Armored CoreDescriptor: Equipment, Exograft
Classes: Dreadnought, Exo Gladiator
Prerequisites: None
Sockets: Back, Core, Exograft
Under-armor reinforcements provide additional protection against most attacks. You gain a +1 enhancement bonus to your natural armor bonus to Armor Class. If you do not have a natural armor bonus, treat your existing bonus as +0.
Energy: Each point of energy allocated to this module increases the enhancement bonus by 1.
Socket (back)A secondary reactive shielding system further fortifies you, providing protection against more esoteric effects. You gain a resistance bonus on all saving throws equal to 1 + the amount of energy allocated to this module.
Socket (core)A final defensive layer provides a last-ditch layer of protection. You can expend 1 point of energy as an immediate action to purge almost any deleterious effect from yourself. Select one ongoing effect or condition currently affecting you. That effect or condition is removed. Conditions caused by continuous effects (such as being staggered when your nonlethal damage is exactly equal to your hit points) remain removed until the end of your next turn.
Alternatively, you can select a single possessing spirit inhabiting your body. You force it out of your body. If the spirit belongs to a spellcaster using
magic jar, the spirit returns to the receptacle. If it is a ghost or a possessing fiend, it becomes ethereal and free-floating again. In any case, the spirit cannot attempt to possess you again for 24 hours.
You can use this ability at the exact moment that you become affected by the effect, condition, or possessor you wish to remove. If you do, it is removed before it can take effect upon you. Thus, for example, you could remove the stunned condition before it prevents you from acting and before you drop everything held.
Socket (exograft)The heavy reinforcement this module provides to your exograft to improve its protective capabilities has a secondary benefit of turning it into an effective metal bludgeon. You gain the benefits of the Improved Unarmed Strike and Superior Unarmed Strike feats (even if you don't qualify for them) and your unarmed strikes gain an enhancement bonus equal to the amount of energy allocated to this module.
Asynchronous AcceleratorDescriptor: Time
Classes: Cyberneticist, Exo Gladiator
Prerequisites: None
Sockets: Core, Support, Utility
You gain a +2 deflection bonus to your Armor Class and a +2 resistance bonus to your saving throws. These bonuses only apply against time effects and effects that would disrupt or alter your personal time, such as a
time hop power or a phane's chronal blast ability.
Energy: You gain a bonus on initiative checks equal to twice the amount of energy allocated to this module. Whenever the amount of energy allocated to this module changes during an encounter, your initiative count increases by 2 for every additional point of energy allocated or decreases by 2 for every point of energy removed. This may cause you to act sooner or later in the initiative order.
Socket (core)You can expend 3 energy as a swift action to take a full-round action, a standard action and a move action, or two move actions.
Socket (support)You can expend 2 energy as a swift action to take a standard action or a move action.
Socket (utility)You can expend 1 energy as a swift action to take a move action.
BeastectorDescriptor: Exograft
Classes: Exo Gladiator
Prerequisites: None
Sockets: Arms, Visor, Exograft
You gain a bite natural attack, dealing bludgeoning, piercing, and slashing damage, with a base damage of 1d8 for a Medium-sized creature, or 1d6 for a Small-sized creature. You deal appropriately more or less damage with this attack if you are larger or smaller.
The bite attack granted by this module counts as an energy receptacle and shares its energy allocation with this module.
Energy: The bite attack granted by this module gains an enhancement bonus equal to the amount of energy allocated to this module.
Socket (arms)You gain the pounce special ability. This allows you to make a full attack at the end of a charge instead of only a single attack.
Socket (visor)This attachment activates the Beastector module's advanced chemical sensor package. This grants you the scent ability with a range of 30 feet. For each point of energy allocated to this module, the range of this scent ability increases by 10 feet.
Socket (exograft)Your exograft is reinforced with energy-reactive materials. When a sufficient charge passes through them, they become an order of magnitude harder than steel. You gain DR/adamantine equal to the amount of energy allocated to this module.
Additionally, while any energy is allocated to this module, your attacks with unarmed strikes and natural attacks count as being made with adamantine weapons, bypassing damage reduction accordingly and ignoring hardness less than 20.
