you ever lose your grip on it. You can only have one arc staff in existence at once through this module. The arc staff weighs nothing. Despite being made of electricity, simply handling an arc staff is no more dangerous than handling a normal quarterstaff.

You are considered proficient with your arc staff. The arc staff functions as a silver quarterstaff for all purposes except that it deals electricity damage instead of bludgeoning damage and that its damage is not reduced by 1. If your arc staff is destroyed or dissipates, you can create a new one as normal with no penalty.

The arc staff created by this module counts as an energy receptacle and shares its energy allocation with this module.

Energy: Your arc staff gains an enhancement bonus equal to the amount of energy allocated to this module.

Socket (arms)
Range: See text
Saving Throw: Reflex half
If you hit a creature with both ends of your arc staff during the same turn, you can have the electrical energy arc to other nearby creatures as an free action at any time during that turn, but no more than once per round. The creature you hit (the primary target) takes the brunt of the electrical discharge, which then arcs to other nearby targets. The discharge deals 1d6 points of electricity damage for each point of energy allocated to this module, plus 1d6 more for every arc staff attack you made this turn that hit the primary target. After it strikes, electricity can arc to a number of secondary targets equal to the energy allocated to this module. The secondary bolts each strike one target and deal half as much damage as the primary discharge did (rounded down). Each target (including the primary target) can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

Socket (hands)
Saving Throw: Fortitude negates
If you hit a creature with both ends of your arc staff during the same turn, that creature must make a Fortitude save or be stunned until the beginning of its next turn. (A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses its Dexterity bonus to AC, if any.) A given creature need make this saving throw only once each turn.



Arcanosynthesis
Descriptor: None
Classes: Cyberneticist
Prerequisites: None
Sockets: Back, Helmet, Visor

While this module is active, you gain a +4 enhancement bonus on all Concentration, Spellcraft, and Use Magic 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 spell resistance equal to 5 + your activator level, and you gain an enhancement bonus to your spell resistance (both the spell resistance provided by this module's effects and any spell resistance you may have from other sources) equal to the amount of energy allocated. Further, whenever a spell fails to bypass your spell resistance, you can absorb it, gaining temporary hit points equal to twice the spell's level (level 0 spells count as 1/2 level for this purpose) for 1 minute.

Socket (helmet)
Saving Throw: Fortitude negates
By altering the magical energy signatures of your damaging spells, you can cause them to have particularly deleterious effects on their targets' nervous systems. Whenever you cast a spell that deals damage to one or more creatures, those creatures must make a Fortitude save (using this module's save DC, not the spell's). Creatures that fail are staggered and sickened for 1 round, in addition to the spell's normal effects. You can apply the effects of this ability to spells that you cast personally as well as to spells produced by spell completion and spell trigger items that you use.

Socket (visor)
You can sense magic auras within 60 feet of you. You know the location and power of all magical auras within your sight. You can make Spellcraft skill checks to determine the school of magic involved in each, as per the detect magic spell.



Archon Plating
Descriptor: Equipment
Classes: Cyberneticist, Dreadnought
Prerequisites: None
Sockets: Back, Helmet

You gain DR 1/- and a +2 enhancement bonus on saves against stunning and paralysis.

Energy: The damage reduction and bonus on saves against stunning and paralysis is increased by the amount of energy allocated to this module.

Socket (back)
You gain an enhancement bonus to your natural armor bonus to Armor Class equal to the amount of energy allocated to this module. If you do not have a natural armor bonus, treat your existing bonus as +0.

Socket (helmet)
You are immune to mind-affecting effects.



Assassin Teleportation
Descriptor: Combo, Teleportation
Classes: None
Prerequisites: Must have another module with the Teleportation descriptor active.
Sockets: Arms

You gain the benefit of a modified version of the Spring Attack feat (even if you do not qualify for it). This functions as the normal Spring Attack feat, except that the movement involved is considered to be teleportation instead of normal movement. You only provoke attacks of opportunity for teleporting out of spaces (including the space you started in and the space you attack from), not for the spaces you teleport into or past, although you can use the Tumble skill and similar options as though with normal movement to prevent this. You can only use this ability to teleport to spaces that you have both line of sight and line of effect to.

If you have the ability to make multiple attacks as part of a teleporting Spring Attack (such as with the Bounding Assault feat or with this module's Arms socket attachment), you can teleport between each of them, as long as you teleport at least 5 feet each time. This otherwise follows the normal rules of the modified Spring Attack.

Energy: You gain a competence bonus on attack and weapon damage rolls made as part of a teleporting Spring Attack equal to the amount of energy allocated to this module.

Socket (arms)
As part of a teleporting Spring Attack, you may make a full-attack in place of the attacks you would otherwise be granted. You can designate a number of additional targets to not provoke attacks of opportunity from equal to the amount of energy allocated to this module, in addition to the target of your first attack. All attacks made this way must be against designated targets.



Astral Shift
Descriptor: Teleportation
Classes: Cyberneticist
Prerequisites: None
Sockets: Arms, Support, Visor
Range: 30 ft.

You are automatically aware of any teleportation that begins or ends within range. You can pinpoint the origin and destination of these effects, but only those that are within the range of your detection. You need not have line of sight or line of effect to detect and pinpoint teleportation.

Energy: The range of this effect increases by 10 feet for each point of energy allocated to this module.

Socket (arms)
As an immediate action, you can divert the final destination of any teleportation effect that you sense with this module, as though using the divert teleport power to do so. This follows all of the normal limitations of the power (although as a supernatural ability it does not allow power resistance). You can only divert the teleportation to unoccupied spaces within the range of this module's effect.

Socket (support)
Range: See text
Saving Throw: See text
You can teleport at will, as though with the teleport spell. If you attempt to teleport to a space within the range of this module's effect, this instead functions as a greater teleport effect. You can only take willing creatures and objects with you.

You can also use this module to travel through the planes. This functions as the psionic plane shift power. Due to the massive power consumption required for planar travel, this module is suppressed for 10 minutes after you use this ability.

Socket (visor)
As a standard action, you can trace any teleportation effects used within the area of this module's effect within the past minute. This functions as per the trace teleport power, except that it also traces non-magical teleportation.



Autoturret Construction Kit
Descriptor: None
Classes: Cyberneticist, Dreadnought
Prerequisites: None
Sockets: Arms, Feet, Hands
Range: See text

This module allows you to create and control a single combat turret called an autoturret to fight for you. Autoturrets are simple, portable automated guns mounted on a sturdy, stable base. Your autoturret takes physical form out of special components designed for this purpose, linking it to you. You can communicate with your autoturret 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 autoturret AI is able to follow only simple commands, and if not otherwise instructed it will simply fire at any apparent threat. You can communicate wirelessly with your autoturret at a distance of up to 100 feet, regardless of line of sight or line of effect, and your autoturret can likewise communicate with you at the same distance.

You can deploy your autoturret 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 autoturret, 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 autoturret in existence at once through this module, although you can create a new one each time you deploy it. Your autoturret remains in existence only as long as you keep this module active. If you deactivate or suppress this module, your autoturret self-destructs.

An autoturret deployed with this module is not emplaced. The autoturret's built-in nanorifle self-destructs and is destroyed when the turret is destroyed or if it is removed from the turret.

Your autoturret gains additional hit points equal to twice your activator level and has a base attack bonus equal to your activator level. Its statistics are otherwise as normal for a autoturret. See the autoturret monster entry for more details.

Energy: The autoturret gains an enhancement bonus for its built-in nanorifle, to its natural armor bonus to Armor Class, and on its Listen and Spot checks equal to the amount of energy allocated to this module. It also has a resistance bonus on all saving throws equal to the amount of energy allocated.

Socket (arms)
The autoturrets deployed with this module are armed with assault nanorifles instead of nanorifles. They gain Exotic Weapon Proficiency (assault nanorifle) and Autofire Proficiency as bonus feats.

Socket (feet)
You can create and control a hover autoturret instead of an autoturret. The hover autoturret gains a +5-foot enhancement bonus to its fly speed for each point of energy allocated to this module.

Socket (hands)
You can deploy and control two turrets at once instead of only one. You can deploy both as part of a single full-round action.



Biofeedback
Descriptor: None
Classes: Dreadnought, Energy Warrior
Prerequisites: None
Sockets: Core, Hands, Support

You gain DR 1/- and a +2 enhancement bonus on saves against poison and disease.

Energy: The damage reduction and bonus on saves against poison and disease is increased by the amount of energy allocated to this module.

Socket (core)
When you die or are destroyed, this module reconstructs your body, returning you to life 1 round later as per the true resurrection spell. You can only be resurrected by this effect once per day no matter how many times you reactivate this module or refresh your energy.

Socket (hands)
Range: Touch
As a swift action as part of making an attack with a weapon, you can secrete a mild venom onto that weapon. This functions similarly to applying a single dose of poison to the weapon, except that you are not at risk of exposing yourself to the poison when you apply it or when you roll a natural 1 on your attack. The poison, if not consumed sooner, loses its potency after 1 round. You are immune to the poison you secrete.

The poison you secrete this way is an injury poison, with a Fortitude save DC equal to this module's save DC. It's initial damage is Constitution damage equal to the amount of energy allocated to this module, with no secondary damage.

Socket (support)
You gain fast healing equal to the amount of energy allocated to this module.



Chrono Beam
Descriptor: Time
Classes: Cyberneticist, Energy Warrior
Prerequisites: None
Sockets: Back, Support, Energy Emitter

You gain a +2 competence bonus on initiative checks.

Energy: You gain a competence bonus on weapon damage rolls against flat-footed targets equal to twice the amount of energy allocated to this module.

Socket (back)
Range: Personal
As an immediate action, you can shunt yourself forwards in time. You seem to disappear in a shimmer of silver energy, then reappear 1 round later at the same initiative count. If you used this ability during your turn, you do not gain any actions during the turn you reappear that you had already spent in the turn you disappeared (including the swift action spent). You reappear in exactly the same orientation and condition as before. From your point of view, no time has passed at all. If the space from which you departed is occupied upon your return to the time stream, you appear in the closest unoccupied space, still in your original orientation. Determine the closest space randomly if necessary.

Socket (support)
You constantly pop back and forth between adjacent time streams. You look as though you’re winking in and out of reality very quickly and at random. Attacks and targeted effects employed against you have a 20% chance to simply not affect you, as you may shift to an alternate time stream just as they occur. Similarly, you only take half damage from area effects. This effect does not interfere with attacks and effects that you voluntarily receive. You can suppress or resume this effect as a free action.

Socket (energy emitter)
Saving Throw: Will negates
Your energy beam's damage type changes to untyped damage unaffected by damage reduction resulting from a time effect. Your energy beam attacks also deal an additional 1d4 points of untyped damage from a time effect 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 untyped damage from that attack must make a Will save or hop 1d4 rounds forward in time, as per the time hop power. You may make this decision after making the attack roll and determining the damage dealt.



Colossus Stabilizer
Descriptor: None
Classes: Dreadnought
Prerequisites: None
Sockets: Arms, Feet

You are considered to be 1 size category larger than normal when determining whether or not you can affect other creatures with bull rush, grapple, overrun, and trip attempts. In addition, you count as 1 size category larger when attempting to resist a bull rush, disarm, grapple, overrun, sunder, or trip attempt.

Energy: You gain an enhancement bonus on opposed rolls and checks made to resist bull rush, disarm, grapple, overrun, sunder, and trip attempts equal to twice the amount of energy allocated to this module.

Socket (arms)
You gain the benefits of the Improved Bull Rush feat and a further +2 enhancement bonus on all Strength checks made as part of a bull rush per point of energy allocated to this module. In addition, if you push a creature into a solid object that stops its movement as part of a bull rush attempt, you also deal 1d6 + your Strength modifier damage to that creature at the end of its movement.

Socket (feet)
By planting yourself firmly in place, you achieve an impenetrably solid defense. You gain a competence bonus to your Armor Class equal to the amount of energy allocated to this module. This bonus is reduced by 1 (to a minimum of +0) for every 10 feet you have moved since the beginning of your turn.



Corrosion Inducement
Descriptor: Acid
Classes: Cyberneticist
Prerequisites: None
Sockets: Feet, Helmet, Support
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: None

You can generate and launch a ray of acid as a standard action. The ray deals 1d6 points of acid damage on a hit. The acid rapidly loses its potency after the attack and disappears entirely within 1 round.

Energy: Each point of energy allocated to this module increases the damage dealt by 1d6.

Socket (feet)
Range: 0 ft.
When you move across the ground (or any other solid surface), you can leave a trail of acidic slime to hamper your enemies' movements. You can choose to leave the slime in any space you move through, and you can leave any number of continuous or discontinuous spaces in the trail as you move. Any surface you affect is covered in a thin acidic film for 1 minute. Any creature attempting to walk or climb across these surfaces or that begins its turn in contact with the acid takes 1d6 points of acid damage and must make a Balance check against this module's save DC. Each turn that a creature falls or remains prone in the acid it takes an additional 1d6 points of acid damage for every 2 points of energy allocated to this module.

Climbing creatures that climb across acid-coated surfaces must make a Climb check instead of a Balance check. Failure indicates that the creature loses its grip and falls.

Socket (helmet)
When you hit with this module's acid ray, the acid sticks to your target, entangling it for 1 round. At the end of that time, it deals an additional 1d6 acid damage, plus 1d6 for each point of energy allocated when you fired the ray.

Socket (support)
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Fortitude partial
You can create a cloud of corrosive, acidic fumes as a standard action. This functions as the stinking cloud spell, except as follows. The cloud emanates from a point within the range of this module's acid ray. Each round on your turn (beginning the turn you created it), the fog deals 1d6 points of acid damage, plus 1d6 for every 2 points of energy allocated to this module, to each creature and unattended object within it. The fog lasts for 1 minute, until you create a new cloud, or until dismissed, after which it disperses harmlessly.



Cryo Core
Descriptor: Cold
Classes: Cyberneticist
Prerequisites: None
Sockets: Core, Hands, Shielding
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: None

You can fire a ray of cold as a standard action. This ray deals 1d6 points of cold damage on a hit.

Energy: Each point of energy allocated to this module increases the number of rays you can fire as part of the standard action by 1. These rays can be directed at the same or different targets.

Socket (core)
You are immune to cold damage. In addition, the cold rays you fire with this ability are so cold and powerful that the damage they deal ignores cold resistance and half of the damage they deal ignores cold immunity.

Socket (hands)
If you hit and damage a given creature with more than one ray generated by this module as part of the same volley, the ice builds up, impeding that creature's movement. The effects occur as indicated below. A successful Fortitude save negates the effects.

Table: Cryo Core Secondary Effects
Rays HitEffect
2Entangled for 1 round.
3Entangled for 1d4 rounds and staggered for 1 round.
4 or moreEntangled and staggered for 1d4 rounds and stunned for 1 round.

Socket (shielding)
You can form a barrier of ice around your body, protecting you from incoming attacks. The barrier grants you hardness 2, plus 1 for each point of energy allocated to this module.



Dark Beam
Descriptor: Acid, Darkness
Classes: Cyberneticist, Energy Warrior
Prerequisites: None
Sockets: Back, Energy Emitter

Prevent the first negative level you would unwillingly suffer each round from an instantaneous or ongoing effect. This does not affect negative levels from continuous effects, such as wielding a Holy weapon while possessing an evil alignment, nor does it affect negative levels gained as part of using an ability or effect voluntarily.

Energy: The amount of negative levels that you can prevent each round is increased by the amount of energy allocated to this module.

Socket (back)
Range: 30 ft.
You can create an area of darkness that emanates from you. The darkness is impenetrable to normal vision and darkvision, but you can see normally within the darkened area, as though with the natural illumination that would otherwise prevail. Creatures outside the effect's area cannot see through it. The darkness has a radius of 30 feet. You can resume this effect as a standard action, but suppressing it takes only a free action. This is considered a spell with the Darkness descriptor for the purposes of how it interacts with spells with the Light descriptor.

Socket (energy emitter)
Saving Throw: None
Your energy beam's damage type changes to necrotic damage (an amalgam of acid damage and negative energy). As necrotic damage, your energy beam attacks are not affected by damage reduction. They also deal an additional 1d4 points of necrotic 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 necrotic damage from that attack is entangled for 1 round. You may make this decision after making the attack roll and determining the damage dealt.



Dark Visor
Descriptor: Darkness
Classes: Cyberneticist, Energy Warrior
Prerequisites: None
Sockets: Utility, Visor

You gain the ability to see with darkvision out to 30 feet.

Energy: The range of your darkvision (whether from this module or from another source) is increased by 30 feet per point of energy allocated to this module.

Socket (utility)
Your darkvision can see through darkness of any kind, including magical darkness. In addition, you cannot be blinded. If you are already blinded, you simply ignore the effects of the condition while this module remains active and attached. You can, however, see with darkvision if you are naturally blind.

Socket (visor)
You can see invisible and ethereal creatures and objects within the range of your darkvision. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. You can benefit from this effect even when you are not actively using darkvision, and when you are using darkvision from a source other than this module.



Dimensional Shift
Descriptor: Teleportation
Classes: Cyberneticist, Dreadnought
Prerequisites: None
Sockets: Arms, Hands, Support
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Will negates (harmless)

As a standard action, you can swap your position with that of a willing ally. Any bonds restraining you or your ally fall off harmlessly as you teleport out of them, although ongoing area effects (such as a web spell) might still affect you. If your ally occupies more than one square, you can occupy any of the squares that make up its space. Your ally must in turn occupy the square, or one of the squares, you previously occupied. You cannot use this ability if you or your ally would end up sharing the same space as another creature or an impassable terrain feature, such as a wall.

Energy: You gain a bonus on saves against teleportation effects equal to the amount of energy allocated to this module.

Socket (arms)
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: None
As a standard action, you can launch a ray of transdimensional energies. If you hit, the subject is blocked from almost any sort of dimensional travel or teleportation for 1 minute. Summoned creatures still disappear at the end of the summoning effect, and extradimensional perception and attack forms still function normally, but other forms of dimensional travel simply do not affect the subject. You can use this ability on yourself as an immediate action and without requiring an attack roll, if you so choose.

Socket (hands)
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Will negates
You can target unwilling creatures in addition to willing allies. If the unwilling subject succeeds on a Will save, the swap fails with no effect.

Socket (support)
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Will partial
You can attempt to forcefully and destructively teleport an enemy as a standard action. The subject takes 2d6 points of damage, plus an additional 1d6 per point of energy allocated to this module. A successful Will save halves the damage done. If the subject fails the saving throw, you can also teleport it up to 5 feet from its original position per point of energy allocated. If the subject would be teleported into a space that it cannot occupy, it instead remains in its original space.



Disruption Beam
Descriptor: None
Classes: Dreadnought, Energy Warrior
Prerequisites: None
Sockets: Shielding, Energy Emitter
Range: 60 ft.

You can use the detect magic spell at will as a spell-like ability with a caster level equal to your activator level. In addition, you can use the Computer Use, Psicraft, and Spellcraft skills untrained to identify the school of magic of a magical aura, psionic discipline of a psionic aura, or the identity of an active module or shaped soulmeld when using detect magic or similar effects.

Energy: You gain an enhancement bonus equal to twice the amount of energy allocated to this module on all Computer Use, Psicraft, and Spellcraft checks to identify the school of magic of a magical aura, discipline of psionics of a psionic aura, or the identity of an active module or shaped soulmeld when using detect magic or similar effects.

Socket (shielding)
Range: Personal
Saving Throw: None
Whenever you are hit with a magical weapon, you can attempt to suppress it and dispel any magical effects affecting it. This functions as a targeted greater dispel magic effect, except as noted. Your modifier on the dispel check is equal to your activator level, with no maximum. This effect occurs after determining whether or not the attack hits, but before its effects have been resolved. This effect only affects manufactured weapons, not enchanted creatures with natural attacks or unarmed strikes.

Socket (energy emitter)
Saving Throw: None
Your energy beam is charged with disruptive energies. Whenever you hit a target with an energy beam attack, you can attempt to dispel some of the ongoing spells and effects affecting your target. This functions as a targeted greater dispel magic effect, except as noted. Your modifier on the dispel check is equal to your activator level, with no maximum. You only attempt to dispel the first number of effects equal to the amount of energy allocated to this module; any additional ongoing effects are unaffected. If you are aware of any of the target's active modules, shaped soulmelds, or magic items, you can attempt to suppress them in combination, instead of dispelling one or more ongoing effects.



Disruption Crescent
Descriptor: Acid, Equipment
Classes: Dreadnought
Prerequisites: None
Sockets: Support, Visor

You can create a kukri-like object formed out of congealed acid. The action to do so is the same as if you were drawing it and is considered the same as drawing it. The disruption crescent lasts as long as you hold it and disappears immediately if you ever lose your grip on it. You can only have one disruption crescent in existence at once through this module. The disruption crescent weighs nothing. Despite being made of acid, simply handling a disruption crescent is no more dangerous than handling a normal kukri.

You are considered proficient with your disruption crescent. The disruption crescent functions as an adamantine kukri for all purposes except that it deals acid damage instead of slashing damage. If your disruption crescent is destroyed or dissipates, you can create a new one as normal with no penalty.

The disruption crescent created by this module counts as an energy receptacle and shares its energy allocation with this module.

Energy: Your disruption crescent gains an enhancement bonus equal to the amount of energy allocated to this module.

Socket (support)
Saving Throw: Fortitude negates
You can throw your disruption crescent with a range increment of 10 feet, plus 5 feet per point of energy allocated to this module. The disruption crescent does not disappear until the attack is completed. If the attack hits, it deals an additional 2d6 points of acid damage for each point of energy allocated to this module. A successful Fortitude save negates this extra damage. It you hit an unattended object in this way (including force effects), you may instead choose to disintegrate it, as per a disintegrate spell. The caster level of this effect is equal to your activator level, and the save DC is equal to this module's save DC.

In addition, whenever you deal sufficient acid damage with your disruption crescent to a creature or object to reduce it to 0 or fewer hit points, it is entirely disintegrated, as per a disintegrate spell. This applies regardless of how you deal damage with the disruption crescent, as long as you deal at least 1 point of acid damage with it.

Socket (visor)
This module analyzes the weaknesses of your opponents, indicating where to strike for maximum effect. The critical threat range of your disruption crescent improves, as per the Keen weapon special ability.

In addition, you can treat creatures and objects that are immune to critical hits (or that have a 100% or better chance of ignoring them) as though they only had a 50% chance to ignore the additional damage of critical hits and precision damage. Against creatures with a less than 100% chance to ignore critical hits, you instead treat them as having a 50% lower chance of ignoring your critical hits and precision damage, to a minimum of 0%. This benefit applies even when you are not using your disruption crescent.



Dragonfire Rifle
Descriptor: Equipment, Fire
Classes: Dreadnought
Prerequisites: None
Sockets: Arms, Helmet

You can create a nanorifle-like object that shoots great gouts of flame. The action to do so is the same as if you were drawing it and is considered the same as drawing it. The dragonfire rifle lasts as long as you hold it and disappears immediately if you ever lose your grip on it. You can only have one dragonfire rifle in existence at once through this module.

You are considered proficient with your dragonfire rifle. The dragonfire rifle functions as a nanorifle for all purposes. It does not fire normal nanogun ammunition. Instead, it fires bursts of flame. As such, it need not be reloaded. The flame bursts function as normal nanogun rounds for all purposes except that they deal fire damage instead of piercing damage. Flame bursts, being waves of energy rather than physical ammunition, do not exist except in the context of the attack that they are created for. If your dragonfire rifle is destroyed or dissipates, you can create a new one as normal with no penalty.

The dragonfire rifle created by this module counts as an energy receptacle and shares its energy allocation with this module.

Energy: Your dragonfire rifle gains an enhancement bonus equal to the amount of energy allocated to this module.

Socket (arms)
Your dragonfire rifle functions as an assault nanorifle instead of a nanorifle. You gain the benefits of the Autofire Proficiency feat when making autofire attacks with it.