Berserker ChipDescriptor: None
Classes: Dreadnought, Exo Gladiator
Prerequisites: None
Sockets: Helmet, Utility
As a free action, you can trigger the Berserker Chip to flood your brain and body with a chemical cocktail that promotes increased speed, strength, and aggression, causing you to enter a synthetic rage similar to that of a barbarian's rage. In this enraged state, you have a +1 morale bonus on attack rolls, melee weapon damage rolls, and Will saves. However, you suffer a -2 penalty to your Armor Class.
While you are in a synthetic rage, your ability to think calmly and clearly is compromised, although not as badly as with a barbarian's rage. You suffer a -4 penalty on all Charisma-, Dexterity-, and Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), and on the Concentration skill. You require a successful DC 15 Concentration check to use any abilities that require patience or concentration, to cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll), or to use the Combat Expertise feat, item creation feats, and metamagic feats. Make this check only once per round when you first attempt to perform such an activity. If you fail, you must choose to do something else with your action (you don't lose the action or waste the spell or item use, you simply cannot bring yourself to attempt such an action in the first place). Effects and abilities that would allow you to use these skills, abilities, and actions in a rage (which would normally disable them entirely) removes the penalties and need for a Concentration check from a synthetic rage.
You can remain in a synthetic rage for up to 3 rounds. You can prematurely end your synthetic rage as a free action.
When your synthetic rage ends, you become fatigued for 2 rounds. You cannot retrigger the berserker chip while you are still in a synthetic rage, nor can you enter a new synthetic rage until this period is over, even if your fatigue is removed or you are immune to fatigue.
This is a rage effect. Effects that modify or interact with rage effects, such as the
calm emotions spell, also affect the synthetic rage.
Energy: For each point of energy allocated to this module, the melee weapon damage bonus granted by your synthetic rage increases by 1. For every 2 points of energy allocated to this module, the melee attack roll and Will save bonuses granted by your synthetic rage increase by 1. If you change your energy allocation in the middle of a synthetic rage, the bonuses granted by the rage increase or decrease accordingly.
Socket (helmet)Directly connecting the berserker chip to your brain allows it to better focus you on battle, keeping out anything that would distract you from tearing your enemies to shreds. While you are in a synthetic rage, you are immune to mind-affecting effects other than the synthetic rage itself and other rage, frenzy, or similar effects.
As an additional benefit, the berserker chip's influence over your mind allows you to ignore the deleterious effects of its chemicals being flushed from your body. You are not fatigued at the end of a synthetic rage. You still can't enter a new synthetic rage until 2 rounds after it has ended, however.
Socket (utility)The berserker chip's chemical cocktail is altered to also include a sudden release of endorphins and adrenaline. When you enter a synthetic rage, you also gain benefits similar to a
haste spell for 1 round. These effects are as follows:
When making a full attack action, you may make one extra attack with any weapon you are holding. The attack is made using your full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to initiate a second strike or otherwise take an extra action in the round.)
You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of your modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice your normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed.
Multiple
haste effects don’t stack.
This also dispels any
slow spells and
slow effects produced by other spells and effects (such as the
chaos hammer or
dictum spells) from you.
BloodspireDescriptor: Exograft
Classes: Exo Gladiator
Prerequisites: None
Sockets: Helmet, Visor, Exograft
This module adds a series of wicked spikes several inches long to the top of your headgear. You gain a gore natural attack, dealing piercing damage, with a base damage of 1d8 for a Medium-sized creature, or 1d6 for a Small-sized creature. You deal appropriately more or less damage with this attack if you are larger or smaller.
The gore attack granted by this module counts as an energy receptacle and shares its energy allocation with this module.
Energy: The gore attack granted by this module gains an enhancement bonus equal to the amount of energy allocated to this module.
Socket (helmet)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, when you perform a charging bull rush, if you succeed in pushing your target back, you can also make a single gore attack against that target as part of your charge. You get a +1 bonus on your damage roll for every 5 points by which your Strength check beat your opponent's. You still gain the normal +2 bonus on your attack roll for making a charging attack, along with any other benefits your abilities may grant you on charging attacks, although pounce and similar abilities do not grant you the ability to make a full attack's worth of attacks in place of this attack.
Socket (visor)The benefits of this attachment are twofold. First, improvements to the shape and structure of your bloodspire spikes allows them to leave vicious, bleeding wounds. When you hit and damage a living creature with your gore attack, the wound continues to bleed, causing the creature to lose 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a
cure spell or some other healing magic.