Socket (helmet)
Range: 30 ft.
Saving Throw: Reflex half
You can use your rifle to release a stream of flame. As a standard action while wielding your dragonfire rifle, you can release a burst of fire in a cone with up to a 30-foot radius (you must choose a multiple of 5 feet). The cone deals the same damage as a hit with your rifle deals to all creatures other than yourself and to all unattended objects in the area. A successful Reflex save halves this damage.

Additionally, the far end of the cone is left as a wall of roaring flames for 1 minute. The wall deals the same damage as a hit with your rifle deals to any creature passing through it, with no saving throw. A given creature can take this damage no more than once per round. The flames also obscure sight, granting concealment.



Dual Weapon
Descriptor: None
Classes: Dreadnought, Energy Warrior
Prerequisites: Dex 15.
Sockets: Arms, Hands

You can apply your full Strength bonus to damage with off-hand weapons and secondary natural weapons, instead of half.

Energy: The penalty you suffer on attack rolls for attacking with multiple weapons and the penalty on secondary natural attacks' attack rolls are reduced by the amount of energy allocated to this module. This cannot reduce the penalties to less than 0.

Socket (arms)
When you hit a creature with your off-hand weapon or a secondary natural attack, you may make a single additional attack against that target with your main-hand weapon or a primary natural attack at the same attack bonus. You can make only 1 additional attack each round this way, plus 1 more for every 2 points of allocated energy.

Socket (hands)
You gain the benefits of the Two-Weapon Fighting feat. If you have at least 2 points of energy allocated to this module, you gain the benefits of the Two-Weapon Defense feat. If your base attack bonus is +6 or higher and you have at least 3 points of energy allocated to this module, you also gain the benefits of the Improved Two-Weapon Fighting feat. If your base attack bonus is +11 or higher and you have at least 4 points of energy allocated to this module, you also gain the benefits of the Greater Two-Weapon Fighting feat.



Duality
Descriptor: Cold, Combo, Darkness, Fire, Light
Classes: Cyberneticist, Dreadnought, Energy Warrior
Prerequisites: Must have a module with the Fire or Light descriptors active, must have a second module with the Cold or Darkness descriptors active.
Sockets: Core, Feet, Shielding

You are healed by both positive and negative energy.

Energy: You gain fire and cold resistance equal to five times the amount of energy allocated to this module.

Socket (core)
Range: Medium (100 ft. + 10 ft./level)
Saving Throw: None
As a swift action or a standard action once per round, you can shoot up to one ray of positive or negative energy per point of energy allocated to this module. You can aim rays at any creature within range, be it an ally, an enemy, or even yourself. You automatically hit willing targets, but require a ranged touch attack to hit unwilling targets, as normal. If you use this ability as a swift action, you must choose different targets for each ray and they do 1d6 points of damage per point of energy allocated; each target must be within 15 feet of every other target. If you use this ability as a standard action, you must aim all rays at the same target and they do 2d6 points of damage each. These rays deal your choice of either positive energy (healing living creatures and damaging undead as per a cure spell) or negative energy damage, and all rays fired in a single round deal the same type. You cannot fire rays of the same damage type as the last time you used this ability in the past 5 minutes.

Socket (feet)
Range: Personal; 10 ft.
Saving Throw: None
As a full-round action, you can turn invisible and move up your movement speed. This invisibility lasts for the duration of your movement, or until the end of your turn, whichever comes first. You cause a blinding flash in a 10 foot radius burst from where you disappear (at the beginning of your movement), and create a cloud of darkness in a 10 foot radius from where you reappear (at the end of your movement). Creatures other than yourself within the flash of light are blinded with no save until the end of your next turn. Since the blindness is a result of overstimulation of the eyes, being unable to see the flash prevents the blindness. The darkness is impenetrable to normal vision and darkvision, but you can see normally within the darkened area. Creatures outside the effect's area cannot see through it. The cloud of darkness lasts until the end of your next turn.

Socket (shielding)
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Reflex half
As a swift action, you gain immunity to your choice of fire or cold damage until the beginning of your next turn. If you prevent any damage with your granted immunity, you can release a blast of the other energy type as a swift action once during your next turn. This blast can take the form of a line out to the effect's range or a cone out to half that distance (rounded down to the nearest multiple of 5 feet), dealing 1d6 points of damage per point of energy allocated to this module as either fire damage (if you gained immunity to cold damage) or cold damage (if you gained immunity to fire). Affected creatures can attempt a Reflex save to take half damage.



Dueling Visor
Descriptor: None
Classes: Dreadnought, Energy Warrior
Prerequisites: None
Sockets: Feet, Helmet, Visor

This module allows you to focus on a single foe, letting you more effectively dodge its attacks. You can acquire a target lock on a subject you can see. You gain a +2 dodge bonus to your Armor Class against attacks made by the subject of your target lock. It takes your visor a moment to analyze your target's attack methods, so the bonus does not apply until the end of the turn in which you establish the target lock.

Acquiring, releasing, or changing a target lock is a free action. You automatically lose your target lock if you are unable to see the subject of your target lock. You can have a target lock on only one subject at a time. If you have the ability to acquire a target lock from multiple sources, you still only acquire a target lock on a single subject, but the effects of those abilities all apply.

Energy: You gain a competence bonus on attack rolls against the subject of your target lock equal to the amount of energy allocated to the module.

Socket (feet)
Your visor also analyzes your own actions to warn you of the openings you leave. You gain a +4 dodge bonus to your Armor Class against attacks of opportunity. This overlaps (does not stack) with the bonus against the subject of your target lock.

Socket (helmet)
The critical threat range for all attacks you make against the subject of your target lock 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.

Additionally, you can acquire and maintain a target lock on any subject that you have pinpointed, even if you cannot see it, as long as it is still within line of sight.

Socket (visor)
You gain a +4 bonus on critical confirmation rolls against the subject of your target lock. Additionally, as long as you still have line of sight, you can maintain your target lock against a subject you cannot see, and you can pinpoint its location.
« Last Edit: July 03, 2020, 01:27:28 AM by Garryl »

Offline Garryl

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(Continued) [PoC] Modules
« Reply #3 on: January 30, 2013, 10:43:37 PM »
Echo Visor
Descriptor: Sonic
Classes: Cyberneticist, Energy Warrior
Prerequisites: None
Sockets: Utility, Visor

You gain a +4 enhancement bonus on saves against sonic effects and language-dependent effects.

Energy: You gain sonic resistance equal to five times the amount of energy allocated to this module. In addition, each point of energy allocated to this module increases your effective level by 2 for the purposes of resisting the level- and HD-dependent effects of sonic effects (such as the blasphemy spell).

Socket (utility)
You gain blindsense out to 5 feet per point of energy allocated to this module.

Socket (visor)
You gain a +2 enhancement bonus to all Listen and Spot checks. Each point of energy allocated to this module increases the bonus by 2. You lose this bonus to Spot checks while unable to hear, such as while you are deafened, and with respect to things that are inaudible, such as a creature separated from you by a vacuum or within an area of magical silence.



Energy Restoration
Descriptor: None
Classes: Cyberneticist, Energy Warrior
Prerequisites: None
Sockets: Shielding, Support

Each minute that this module is active, you recover 1 point of ability damage to each of your ability scores.

Energy: You gain a bonus on saves against Necromancy effects and against effects that cause ability damage, ability drain, or negative levels equal to the amount of energy allocated to this module.

Socket (shielding)
You are immune to ability damage, ability drain, and energy drain.

Socket (support)
You gain fast healing equal to the amount of energy allocated to this module.



Energy Tank
Descriptor: None
Classes: Dreadnought, Energy Warrior
Prerequisites: None
Sockets: Hands, Shielding

You gain additional hit points equal to your activator level. Like the additional hit points granted by an increase to your Constitution score, these are not temporary hit points and are not lost first. As such, if this module is suppressed or deactivated, you lose a commensurate number of hit points, possibly even killing you.

Energy: You gain additional hit points equal to half of your activator level multiplied by the amount of energy allocated to this module (minimum the amount of allocated energy).

Socket (hands)
You can channel energy through your weapons. As a free action once per round, you may expend 1 point of energy. If you do, each attack you make this round with a manufactured weapon or a natural weapon (including unarmed strikes) deals an additional 1d6 points of damage per point of energy allocated to this module.

Socket (shielding)
You form a regenerative energy barrier around yourself. You gain an energy shield (as per the energy shield ability) with absorption equal to your activator level and with recovery equal to the amount of energy allocated to this module.



Energy Transfer
Descriptor: None
Classes: Cyberneticist, Energy Warrior
Prerequisites: None
Sockets: Arms, Utility
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Fortitude negates (harmless, object)

This module allows you to transfer your bio-energy to others. As a standard action, you can designate a willing creature. You can transfer your hit points to the subject. You can heal damage up to 10 points plus your activator level. The subject regains the chosen number of hit points, and you lose hit points equal to half that amount. You cannot heal damage that would reduce you to less than 1 hit point. This is not damage, so abilities you may have such as damage damage reduction and regeneration do not lessen or change this hit point loss. Likewise, even if you have immunity to the type of damage the target originally took, the transfer occurs normally and causes hit point loss to you. Like all magical healing, the subject heals an equal amount of nonlethal damage as lethal damage, although you do not gain nonlethal damage or lose additional hit points as a result of curing nonlethal damage.

This healing does not use positive or negative energy. Creatures of all types are affected equally. You can even use this to restore the hit points of undead, constructs, and other nonliving creatures, although this module lacks the power to revive dead or destroyed creatures.

You may expend 1 point of energy while using this ability. If you do, instead of transferring hit points, the subject simply heals that many hit points; you do not lose hit points.

Energy: Each point of energy allocated to this module increases the maximum amount of hit points transferred or healed by 10 points.

Socket (arms)
You can siphon energy from creatures you injure. Whenever you hit a creature with a melee or ranged attack, you can also choose to cause one negative level to that creature, which lasts for up to 1 hour. If you do, you gain one point of temporary energy and 5 temporary hit points, which last for up to 1 minute. If you use this effect multiple times, the temporary hit points stack, but the temporary energy does not. You can use this effect no more than once per round per point of energy allocated to this module. This is a form of energy drain. Creatures slain due to excessive negative levels from this effect do not rise as wights.

Socket (utility)
When you heal an ally with this module, you can also transfer up to 1 point of ability damage per point of energy allocated to this module from the target to yourself. You cannot transfer damage that would reduce you to less than 1 hit point or to less than 1 in a given ability score. As with hit point damage, you gain the same amount of ability damage transferred this way. If you expend energy while using this module's healing ability, instead of transferring ability damage, the subject simply heals the ability damage; you do not gain the ability damage.



Energy Weapon
Descriptor: Equipment
Classes: Cyberneticist, Dreadnought, Energy Warrior
Prerequisites: None
Sockets: Core, Hands

When you activate this module, choose a single type of weapon with which you are proficient.

You can create a weapon-like object out of pure energy shaped in the form of the chosen weapon. The action to do so is the same as if you were drawing it and is considered the same as drawing it. The energy weapon lasts as long as you hold it and disappears immediately if you ever lose your grip on it. You can only have one energy weapon in existence at once through this module. The energy weapon weighs nothing. Despite being made of energy, simply handling an energy weapon is no more dangerous than handling a normal weapon of the same type.

The energy weapon functions as a weapon of the chosen type for all purposes made of the mundane material that the weapon is normally made of.

The energy weapon created by this module counts as an energy receptacle and shares its energy allocation with this module.

Energy: Your energy weapon gains an enhancement bonus equal to the amount of energy allocated to this module.

Socket (core)
Attacks with your energy weapon are resolved as touch attacks. When you attack with it, you compare your attack roll to your target's touch AC instead of its normal Armor Class.

Socket (hands)
Your energy weapon overcomes damage reduction as though it was all materials and alignments.



Essence Balancer
Descriptor: None
Classes: Cyberneticist, Energy Warrior
Prerequisites: Any alignment with at least one neutral component
Sockets: Hands, Visor

While this module is active, you gain a +2 resistance bonus on all saving throws against the spells and effects used by creatures without a neutral component in their alignment or with any alignment subtypes.

Energy: You gain a deflection bonus to your Armor Class equal to the amount of energy allocated to this module against the attacks of creatures without a neutral component in their alignment or with any alignment subtypes.

Socket (hands)
You gain a bonus on weapon damage rolls equal to the amount of energy allocated to this module against creatures without a neutral component in their alignment or with any alignment subtypes.

Socket (visor)
You can sense the alignments of all creatures that you can see or otherwise pinpoint within 60 feet, plus 10 feet per point of energy allocated to this module.



Eternal Engine
Descriptor: Time
Classes: Dreadnought, Energy Warrior
Prerequisites: None
Sockets: Hands, Utility

When you ready an action, you need not specify the action you will take beforehand, only the trigger.

Energy: You gain an enhancement bonus on your Reflex saves equal to the amount of energy allocated to this module.

Socket (hands)
You can make a number of additional attacks of opportunity each round equal to the amount of energy allocated to this module. In addition, you can make attacks of opportunity while flat-footed. This stacks with the benefit of the Combat Reflexes feat and similar effects.

Socket (utility)
You need not specify the trigger for readied actions. You can perform a readied action in response to any event you are aware of.



Exploration Kit
Descriptor: Equipment
Classes: Cyberneticist, Dreadnought, Energy Warrior
Prerequisites: None
Sockets: Feet, Utility, Visor

This module is designed to aid in exploration of mildly uninhabitable areas. It provides you with 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. Your equipment is likewise protected.

In addition, you gain a +2 enhancement bonus on all Survival checks.

Energy: For each point of energy allocated to this module, you gain a +4 enhancement bonus on saves against environmental effects, such as severe wind, extreme heat, intense cold, and pressure damage. This bonus does not apply against magical effects unless they mimic extreme environmental effects. The enhancement bonus granted to your Survival checks also increases by +2 for each point of allocated energy.

Socket (feet)
Improved stability allows you to more easily pick your way through rough terrain. Your movement is not slowed by difficult terrain, you gain an enhancement bonus on all Balance checks equal to 2 + twice the amount of energy allocated to this module, and you aren't flat-footed as a result of balancing. You still suffer any other adverse effects of difficult terrain, such as suffering increased Balance and Tumble DCs and requiring Balance checks when running or charging.

Socket (utility)
This module automatically detects and alerts you to the presence of radiation sources and irradiated areas within 60 feet and identifies the direction and approximate strength of the strongest radiation source it detects. Additionally, it provides some protection from radiation dangers, equivalent to a standard radiation shield.

Socket (visor)
This module improves your sight in conditions of poor visibility, granting you low-light vision and the benefits of the Blind-fight feat.



Fire Field
Descriptor: Fire
Classes: Cyberneticist
Prerequisites: None
Sockets: Hands, Shielding, Utility
Range: Touch
Saving Throw: None

As a standard action, you can make a melee touch attack. If you hit, your target takes 1d6 points of fire damage immediately and is set on fire.

Energy: Each point of energy allocated to this module increases the damage dealt by 1d6.

Socket (hands)
Range: 10 ft.
Saving Throw: Reflex half
As a standard action, you can release a burst of fire in a 10-foot radius around you. The blast deals 1d6 points of fire damage per point of allocated energy to all creatures other than yourself and all unattended objects in the area. A successful Reflex save halves this damage. Additionally, the area is filled with a roaring inferno for 1 minute. Each round on your turn (beginning the next turn after you created it), the inferno deals 1d6 points of fire damage, plus 1d6 for every 2 points of energy allocated to this module, to each creature and unattended object within it. The inferno lasts for 1 minute, until you create a new inferno, or until dismissed, after which it dissipates harmlessly.

Socket (shielding)
You are immune to fire damage.

Socket (utility)
Your wounds are cauterized instantly. You are immune to bleeding effects and you automatically stabilize when reduced to negative hit points. Whenever you take lethal bludgeoning, piercing, or slashing damage, you treat up to 1 point of that damage per point of energy allocated as nonlethal damage instead.



Flare Beam
Descriptor: Light
Classes: Cyberneticist, Energy Warrior
Prerequisites: None
Sockets: Hands, Visor, Energy Emitter

While this module is active, you cannot be dazzled and you gain a +2 bonus on saving throws against gaze attacks and Light effects. If you are already dazzled, you simply ignore the effects of the condition while this module remains active. In addition, any weapon you wield or any natural weapon you possess glows as a torch. You can suppress or resume the glow as a free action.

Energy: Each point of energy allocated to this module increases the bonus to saving throws against gaze attacks and Light effects by 1.

Socket (hands)
Saving Throw: Will negates
Whenever you hit with an attack, the target of your attack must make a Will save or be blinded for 1 round. This effect occurs after resolving the attack. A given creature need make this saving throw only once each turn.

Socket (visor)
You cannot be blinded. If you are already blinded, you simply ignore the effects of the condition while this module remains active and attached. This does not allow you to see if you are naturally blind.

Socket (energy emitter)
Saving Throw: Reflex half
If you hit a creature with your energy beam with an attack, you can release a blast of solar energy from your emitter along the trajectory of your attack. You can do this no more than once per round. The creature you hit (the primary target) takes 1d6 points of damage for each point of energy allocated to this module, in addition to the damage dealt by your attack. The blast of light continues onwards in a line up to 10 feet long per point of energy allocated to this module, originating from one corner of the primary target's space, heading directly away from you. All other creatures in the line, other than yourself, suffer the same amount of additional damage as the primary target. Each target (including the primary target) can attempt a Reflex saving throw for half damage. You can choose to make the line shorter than the maximum.

The damage caused by this effect is considered a separate effect caused by this module, not your energy beam. As such, it is not affected by damage reduction, and the Reflex save does not affect the damage dealt by your initial energy beam attack.



G-Lifter
Descriptor: Equipment, Gravity
Classes: Cyberneticist, Dreadnought
Prerequisites: None
Sockets: Arms, Hands, Helmet
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Will negates (object)

Your carrying capacity is doubled.

In addition, as a standard action, you can levitate a single unattended, nonmagical object weighing no more than 5 pounds. As a move action, you can propel the object as far as 15 feet in any direction. The effect ends if the distance between you and the object exceeds this module's range. Incorporeal and otherwise massless objects are unaffected.

Energy: Each point of energy allocated to this module increases maximum weight lifted by 5 pounds.

Socket (arms)
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Will negates (object)
As a standard action, you can launch a number of unattended objects at a target. The target of these objects must be within range. You can launch up to one object per point of energy allocated to this module, as long as they are all within this module's range and are all within 10 feet of each other, and their total weight does not exceed 50 pounds per point of allocated energy. You must succeed on ranged attack rolls (one per object thrown) to hit the target with the items. Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Incorporeal and otherwise massless objects are unaffected, although incorporeal and massless targets may still be struck by objects you launch.

Socket (hands)
The amount of weight you can levitate increases to 250 pounds, plus 25 pounds per point of energy allocated. You can affect magical and attended objects, but such objects are allowed a Will save to negate the effect.

Socket (helmet)
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: None
As a standard action, you can attempt to bull rush, disarm, grapple, or trip a creature at a distance. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your activator level in place of your base attack bonus (for disarm and grapple attempts), you use your modifier for the ability score that determines this module's save DC in place of your Strength modifier or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as normally allowed on disarm or trip attempts). Incorporeal and otherwise massless creatures are unaffected.

If you use this ability to maintain a grapple, you are not considered grappled yourself as a result. You must concentrate from round to round to maintain a grapple (normally a standard action), although you are allowed a new grapple check each round when you do so.



Grapple Lasso
Descriptor: Electricity, Equipment
Classes: Cyberneticist, Dreadnought
Prerequisites: None
Sockets: Arms, Back, Hands

You can create a whip-like object formed out of electricity. The action to do so is the same as if you were drawing it and is considered the same as drawing it. The grapple lasso lasts as long as you hold it and disappears immediately if you ever lose your grip on it. You can only have one grapple lasso in existence at once through this module. The grapple lasso weighs nothing. Despite being made of electricity, simply handling a grapple lasso is no more dangerous than handling a normal whip.

You are considered proficient with your grapple lasso. The grapple lasso functions as a whip for all purposes except that it deals electricity damage instead of slashing damage and that its damage is not prevented by armor and natural armor. You can choose to deal lethal or nonlethal damage on each attack with your grapple lasso, at no penalty. If your grapple lasso is destroyed or dissipates, you can create a new one as normal with no penalty.

The grapple lasso created by this module counts as an energy receptacle and shares its energy allocation with this module.

Energy: Your grapple lasso gains an enhancement bonus equal to the amount of energy allocated to this module.

Socket (arms)
You threaten the area into which you can make attacks with your grapple lasso.

In addition, you gain the benefits of the Improved Disarm and Improved Trip feats and a further +2 enhancement bonus on all opposed attack rolls, Strength checks, and Dexterity checks made as part of a disarm or trip attempt per point of energy allocated to this module. These benefits apply even when you aren't using your grapple lasso.

Socket (back)
You can use your grapple lasso like a grappling hook. Treat its length as 60 feet plus 10 feet per point of energy allocated to this module when used in this way, although you can expand or contract it to any length up to its maximum as a move action. You gain an enhancement bonus equal to twice the amount of allocated energy on Use Rope checks made to secure your grapple lasso, and you always know whether or not you've successfully secured it. In addition to anchor points valid for normal grappling hooks, you can secure your grapple lasso to any magnetic surface, even flat, hard, and slick walls and ceilings.

If you successfully secure your grapple lasso to an object capable of supporting your weight, you can pull yourself to the anchor point (optionally suspending yourself from it as though hanging from a rope) as a move action by contracting the lasso.

Socket (hands)
You gain the improved grab ability with your grapple lasso, except that you can attempt to grapple creatures of up to your size instead of only one size category smaller than you.

In addition, you gain the benefits of the Improved Grapple feat and a further +2 enhancement bonus on all grapple checks per point of energy allocated to this module. These benefits apply even when you aren't using your grapple lasso.



Gravitic Amplifier
Descriptor: Gravity
Classes: Dreadnought
Prerequisites: None
Sockets: Arms, Helmet, Utility
Range: See text
Saving Throw: None

You form a gravity well around yourself, holding your enemies near. Enemies act as though moving through difficult terrain when moving away from you while they are within 5 feet of you, even flying enemies, and even if there is no terrain at all. Incorporeal and otherwise massless creatures still ignore this difficult terrain.

Energy: Each point of energy allocated to this module increases the range of this effect by 5 feet.

Socket (arms)
You deal damage with melee and ranged weapons as though you and your weapons were one size category larger.

Socket (helmet)
Range: See text
Saving Throw: Fortitude negates
As a standard action, you can project a pulse of extreme gravity that pulls your enemies in. Each opponent within your artificial gravity well (within 5 feet of you, plus 5 feet for each point of energy allocated), must make a Fortitude save or be pushed 5 feet directly towards you in a straight line, plus an additional 5 feet for every 2 points of energy allocated to this module. This movement does not provoke attacks of opportunity from you, although it may from other creatures. If an obstacle prevents the completion of the opponent’s move, the opponent falls prone and stops in the space adjacent to the obstacle. Additionally, any opponent that fails its saving throw is immobilized for 1 round (after resolving this movement). Incorporeal and otherwise massless creatures are unaffected.

Socket (utility)
By increasing your personal gravity, you can throw your weight around much more effectively. You are considered to be one size category larger where beneficial when resolving bull rush, disarm, grapple, overrun, sunder, or trip attempts.



Gravity Beam
Descriptor: Gravity
Classes: Energy Warrior
Prerequisites: None
Sockets: Feet, Energy Emitter

You have a 25% chance to negate the additional damage dealt to you by critical hits and precision damage.

Energy: You gain an enhancement bonus on your Fortitude saves equal to the amount of energy allocated to this module.

Socket (feet)
You can use part of your movement to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a surface in an appropriate orientation to support you normally, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely.

Under conditions of no gravity, you can treat the conditions as light or normal gravity towards any surface you are in contact with.