Second, an updated sensor package allows you to detect and trace blood in the air. You can sense the presence of nearby creatures that are bleeding or that have less than half their maximum hit points and objects made out of blood. You can sense such creatures and objects within 5 feet per point of energy allocated to this module as well as if you could see them; this effect functions as blindsight in that regard.
Unlike blindsight, this sense extends only to blood and bloodied creatures. It does not allow you to ignore all of the penalties from being blinded, only those relating to being unable to see sensed creatures. Barring environments made out of blood, this effect grants you no ability to perceive the terrain around you if you are blinded.
Socket (exograft)Reinforcing your bloodspire spikes onto the main structure of your exograft greatly increases the degree of sudden force they can withstand, allowing you to strike much for aggressively with them. When you make a gore attack as part of a charge or when you ready your gore attack against a charge, you deal double damage with it.
Clamp ManipulatorsDescriptor: Exograft
Classes: Exo Gladiator
Prerequisites: None
Sockets: Hands, Shielding, Exograft
You gain the benefits of the Improved Unarmed Strike feat. You do not provoke an attack of opportunity when you make a touch attack to start a grapple. While grappling but not pinned, you maintain your threatened area with your unarmed strikes, allowing you to make attacks of opportunity using unarmed strikes as long as you have a free hand. You take a -4 penalty on your attack roll for attacks made this way, as though you were attacking an opponent in the grapple.
Energy: Your unarmed strikes gain an enhancement bonus equal to the amount of energy allocated to this module. You gain a +2 enhancement bonus equal per point of energy allocated to this module on grapple checks made to start a grapple, to prevent your opponent from escaping a grapple, to damage your opponent, to move a grapple, to prevent your opponent from moving a grapple, to pin your opponent, or to maintain a pin.
Socket (hands)You gain the improved grab ability with your unarmed strikes, except that you can attempt to grapple creatures of up to your size instead of only one size category smaller than you.
You do not take the normal -4 penalty on your attack rolls with unarmed strikes when attacking a creature you are grappling or making an attack of opportunity while grappling.
In addition, you gain the benefits of the Improved Grapple feat.
Socket (shielding)Your control over your opponent while grappling allows you to use them as a living shield. When you are attacked while grappling, you may attempt to move a creature you are grappling into the way of the attack. There is a 10% chance that the attack is redirected to a random other creature in the grapple. This chance increases by 5% for each point of energy allocated to this module, up to a maximum of 50%.
Additionally, you retain your Dexterity bonus to AC while grappling.
Socket (exograft)You gain the constrict ability, dealing 1d6 plus your Strength modifier points of bludgeoning damage.
Demolition EngineeringDescriptor: None
Classes: Dreadnought, Exo Gladiator
Prerequisites: None
Sockets: Hands, Utility
When you move, you can attempt to break through doors, walls, and other obstacles. When you attempt to move through such an object, you can try to break it (PH 167) as part of the same action. 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.
Additionally, you gain a +2 enhancement bonus on all Strength checks made to break an item, break open a door (including bending grates and bars), burst through a wall, or break free from a restraint (such as manacles, a tanglefoot bag, or an
entangle spell).
Finally, you gain a +2 enhancement bonus on all Knowledge (architecture and engineering) checks. You can make such checks untrained, regardless of the DC.
Energy: Each point of energy allocated to this module increases the bonus to Strength and Knowledge (architecture and engineering) checks by 2.
Socket (hands)You gain the trapfinding ability, as the 1st level rogue class feature. You can make an attack roll with any melee weapon you wield (including an unarmed strike or natural attack) in place of a Disable Device check to disable a trap. If you do, beating the DC by 10 allows you to destroy the trap so utterly that it can't be reset or repaired instead of allowing you to bypass the trap without disarming it.
You also gain a competence bonus equal to the amount of energy allocated to this module on all attack rolls made against objects, including attack rolls made to disable traps and opposed attack rolls to disarm or sunder.
Socket (utility)Attacks you make deal an additional 1d6 points of damage against constructs, ignore any racial damage reduction they have, and ignore any racial immunity to or chance to ignore crits. You can deal precision damage to constructs despite their lack of discernible anatomy.