Socket (energy emitter)
Saving Throw: Fortitude negates
Your energy beam's damage type changes to untyped damage unaffected by damage reduction resulting from a gravity effect. Your energy beam attacks also deal an additional 1d4 points of untyped damage from a gravity effect per point of energy allocated to this module. Incorporeal and otherwise massless creatures are immune to this damage.

You can expend 1 point of energy as part of making an energy beam attack. If you do, any creature that took untyped damage from that attack must make a Fortitude save or be immobilized for 1 round. You may make this decision after making the attack roll and determining the damage dealt. Incorporeal and otherwise massless creatures are unaffected.



Gravity Booster
Descriptor: Gravity
Classes: Cyberneticist, Energy Warrior
Prerequisites: None
Sockets: Back, Feet, Utility

While this module is active, you gain a +4 enhancement bonus on all Climb, Jump, and Swim checks.

Energy: Each point of energy allocated to this module increases the bonuses granted by 2.

Socket (back)
You gain a swim speed equal to your base land speed. In addition, you can move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. This module does not provide an oxygen supply, however.

Socket (feet)
You gain a climb speed equal to half your base land speed (rounded up to the nearest 5 foot measurement).

Socket (utility)
You can all but ignore the effects of abilities that would alter the normal gravity of an area or of yourself, such as the reverse gravity spell. This grants you immunity to non-damaging components of gravity-based effects, and you only take half damage from gravity-based effects that deal damage. You can still choose to be affected by such effects as normal.

While on a plane with different gravity from normal, you can control the gravity with respect to yourself and your equipment. Under conditions of heavy or light gravity, you can treat the gravity as normal gravity where beneficial. Under conditions of no gravity, you can treat the conditions as light or normal gravity towards any surface within 60 feet. You automatically sense and understand the nature of any objective directional gravity environment. You automatically succeed on Wisdom checks to control your personal gravity under subjective directional gravity conditions.

Lastly, any falling damage you take is reduced by one die of damage for every point of energy allocated to this module.



Guardian Shield
Descriptor: Force
Classes: Dreadnought, Energy Warrior
Prerequisites: None
Sockets: Shielding, Helmet
Range: 30 ft.
Saving Throw: None

You emanate an kinetic dampening field. You and all allies within 30 feet gain DR 1/-. You can suppress or resume this effect as a free action.

Energy: For each point of energy allocated to this module, the amount of damage reduction increases by 1.

Socket (helmet)
Range: 30 ft.
Saving Throw: Fortitude negates
As a standard action, you can project a pulse of kinetic energy that pushes your enemies away. Each opponent within 30 feet of you must make a Fortitude save or be pushed 5 feet directly away from you in a straight line for every point of energy allocated to this module. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent falls prone and stops in the space adjacent to the obstacle.

Socket (shielding)
The amount of damage reduction granted by this module is doubled (to 2 + 2 per energy). Additionally, the damage reduction granted by this module applies to force effects of all sorts, including spells, supernatural abilities, and other special effects that are not ordinarily affected by damage reduction.



Hammer Beam
Descriptor: None
Classes: Energy Warrior
Prerequisites: None
Sockets: Utility, Energy Emitter

Your attacks ignore any hardness less than 10.

Energy: The amount of hardness your attacks ignore is increased by twice the amount of energy allocated to this module.

Socket (utility)
You can perform sunder attacks using weapons as though they were bludgeoning weapons in addition to their normal types. You can deal damage to objects as though your damage was bludgeoning damage or its normal damage type, whichever is more beneficial.

Additionally, your attacks are treated as adamantine and bludgeoning damage for the purposes of bypassing damage reduction in addition to their normal types and materials.

Socket (energy emitter)
Saving Throw: Fortitude negates (object)
Your energy beam's damage type changes to bludgeoning damage. As bludgeoning damage, your energy beam attacks are affected by damage reduction. They also deal an additional 1d6 points of bludgeoning 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 or object that took bludgeoning damage from that attack must make a Fortitude save or be pushed back 10 feet directly away from you, plus an additional 5 feet per point of energy allocated to this module. If an obstacle prevents the completion of the target's move, the target and the obstacle each take 1d6 points of damage, and the target stops in the space adjacent to the obstacle. This movement does not provoke an attack of opportunity from you, although it may provoke attacks of opportunity from other creatures. You may make this decision after making the attack roll and determining the damage dealt.



Holographic Projector
Descriptor: None
Classes: Cyberneticist, Dreadnought
Prerequisites: None
Sockets: Utility, Visor
Range: Personal
Saving Throw: Will disbelief (if interacted with)

You can project a holographic shroud around yourself, changing your visual appearance. You gain a +4 enhancement bonus on Disguise and Hide checks.

In addition, you can make Disguise checks to alter your appearance as a standard action by producing an entirely holographic disguise. True seeing and similar effects can see through a disguise created this way. A creature that interacts with your holographic disguise gets a Will save to recognize it as an illusion. A disguise created this way is considered an illusion (glamer) effect.

Energy: Each point of energy allocated to this module increases the bonuses granted on Disguise and Hide checks by 2.

Socket (utility)
You can create holographic duplicates of yourself. As a swift action, you can create one duplicate, although you can never have more at one time than the amount of energy allocated to this module. If this module's energy is reduced, any excess duplicates immediately disappear. Holographic duplicates created this way otherwise function like the mirror images produced by the mirror image spell.

Socket (visor)
Range: Long (400 ft. + 40 ft./level)
Saving Throw: Will disbelief (if interacted with)
You can project any holographic image you can visualize. This functions as the silent image spell.



Hydro Guard
Descriptor: Water
Classes: Cyberneticist, Energy Warrior
Prerequisites: None
Sockets: Back, Feet, Shielding

You can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, as your feet hover an inch or two above the surface. (Crossing molten lava still deals damage from the heat because you are near it.) You can walk, run, charge, or otherwise move across the surface as if it were normal ground. You can still sink into the liquid surface if you wish, and if you are partially or wholly submerged in a liquid, you can use this module to float upwards toward the surface at 60 feet per round until you can stand on it.

Energy: You gain an enhancement bonus on your Reflex saves equal to the amount of energy allocated to this module.

Socket (back)
Range: 20 ft.
Saving Throw: None
A misty vapor arises around you. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

The cloud of fog is a 20-foot radius spread emanating from you. As you move, so does it. As a free action, you can separate it from yourself, leaving it suspended in space for 1 minute, after which it disperses. As a move action, you can have the cloud move up to 5 feet for every point of energy allocated to this module.

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round.

You can disperse your vapor cloud or create a new one around you as a standard action.

Socket (feet)
You gain a swim speed equal to your base land speed. In addition, you can breathe water freely.

Socket (shielding)
An energy field suspends a thin shell of water around you. While it does not interfere with vision, it does impede attacks made against you. This grants you DR/piercing equal to twice the amount of energy allocated to this module and fire resistance equal to 5 times the amount of energy allocated to this module. The water shell is not solid, so it does not interfere with your ability to breathe, nor does it protect you from harmful gases or vapors.

The energy field that suspends the water shell around you also allows you to more easily move through liquid environments. You can move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. This attachment does not provide an oxygen supply, however.



Ice Beam
Descriptor: Cold
Classes: Energy Warrior
Prerequisites: None
Sockets: Feet, Energy Emitter

Your equipment is immune to cold damage and cold effects, such as the chill metal spell. In addition, you can move across icy surfaces without needing to make Balance checks.

Energy: You have a 10% chance to negate the extra damage dealt to you by a critical hit or precision damage for each point of energy allocated to this module.

Socket (feet)
A thin layer of ice covers your boots and the ground you walk on. You gain the ability to walk on liquid surfaces as though they were solid by creating a layer of buoyant ice over the surface in question, forming a path for you to walk on as you move. As such, you are not considered to be in contact with the liquid surface, and do not suffer any ill effects of contact, such as from acid or lava. (Crossing molten lava still deals damage from the heat because you are near it.) If you are walking over a non-damaging liquid surface, such as water, you can choose to have your path dissipate as soon as you step off it or to persist for 1 minute, allowing other characters to follow you. This path is 1 inch thick per point of allocated energy (minimum 1/3 of an inch), has hardness 0 and 3 hp per inch of thickness, and does not obscure vision through to the other side. If the ice in the space you occupy is broken, it reforms instantly beneath your feet, preventing you from falling through, although the remainder of your space does not freeze over until your turn.

Socket (energy emitter)
Saving Throw: Fortitude negates
Your energy beam's damage type changes to cold damage. As energy damage, your energy beam attacks are affected by resistances, not damage reduction. They also deal an additional 1d6 points of cold 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 cold damage from that attack must make a Fortitude save or be stunned for 1 round. You may make this decision after making the attack roll and determining the damage dealt.



Ice Spreader
Descriptor: Cold, Combo
Classes: Energy Warrior
Prerequisites: Missile Launcher module, any module with the Cold descriptor.
Sockets: Helmet, Energy Emitter
Saving Throw: Fortitude negates (object); See text

The missiles fired by your Missile Launcher module deal hailstorm damage, a form of amalgam damage combining cold damage and magical bludgeoning damage.

Energy: Any creature that takes damage from your missiles must make a Fortitude save (at this module's save DC) or be entangled for 1 round per point of energy allocated to this module.

Socket (helmet)
Any creature that fails its Fortitude save is also stunned for 1 round.

Socket (energy emitter)
You can treat your missile attacks as energy beam attacks where beneficial.



Impulse Soles
Descriptor: Equipment
Classes: Dreadnought, Energy Warrior
Prerequisites: None
Sockets: Feet, Utility

You gain a +10-foot enhancement bonus to all of your movement speeds.

Energy: Each point of energy allocated to this module improves the enhancement bonus to your movement speeds by 5 feet.

Socket (feet)
You gain a dodge bonus to your Armor Class equal to the amount of energy allocated to this module.

Socket (utility)
Whenever you succeed on a Reflex save against an area effect, you can choose to rush out of harm's way as an immediate action. You must move up to 10 feet, plus 5 feet per point of energy allocated to this module, to the nearest occupiable space outside of the effect's area. If no such space is available, you remain where you are. If you end your movement outside of the effect's area, you suffer no effects at all from the area effect that allowed the save, as though you weren't in its area.



Infantry Teleportation
Descriptor: Teleportation
Classes: Cyberneticist, Dreadnought
Prerequisites: None
Sockets: Back, Utility

The automatic functions of this module attempt to teleport you out of the way of incoming attacks. All melee and ranged attack directed at you have a 10% miss chance, which does not stack with miss chances granted by similar effects, such as the blink spell or the Chrono Beam module's support attachment. This miss chance does not count as concealment, so you cannot use it to hide and precision-based damage is still effective against you. You lose the benefit of this miss chance if you are ever prevented from teleporting, such as from a dimensional anchor spell or when blocked by the effects of the Dimensional Shift module. When an attack misses you as a result of this module's effects, you actually teleport a short distance (although you remain inside your space), so you can be detected by effects such as the Astral Shift module. However, the teleportation is small and fast enough that it cannot be redirected or delayed, such as through the anticipate teleport spell and the divert teleport power.

Energy: Each point of energy allocated to this module increases the miss chance by 5%, to a maximum of a 50% miss chance.

Socket (back)
Range: See text
As a standard action, you can teleport up to 10 feet. Each point of energy allocated to this module increases the distance you can teleport by 10 feet. You do not need line of sight or line of effect to your destination. If you attempt to teleport into a location that is already occupied, you are shunted off to the nearest open space within range and take 1d6 points of damage per 5 feet so shunted from your intended destination.

Socket (utility)
Whenever you succeed on a Reflex save against an area effect, you can choose to teleport out of harm's way as an immediate action. You teleport to the nearest occupiable space outside of the effect's area within 5 feet, plus 5 feet per point of energy allocated to this module. If no such space is available, you remain where you are. If your teleportation succeeds, you suffer no effects at all from the area effect that allowed the save, as though you weren't in its area.
« Last Edit: July 03, 2020, 01:27:43 AM by Garryl »

Offline Garryl

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(Continued) [PoC] Modules
« Reply #4 on: January 30, 2013, 10:43:52 PM »
Kinetic Accelerator
Descriptor: 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 Beam
Descriptor: 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 Rod
Descriptor: 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 Shielding
Descriptor: 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 Bow
Descriptor: 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 Scanner
Descriptor: 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 Launcher
Descriptor: 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 Ball
Descriptor: 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 Ward
Descriptor: 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 Beam
Descriptor: 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 Relay
Descriptor: 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.



Omnitool
Descriptor: 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 Enforcement
Descriptor: 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 Launcher
Descriptor: 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.

DiseaseInfectionDCIncubationDamage
AEGIS InfectionInjury141d2 days1d4 Dex, 1d4 Cha
Bioplague DeltaInjury151 day1d3 Con, 1d3 Int



Plasma Beam
Descriptor: 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 Star
Descriptor: 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 Beam
Descriptor: 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 Suit
Descriptor: 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 Armor
Armor TypeArmor BonusMaximum Dexterity BonusArmor Check PenaltyArcane Spell FailureWeightTime to Form
Non-armor+2------5 lb.1 full-round action
Light+4+7-010%10 lb.2 rounds
Medium+6+5-115%15 lb.5 rounds
Heavy+8+3-325%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 Breaker
Descriptor: 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.



Psychosynthesis
Descriptor: 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 Stompers
Descriptor: 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 Detonator
Descriptor: 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 Matrix
Descriptor: 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 Controller
Descriptor: 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 Shield
Descriptor: 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.
« Last Edit: July 03, 2020, 01:27:59 AM by Garryl »

Offline Garryl

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(Continued) [PoC] Modules
« Reply #5 on: January 30, 2013, 10:44:00 PM »
Scan Visor
Descriptor: None
Classes: Cyberneticist, Energy Warrior
Prerequisites: None
Sockets: Helmet, Visor

You gain a +4 enhancement bonus on all Knowledge checks about creatures, objects, and effects you observe. You can use these skills untrained for this purpose, even when making checks with a DC higher than 10.

Energy: Each point of energy allocated to this module increases the enhancement bonus by 2.

Socket (helmet)
Range: Long (400 ft. + 40 ft./level)
You can scan one target within sight each round as a free action. This can be a creature, object, or ongoing effect that you are aware of. The information you reveal depends on what you scan.
  • 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, chance to ignore damage (such as from incorporeality), chance to ignore crit damage (such as from light fortification), 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 (both mundane and magical), 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.
Socket (visor)
This module's enhancement bonus on Knowledge checks also applies to Computer Use, Decipher Script, Martial Lore, Psicraft, and Spellcraft checks about creatures, objects, and effects you observe. You can use these skills untrained for this purpose.



Scrambler
Descriptor: None
Classes: Cyberneticist, Dreadnought
Prerequisites: None
Sockets: Arms, Helmet
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: None

You emit an energy field that interferes with the language center of the brain. Creatures within range suffer a -2 insight penalty on all Bluff, Computer Use, Decipher Script, Diplomacy, Intimidate, Knowledge, Listen, Sense Motive, and Truespeak checks. You can choose to omit any number of creatures you are aware of from this effect, and you can suppress or resume the effect entirely as a free action. This is a mind-affecting effect.

Energy: For each point of energy allocated to this module, the penalty increases by 1.

Socket (arms)
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Will partial
By focusing the energy field into a narrow beam, you can completely remove a creature's ability to comprehend languages. As a standard action, you can shoot a ray at a target within range of this module's effect. If you hit, the subject must make a Will save or be unable to read, write, speak, or understand any languages for 1 minute. During this time, the subject is unable to communicate through any effect that involves language, including telepathy and wireless communication. Further, the subject cannot activate command word, spell trigger, command thought, power trigger, and similar items, cast spells or use spell completion items involving verbal components, or speak utterances. However, the subject is also immune to all language-dependent effects. On a successful saving throw, the effect lasts only 1 round. This is a mind-affecting effect.

Socket (helmet)
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Will negates
As a standard action, you can scramble nearby enemies' minds, making them think that a single word you speak is actually their own thought to be carried out. All creatures currently subject to this module's interfering effect that can hear you speak are at risk of being affected. Creatures that are not affected (such as those you have omitted) are not at risk. A subject must make a Will save. On a failure, the subject carries out your command to the best of its abilities for a number of rounds equal to the amount of energy allocated to this module.
  • Approach: On its turn, the subject moves toward you as quickly and directly as possible. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
  • Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item for the effect's duration.
  • Fall: On its turn, the subject falls to the ground and remains prone for the duration. It may act normally while prone but takes any appropriate penalties.
  • Flee: On its turn, the subject moves away from you as quickly as possible. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
  • Halt: The subject stands in place for the duration. It may not take any actions but is not considered helpless.
If a subject can’t carry out your command on its turn, the effect immediately ends for that creature, allowing it to act normally with the remainder of its turn. This is a language-dependent, mind-affecting compulsion.



Screaming Cannon
Descriptor: Equipment, Sonic
Classes: Dreadnought
Prerequisites: None
Sockets: Helmet, Shielding

You can create a pulse cannon-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 screaming cannon lasts as long as you hold it and disappears immediately if you ever lose your grip on it. You can only have one screaming cannon in existence at once through this module.

You are considered proficient with your screaming cannon. The screaming cannon functions as a cold iron pulse cannon for all purposes. It does not fire normal nanogun ammunition. Instead, it fires bursts of sonic energy. As such, it need not be reloaded. The sonic bursts function as cold iron nanogun rounds for all purposes except that they deal sonic damage instead of piercing damage. Sonic bursts, being waves of energy rather than physical ammunition, do not exist except in the context of the attack that they are created for. However, they cannot travel through a vacuum, treating it as blocking line of effect. If your screaming cannon is destroyed or dissipates, you can create a new one as normal with no penalty.

The screaming cannon created by this module counts as an energy receptacle and shares its energy allocation with this module.

Energy: Your screaming cannon gains an enhancement bonus equal to the amount of energy allocated to this module.

Socket (helmet)
Saving Throw: Will negates; None
As a standard action, you can make a single attack with your screaming cannon. If the attack hits, it deals double damage and the creature struck must make a Will save or be frightened for 1d4 rounds.

A quirk of the screaming cannon's design causes it to function slightly differently against undead and deathless. When you hit an undead or deathless creature with this special attack, you still deal double damage, but instead of potentially frightening it, make a turning check to turn or destroy that creature as a cleric of your activator level. Use the amount of energy allocated to this module in place of your Charisma modifier.

Socket (shielding)
Half of your armor, shield, and natural armor bonuses to your Armor Class still apply against touch attacks and incorporeal touch attacks.



Screw Attack
Descriptor: Force
Classes: Dreadnought, Energy Warrior
Prerequisites: None
Sockets: Core, Feet, Helmet

You can fly up to 10 feet per round as part of normal movement as if with a fly speed equal to the speed you were using and with poor maneuverability. After that distance, you fall if you aren't supported through other means than this effect. This does not count as an actual fly speed for other purposes. You can make a Jump check before using this ability to effectively extend the distance that you can travel without touching the ground. You can switch freely between the flight granted by this module and your normal movement mode as part of the same action, although the total effective distance you move cannot exceed your normal movement distance.

Energy: The maximum distance you can fly each round in this way is increased by 10 feet per point of energy allocated to this module. Further, any falling damage you take is reduced as if you had fallen 10 feet fewer per point of energy allocated.

Socket (core)
Range: 30 ft.
Saving Throw: Reflex negates
As a full-round action, you can expend 1 point of energy to generate a protective barrier around yourself. You gain an energy shield with absorption equal to 5 times your activator level, but with no recovery. The energy shield remains as long as this module remains active and attached, or until its hit points are depleted. While the energy shield remains, you gain a deflection bonus to your Armor Class equal to the amount of energy allocated to this module. When the energy shield loses its last hit point, it explodes in a burst of force, pushing all opponents within range 10 feet directly away from you, plus an additional 5 feet for each point of energy allocated to this module. A successful reflex save negates the forced movement. Since this is a force effect, it fully affects incorporeal creatures.

Socket (feet)
The maneuverability of the limited flight granted by this module improves to good. In addition, if you end your flight adjacent to a flat surface (including ceilings and vertical walls), you can choose not to fall even if you are unsupported.

Socket (helmet)
Range: 10 ft.
Saving Throw: None
Whenever you charge while using a fly speed or while using the limited flight granted by this module, you can radiate energy that harms those that you pass nearby. All opponents and unattended objects that you pass within 10 feet of while flying during this charge take 1d6 points of damage per point of energy allocated to this module. This damage ignores hardness. Since it is from a force effect, it also harms incorporeal creatures and is not affected by damage reduction. Your flying movement as part of this charge does not provoke attack of opportunity.



Shadow Beam
Descriptor: Darkness
Classes: Cyberneticist, Energy Warrior
Prerequisites: None
Sockets: Hands, Energy Emitter

You are enveloped by a shroud of darkness. Shadows seem to dance around you, obscuring your location. All melee and ranged attacks directed at you have a 10% miss chance, as though from concealment. Effects that negate or ignore concealment also negate or ignore this miss chance. This miss chance does not otherwise count as concealment, so you cannot use it to hide and precision-based damage is still effective against you. You lose the benefit of this miss chance if you are within direct sunlight or the area of a Light effect of equal or higher level than this module's effective level.

Energy: Each point of energy allocated to this module increases the miss chance by 5%, to a maximum of a 50% miss chance.

Socket (hands)
Range: Long (400 ft. + 40 ft./level)
Saving Throw: Will disbelief (if interacted with)
You can manipulate shadows to create lifelike images. This functions as the silent image spell, except that it is a Darkness effect.

Socket (energy emitter)
Saving Throw: Reflex half
If you hit a creature with your energy beam with an attack, you can absorb energy into your emitter backwards along the trajectory of your attack. You can do this no more than once per round. The creature you hit (the primary target) takes 1d6 points of damage for each point of energy allocated to this module, in addition to the damage dealt by your attack. The absorption zone continues onwards in a cone up to 7.5 feet long per point of energy allocated to this module (rounded down to the nearest multiple of 5 feet), originating from one corner of the primary target's space, heading the direction most directly away from you. All other creatures in the cone, other than yourself, suffer the same amount of additional damage as the primary target. Each target (including the primary target) can attempt a Reflex saving throw for half damage. You can choose to make the cone shorter than the maximum.

The damage caused by this effect is considered a separate effect caused by this module, not your energy beam. As such, it is not affected by damage reduction, and the Reflex save does not affect the damage dealt by your initial energy beam attack.



Space Jump
Descriptor: Gravity
Classes: Cyberneticist, Energy Warrior
Prerequisites: None
Sockets: Back, Feet

You gain a +2 enhancement bonus on all Jump and Tumble checks. Further, you can treat any jump as if you had a running start.

Energy: Each point of energy allocated to this module improves the bonus granted to your Jump and Tumble checks by 2.

Socket (back)
You gain a fly speed of 20 feet with poor maneuverability. You gain an enhancement bonus to all fly speeds you possess (whether from this module or from other sources) equal to 5 feet per point of energy allocated to this module. If you have at least 3 points of energy allocated, your maneuverability with all fly speeds improves one category, to a maximum of perfect, and you gain the benefit of the Hover feat.

Socket (feet)
You can spend a swift action to make a Jump check and move up to the indicated distance. You provoke attacks of opportunity as normal, but may make Tumble checks to avoid them as usual.



Spazer Beam
Descriptor: None
Classes: Dreadnought, Energy Warrior
Prerequisites: None
Sockets: Arms, Energy Emitter

If you deal enough damage to a creature with a melee or ranged weapon attack to make it drop (typically by dropping it to below 0 hit points or killing it), you can immediately make an extra attack against another creature adjacent to the first and within range. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round. This effect stacks with the benefits of the Cleave and Great Cleave feats.

Energy: Each point of energy allocated to this module increases the number of times per round that you can gain an extra attack with this module's effects by 1.

Socket (arms)
You can use this ability as a swift action as part of making a full attack using a melee weapon. In place of your first attack at your full base attack bonus, you may instead make one melee attack at your full base attack bonus against each of any number of targets within reach. For the purpose of this attack, your reach increases by 5 feet for every point of energy allocated to this module.

Socket (energy emitter)
Saving Throw: Reflex half
If you hit a creature with your energy beam with an attack, you can release a blast of energy from your emitter at the impact location of your attack. You can do this no more than once per round. The creature you hit (the primary target) takes 1d6 points of damage for each point of energy allocated to this module, in addition to the damage dealt by your attack. The blast of energy expands outwards in a burst up to a 5 feet radius per point of energy allocated to this module, originating from one corner of the primary target's space. All other creatures in the burst, other than yourself, suffer the same amount of additional damage as the primary target. Each target (including the primary target) can attempt a Reflex saving throw for half damage. You can choose to make the burst's radius smaller than the maximum.

The damage caused by this effect is considered a separate effect caused by this module, not your energy beam. As such, it is not affected by damage reduction, and the Reflex save does not affect the damage dealt by your initial energy beam attack.



Speed Booster
Descriptor: None
Classes: Dreadnought
Prerequisites: None
Sockets: Feet, Hands

You gain the benefits of the Run feat and a +10-foot enhancement bonus to all of your movement speeds.

Energy: You gain an enhancement bonus on Constitution checks made to keep running equal to twice the amount of energy allocated to this module. Each point of energy allocated also improves the enhancement bonus to your movement speeds by 5 feet.

Socket (feet)
When you perform the run action, you can attempt to overrun creatures in your path as a free action instead of a standard action.

In addition, you gain the benefits of the Improved Overrun feat and a further +2 enhancement bonus on all Strength checks made as part of an overrun attempt per point of energy allocated to this module. These benefits apply even when not running.

Socket (hands)
When you perform the run action, you can attempt to move through and break doors, walls, or other obstacles in your path as a free action instead of a standard action. If you had at least a 20 foot running start, you gain a +4 enhancement bonus, +2 per point of energy allocated to this module, on your Strength check to break the obstacle. See http://www.d20srd.org/srd/exploration.htm#breakingAndEntering for more details. If you succeed, you can continue your movement past the obstacle. If you fail your check, you stop moving in the last legal space you occupied.



Spell Breaker
Descriptor: None
Classes: Cyberneticist, Dreadnought
Prerequisites: None
Sockets: Core, Helmet, Shielding

You gain spell resistance equal to 5 + your activator level.

Energy: You gain an enhancement bonus to your spell resistance (both the spell resistance provided by this module's effects and any spell resistance you may have from other sources) equal to the amount of energy allocated to this module.

Socket (core)
Range: 30 ft.
Saving Throw: None
You are surrounded by an energy-dampening field. This functions as an anti-magic field spell with a radius of 30 feet. You can raise or lower the field as a standard action. This anti-magic field never interferes with this socket attachment of this module, even if it would suppress this module or any abilities or effects that are needed to use it and this attachment. Other abilities of this module may still be lost if the module or the abilities allowing its use are suppressed.

In addition, this module is immune to being suppressed. It cannot even be suppressed by anti-magic fields, dead magic zones, dispel magic, disrupt modules, and similar effects.

Socket (helmet)
Range: Medium (100 ft. + 10 ft./level)
Saving Throw: None
As a standard action, you can attempt to dispel magical effects within an area. This functions as an area greater dispel magic effect. If you succeed in dispelling any spells, you gain temporary hit points equal to twice the spell level of the highest level spell dispelled this way. These temporary hit points last for 1 minute.

Socket (shielding)
When you attach this module to this socket, choose any 5 spells to become virtually immune to. You effectively have unbeatable spell resistance regarding the specified spells, including spell-like abilities and other effects that mimic the chosen spells. Naturally, this immunity doesn’t protect you from spells for which spell resistance doesn’t apply, nor from abilities that ignore spell resistance, such as supernatural abilities.



Stealth Field
Descriptor: None
Classes: Cyberneticist
Prerequisites: None
Sockets: Core, Support, Utility

You gain a +4 enhancement bonus on all Hide and Move Silently checks.

Energy: Each point of energy allocated to this module increases the enhancement bonus granted by 2.

Socket (core)
You gain immunity to all divination, clairsentience, and similar information-gathering effects employed against you or used to learn information about you; such divination fails to reveal any information. In the case of scrying that scans an area the creature is in, such as arcane eye, the effect works but you simply aren't detected. Scrying attempts that are targeted specifically at you do not work at all.

Additionally, you cannot be the subject of a target lock. Any attempt to acquire a target lock on you fails. Any existing target locks on you are released.

A side effect of the supercharged stealth field is that psychic detection and targeting systems have trouble locking onto your mind. You cannot be detected with the Cognition Detection System or Mindsight feats or with other abilities that detect minds or sense using telepathy. You are also immune to mind-affecting gaze attacks. Further, mind-affecting effects cannot target you. This provides no protection from rays, touch attacks, area effects, or mind-affecting effects brought into effect through a separate attack form, but it does prevent individually-targeted mind-affecting abilities and spells, such as charm person, from choosing you as a target.

Effects that can bypass the mind blank spell and similar effects, such as the metafaculty power, can also bypass this module's effect.

Socket (support)
As a move action, you can fade from sight, becoming invisible for 1 round per point of energy allocated to this module. Unlike the invisibility spell, your invisibility does not end if you attack.

Socket (utility)
You gain the benefits of the Darkstalker feat.



Storm Rifle
Descriptor: Electricity, Equipment, Sonic
Classes: Dreadnought
Prerequisites: None
Sockets: Arms, Support

You can create a rifle-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 storm rifle lasts as long as you hold it and disappears immediately if you ever lose your grip on it. You can only have one storm rifle in existence at once through this module.

You are considered proficient with your storm rifle. The storm rifle functions as a mithral TacMil sniper rifle for all purposes. It does not fire normal 7.62mm rounds. Instead, it automatically creates and fires pellets of ionized gases contained in a magnetic field shell. As such, it need not be reloaded. The ion pellets function as mithral 7.62mm rounds for all purposes except that they deal electricity damage instead of piercing damage. Ion pellets, being waves of energy as much physical ammunition, do not exist except in the context of the attack that they are created for. If your storm rifle is destroyed or dissipates, you can create a new one as normal with no penalty.

The storm rifle created by this module counts as an energy receptacle and shares its energy allocation with this module.

Energy: Your storm rifle gains an enhancement bonus equal to the amount of energy allocated to this module.

Socket (arms)
Saving Throw: Fortitude partial (object)
The ion pellets fired by your storm rifle now explode in a thunderous burst when they strike. On a hit, the thunderclap deals 1d6 points of sonic damage and deafens all creatures within 10 feet of the target you struck for 1 minute (including that creature). A successful Fortitude save negates the deafening, but not the sonic damage.

This thunderclap effect applies with both the standard ion pellets fired by your storm rifle and with the lightning strike attacks produced with the support attachment.

Socket (support)
Rather than firing ion pellets, you can project your storm rifle's ionizing magnetic field in order to produce a lightning strike. This effectively functions as a normal attack with the rifle except as follows. Because the lightning bolt strikes vertically, it ignores cover less than total cover between you and your target. Because you are not propelling the ion pellet from your storm rifle, it is much harder to track the attack back to you, further reducing Hide penalty for sniping by 5 and increasing the Listen DC to hear your rifle fire by 5.

If you are outdoors and in a stormy area, the power of these lightning strikes increases, dealing damage as if your storm rifle were a weapon one size category larger.

Your storm rifle can ionize the air and produce lightning strikes in this way indoors or underground, but not underwater or in a vacuum. You can still fire normal ion pellets if you so choose.



Temporal Accelerator
Descriptor: Time
Classes: Cyberneticist
Prerequisites: None
Sockets: Arms, Feet, Support

You gain a +10-foot enhancement bonus to all of your movement speeds.

Energy: Each point of energy allocated to this module improves the enhancement bonus to your movement speeds by 5 feet.

Socket (arms)
When making a full attack action, you can make one extra attack with any weapon you are holding at your full base attack bonus. In addition, you gain a +1 bonus on all attack rolls and a +1 dodge bonus to Armor Class and Reflex saves. You are considered to be under the effects of a haste spell where beneficial. These benefits do not stack with the haste spell, and the extra attacks are not cumulative with similar effects, such as that provided by a weapon of speed. These benefits apply for the duration of resolving your full attack.

Additionally, this module suppresses the slow spell and slow effects produced by other spells and effects (such as the chaos hammer or dictum spells). However, such spells and effects also suppress the other effects of this socket attachment.

Socket (feet)
You always have the extra split-second needed to react to unexpected attacks. You gain the uncanny dodge ability as a barbarian of your activator level.

Socket (support)
As an immediate action, you can take some or all of your actions that you would otherwise be able to take during your next turn. Any actions that you do not take remain available for you to use during your turn when it comes up in the normal initiative order, assuming that you are still able to act. Note that the immediate action spent to use this ability consumes your upcoming swift action as normal, and thus you do not have the swift action available for use as part of this effect. This ability does not affect your place in the initiative order.



Terranean Resonator
Descriptor: Earth
Classes: Cyberneticist, Dreadnought
Prerequisites: None
Sockets: Back, Core, Visor

You gain a +4 enhancement bonus on Balance checks and on ability checks made to resist being bull rushed, overrun, or tripped. This bonus only applies when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Energy: While you are standing firmly on the ground, you gain a competence bonus on all weapon damage rolls equal to the amount of energy allocated to this module. If your target is also in contact with the ground (but not necessarily standing firmly on it), you also gain a competence bonus equal to half that amount on attack rolls against them.

Socket (back)
You gain a burrow speed equal to half your base land speed.

Socket (core)
Range: 100 ft.
Saving Throw: Reflex half
As a standard action, you can cause a powerful but controlled tremor in the ground around you. All opponents touching the ground within a 100-foot spread take 1d6 damage per point of energy allocated to this module. A successful Reflex save halves this damage. Enemies closer to the epicenter, within a 30-foot spread, instead take 2d6 points of damage per point of energy allocated and are also knocked prone if they fail the Reflex save for half damage. This effect works through vibrations in the ground. Its line of effect works through solid ground and walls, but open spaces, such as air, block it. Thus, it can affect creatures through a wall and in another room, but it has no effect if used while airborne. Loose soil or sand reduces the range of this effect by half.

Socket (visor)
You gain tremorsense out to 5 feet per point of energy allocated to this module.



Thermal Lance
Descriptor: Equipment, Fire
Classes: Dreadnought
Prerequisites: None
Sockets: Feet, Hands

You can create a lance-like object formed out of fire. The action to do so is the same as if you were drawing it and is considered the same as drawing it. The thermal lance lasts as long as you hold it and disappears immediately if you ever lose your grip on it. You can only have one thermal lance in existence at once through this module. The thermal lance weighs nothing. Despite being made of fire, simply handling a thermal lance is no more dangerous than handling a normal lance.

You are considered proficient with your thermal lance. The thermal lance functions as a cold iron lance for all purposes except that it deals fire damage instead of piercing damage. If your thermal lance is destroyed or dissipates, you can create a new one as normal with no penalty.

The thermal lance created by this module counts as an energy receptacle and shares its energy allocation with this module.

Energy: Your thermal lance gains an enhancement bonus equal to the amount of energy allocated to this module.

Socket (feet)
While you are mounted, your mount gains a +10-foot bonus to its movement speed. Your mount also gains fire resistance equal to 5 times the amount of energy allocated to this module, and its natural attacks deal an additional amount of fire damage equal to the energy allocated.

Socket (hands)
Range: See text
Saving Throw: Reflex half
If you hit a creature with your thermal lance at the end of a charge, you can release a blast of flame from your thermal lance along the trajectory of your charge. You can do this no more than once per round. The creature you hit (the primary target) takes 1d6 points of fire damage for each point of energy allocated to this module, in addition to the damage dealt by your attack. The blast of flame continues onwards in a line up to 10 feet long per point of energy allocated to this module, originating from one corner of the primary target's space, heading directly away from you. All other creatures in the line, other than yourself, suffer the same amount of additional fire damage as the primary target. Each target (including the primary target) can attempt a Reflex saving throw for half damage. You can choose to make the line shorter than the maximum, as long as it is a multiple of 5 feet.

The damage caused by this effect is considered a separate effect caused by this module, not your thermal lance. As such, it is not affected by damage reduction, and the Reflex save does not affect the damage dealt by your initial thermal lance attack. However, energy resistance applies separately to both the initial thermal lance attack and the line of flame.



Thermal Visor
Descriptor: None
Classes: Energy Warrior
Prerequisites: None
Sockets: Utility, Visor

By observing the infrared spectrum, you can notice details unseen in only visible light. You gain a +4 enhancement bonus on all Search and Spot checks.

Energy: Each point of energy allocated to this module increases the bonus to Search and Spot checks by 2.

Socket (utility)
Range: 60 ft.
An enhanced sensor package allows this module to detect and visualize energy fields in other parts of the nonvisible spectra. You can sense magic auras within 60 feet of you. You know the location and power of all magical auras within your sight. You can make Spellcraft skill checks to determine the school of magic involved in each, as per the detect magic spell.

If you concentrate on a specific creature within range as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

Socket (visor)
You gain the benefit of the Blind-fight and Track feats.

In addition, you can track creatures by their thermal footprints and heat changes left by their passing, making a Wisdom check to find or follow a track. You automatically fail to track creatures that blend in with temperatures identical to their environment (such as creatures with the cold subtype in exceptionally cold environments and creatures with the fire subtype in very hot environments). The typical DC for a fresh trail is 10. The DC increases or decreases depending on how different the quarry's temperature was from the surrounding environment, the number of creatures, and the age of the trail. For every 10 minutes that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. While tracking by heat, you ignore the effects of poor visibility. You gain a bonus on these Wisdom checks equal to twice the amount of energy allocated to this module.



Twilight Reactor
Descriptor: Darkness
Classes: Cyberneticist, Energy Warrior
Prerequisites: None
Sockets: Arms, Support, Utility

You are immune to fear while within an area of complete darkness. If you are affected by fear when you enter an area of complete darkness, it is only suppressed while you remain within the area.

Energy: In an area no brighter than shadowy illumination, you have a bonus equal to twice the amount of energy allocated to this module on saves against darkness effects, fear effects, energy drain, and effects that use negative energy.

Socket (arms)
Range: Long (400 ft. + 40 ft./level)
Saving Throw: Will disbelief (if interacted with)
You can create quasi-real shadow holograms. This functions as the major image spell, except that it is a Darkness effect and is from the shadow subschool instead of a glamer. If attacked, the image automatically reacts accordingly regardless of whether you concentrate on it. It has hit points equal to your activator level and doesn't disappear unless the attack reduces it to 0 or fewer.

Socket (support)
Range: Touch
Saving Throw: Will negates (harmless)
You can step across planar boundaries into the Plane of Shadow. This ability functions as per the shadow walk spell, except that it only affects willing subjects.

Socket (utility)
While you are within an area of complete darkness, you gain blindsight out to 5 feet per point of energy allocated to this module, and abilities and senses that would allow a creature to see you normally, pinpoint your location, or detect your presence (including, but not limited to, darkvision, tremorsense, blindsight, scent, the touchsight power, and the Mindsight feat) still treat you as though you had concealment. If you are hiding, these senses do not detect you unless their possessor would detect you normally if you only had concealment (such as through a Spot or Listen check that beats the result of your Hide or Move Silently check).



Universal Translator
Descriptor: None
Classes: Cyberneticist
Prerequisites: None
Sockets: Utility, Visor

You can read all languages. This does not allow you to speak or write languages that you cannot normally understand, nor does it allow you to understand them when spoken. In addition, you can use the Decipher Script skill untrained, and you gain a +4 enhancement bonus on all Decipher Script and Forgery checks.

Energy: Each point of energy allocated to this module increases the bonus to Decipher Script and Forgery checks by 2.

Socket (utility)
You can communicate with any non-mindless creature, even ones that do not have a language.

Socket (visor)
You can speak, understand, and write all languages.



Uttercold Core
Descriptor: Cold, Combo, Darkness
Classes: Cyberneticist
Prerequisites: Cryo Core module, Dark Beam module.
Sockets: Core, Hands

The rays fired by your Cryo Core deal uttercold damage, a form of amalgam damage combining cold damage and negative energy damage.

Energy: Each point of energy allocated to this module increases the damage of each ray by 1 and increases the range by 10 feet.

Socket (core)
You are immune to cold damage and you are healed by negative energy.

Socket (hands)
Saving Throw: Will negates
If you hit and damage a given creature with more than one uttercold Cryo Core ray as part of the same volley, the black ice builds up, sapping that creature's energy. The effects occur as indicated below. A successful Will save (at this module's save DC) negates the effects.

Table: Uttercold Core Secondary Effects
Rays HitEffect
2Exhausted for 1 round.
3Exhausted for 1d4 rounds and blinded for 1 round.
4 or moreExhausted and blinded for 1d4 rounds and causes 1 negative level.



Vibroblade
Descriptor: Equipment, Sonic
Classes: Dreadnought
Prerequisites: None
Sockets: Arms, Utility

You can create a falchion-like object formed out of vibrating air. The action to do so is the same as if you were drawing it and is considered the same as drawing it. The vibroblade lasts as long as you hold it and disappears immediately if you ever lose your grip on it. You can only have one vibroblade in existence at once through this module. The vibroblade weighs nothing. Simply handling a vibroblade is no more dangerous than handling a normal falchion.

You are considered proficient with your vibroblade. The vibroblade functions as a crystal falchion (see Expanded Psionics Handbook) for all purposes except that it deals sonic damage instead of slashing damage. If your vibroblade is destroyed or dissipates, you can create a new one as normal with no penalty.

In a vacuum, a vibroblade is not as effective, requiring direct contact with the vibration field generator in order to inflict damage. It deals damage as a weapon of one size category smaller and imposes a -2 penalty attack rolls with it.

The vibroblade created by this module counts as an energy receptacle and shares its energy allocation with this module.

Energy: Your vibroblade gains an enhancement bonus equal to the amount of energy allocated to this module.

Socket (arms)
You may treat your attacks with your vibroblade as touch attacks.

Socket (utility)
Saving Throw: Will negates (object)
The damage dealt by your vibroblade ignores hardness. Whenever you hit a nonmagical object with your vibroblade, you can destroy that object, as though with a shatter spell. The caster level of this effect is equal to your activator level, and the save DC is equal to this module's save DC.



Warp Beam
Descriptor: Teleportation
Classes: Dreadnought, Energy Warrior
Prerequisites: None
Sockets: Hands, Energy Emitter

By bending space around your weapon, you can attack from more favorable angles. You gain a +1 competence bonus on all attack rolls. This bonus does not apply if you are barred from teleporting (such as while under the effects of a dimensional anchor spell) or are attacking into an area where teleportation does not function (such as the area of a dimension lock spell).

Energy: Each point of energy allocated to this module increases the competence bonus by 1.

Socket (feet)
Range: See text
As a move action, you can teleport up to 5 feet, plus 5 feet per point of energy allocated to this module. You must have line of sight and line of effect to your destination. If you attempt to teleport into a location that is already occupied, you are shunted off to the nearest open space within range and take 1d6 points of damage per 5 feet so shunted from your intended destination.

Socket (energy emitter)
Saving Throw: Will negates (object)
Your energy beam's damage type changes to untyped damage unaffected by damage reduction resulting from a teleportation effect. Targets that are barred from teleporting are immune to this damage. Your energy beam attacks also deal an additional 1d4 points of untyped damage from a teleportation effect 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 untyped teleportation damage from that attack must make a Will save or be teleported 5 feet, plus an additional 5 feet per point of energy allocated to this module. Determine the direction randomly (as per a missed splash weapon). If this would teleport into a location that is already occupied, it is shunted off to the nearest open space within range and takes and additional 1d6 points of damage. You may make this decision after making the attack roll and determining the damage dealt.



Wave Beam
Descriptor: Electricity
Classes: Energy Warrior
Prerequisites: None
Sockets: Utility, Energy Emitter
Range: Touch; Close (25 ft. + 5 ft./2 levels)
Saving Throw: None

You can provide power to an electrical or mechanical device that does not have a power source but is otherwise functional. The device functions exactly as it normally would if it had conventional power. This ability can affect any household or handheld device, scratch-built robot, or general-purpose vehicle. Larger or more intricate devices cannot be powered with this module. You can power only a single device at a time, and you must remain within close range. Using this ability is a standard action that requires touching the device to be powered.

Energy: You gain an enhancement bonus on your Will saves equal to the amount of energy allocated to this module.

Socket (utility)
You can reallocate your energy as an immediate action instead of a swift action.

Socket (energy emitter)
Range: See text; Close (25 ft. + 5 ft./2 levels)
Saving Throw: None
Your energy beam's damage type changes to electricity damage. As energy damage, your energy beam attacks are affected by resistances, not damage reduction. They also deal an additional 1d6 points of electricity 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 electricity damage from that attack is staggered for 1 round. You may make this decision after making the attack roll and determining the damage dealt.

Additionally, you can power a device with this module as an attack with your energy beam rather than a standard action. Doing so deals no damage, but powers the device as with this module's base effect if your attack hits. You can use this ability with a ranged energy beam attack as long as you are within close range of the device to be powered.



Wind Strider
Descriptor: Air, Electricity
Classes: Cyberneticist, Dreadnought
Prerequisites: None
Sockets: Back, Utility
Range: Personal
Saving Throw: Fortitude negates

A controlled curtain of wind surrounds you, deflecting projectiles aimed at you. You gain a +2 circumstance bonus to your Armor Class against ranged attacks. The wind also keeps away gases, granting you a +2 circumstance bonus on saves against inhaled poisons and preventing gaseous creatures from entering your space if they fail a Fortitude save.

Energy: Each point of energy allocated to this module increases the bonuses to your Armor Class and to your saves by 1.

Socket (back)
You can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half your normal speed. A strong wind (21+ mph) can push you along or hold you back. At the end of your turn each round, the wind blows you 5 feet for each 5 miles per hour of wind speed. You may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.

Socket (utility)
Range: Medium (100 ft. + 10 ft./level)
Saving Throw: None
You can create an electrified vertical curtain of wind as a standard action. The curtain is 10 feet high and 1 foot thick. Ranged weapon attacks other than rays are deflected when passing through the curtain, suffering a -4 penalty on attack rolls. The curtain lasts for 5 minutes, until you dismiss it, or until you use this ability again. Creatures passing through the curtain take 2d6 points of electricity damage, although a given creature can take this damage no more than once per round. You can create one 10 foot wide section per point of energy allocated to this module. Each section must be vertical and must form a single contiguous curtain.



X-Ray Scope
Descriptor: None
Classes: Cyberneticist
Prerequisites: None
Sockets: Core, Shielding, Visor

You gain a +2 enhancement bonus on your Disable Device and Search checks, and a +2 insight bonus on all saving throws to disbelieve illusions. In addition, you can use the Disable Device skill untrained.

Energy: Each point of energy allocated to this module increases the enhancement bonus granted to your Disable Device and Search checks by 2, and the insight bonus granted to disbelieve illusions by 1.

Socket (core)
You can see things as they truly are out to a distance of 120 feet, as per the true seeing spell.

Socket (shielding)
This module's radiation backscatter shielding can be improved and adapted to provide greater coverage. This provides the benefits of a total radiation shield, completely negating the effects of all radiation with a radiation period and halving the damage you take from acute radiation from sources without a radiation period, such as some modules and effects.

Socket (visor)
You gain the trapfinding ability, as the 1st level rogue class feature.

In addition, you can gain the ability to see into and through solid matter. Vision range is 20 feet, and you can see as if you were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision. Using this ability exposes you to acute heavy radiation, causing you 1 point of Constitution damage per minute (although it does not cause you to gain any radiation). The module's inbuilt radiation sponges can harmlessly absorb the radiation from the first 10 radiation periods of use in a single day. You can activate or suppress this ability as a standard action.
« Last Edit: July 03, 2020, 01:28:11 AM by Garryl »

Offline Garryl

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Re: [PoC] Modules
« Reply #6 on: January 30, 2013, 10:44:11 PM »
Notes and concepts without a name
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« Last Edit: November 07, 2014, 01:21:40 AM by Garryl »