DracograftDescriptor: Exograft, see text
Classes: Energy Warrior, Exo Gladiator
Prerequisites: None
Sockets: Shielding, Utility, Exograft
You gain a pair of claw natural attacks, dealing piercing and slashing damage, with a base damage of 1d6 for a Medium-sized creature, or 1d4 for a Small-sized creature. You deal appropriately more or less damage with these attacks if you are larger or smaller.
The claw attacks granted by this module counts as energy receptacles and share their energy allocation with this module.
When you activate this module, choose an energy type from among acid, cold, electricity, and fire. This module has the descriptor of that energy type.
Energy: The claw attacks granted by this module gain an enhancement bonus equal to the amount of energy allocated to this module.
Socket (shielding)You are immune to the chosen energy type.
Socket (utility)Range: 15 ft. or 30 ft.
Saving Throw: Reflex half
You gain a breath weapon, dealing 2d6 points of damage of the chosen energy type plus an additional 1d6 damage for each point of energy allocated to this module. The breath weapon allows a Reflex save to take half damage using this module's save DC. Each time you use the breath weapon, you can choose to deal damage in a 15' cone or a 30' line. You can use this breath weapon as a standard action, and once you have used it, you must wait 1d4 rounds before using it again.
Additionally, the claw attacks granted by this module deal an additional 1d6 points of damage of the chosen energy type.
Socket (exograft)Improvements to your exograft's glide assist software allow you to make use of its collapsible flight structures. You gain a pair of wings. When not in use, you can fold these wings seamlessly into the structure of your exograft. Folding or releasing these wings is a free action.
You can use these wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 20 feet (average maneuverability). Even if your maneuverability improves, you can't hover while gliding. If you become unconscious or helpless while in midair, the emergency protocols in your exograft's control systems automatically attempt to unfurl these wings and take you in a controlled descent. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.
While you have at least 3 points of energy allocated to this module, the increased power allows you to properly fly using these wings. You can fly at a speed of 20 feet (average maneuverability).
Unlike many similar abilities, you can glide and fly with these wings while carrying a medium or heavy load.
For each point of energy allocated to this module, you gain a +5-foot enhancement bonus to all of your glide and fly speeds (regardless of the source).
Impact EngineDescriptor: Exograft
Classes: Exo Gladiator
Prerequisites: None
Sockets: Back, Feet, Exograft
You gain a pair of slam natural attacks, dealing bludgeoning damage, with a base damage of 1d6 for a Medium-sized creature, or 1d4 for a Small-sized creature. You deal appropriately more or less damage with these attacks if you are larger or smaller.
The slam attacks granted by this module counts as energy receptacles and share their energy allocation with this module.
Energy: The slam attacks granted by this module gain an enhancement bonus equal to the amount of energy allocated to this module.
Socket (back)Saving Throw: Reflex negates
You can always land on your feet, now matter how far you fall. You do not take damage from falling.
Whenever you would ordinarily take falling damage as a result of falling at least 30 feet and landing within reach of a creature, you can make a slam attack against that creature as an immediate action. If your attack hits, the creature must make a Reflex save or fall prone. If it was already prone, your slam instead deals additional damage equal to the falling damage you would ordinarily take from that fall, to a maximum of one die of damage per point of energy allocated to this module, if the creature fails its saving throw.
Socket (feet)Saving Throw: Reflex negates
Whenever you push or knock back an opponent, that creature must make a Reflex save or fall prone at the end of their movement. If they would already be prone at the end of their movement, this instead causes them to be staggered for 1 round on a failed save.
Socket (exograft)Saving Throw: Reflex negates
When you hit a creature with both slam attacks during a full attack, that creature must make a Reflex save or be knocked prone. This occurs immediately following the second slam hitting, so any of your subsequent attacks can benefit from striking at a prone target.
Magnetic Accelerator CannonDescriptor: Exograft
Classes: Cyberneticist, Exo Gladiator
Prerequisites: None
Sockets: Utility, Visor, Exograft
Saving Throw: Reflex partial
This module provides an arm-mounted compact coilgun which launches armor-piercing metallic spikes at lethal velocities. The weapon has an in-built autoloader and ammo manufacturing system, so no action is required to reload it after firing and it never runs out of ammunition. Its targeting and fire control systems are linked into your cybernetics, so it is intuitively easy to control. The weapon is arm-mounted, so you must have a free hand to fire it, and its relatively short barrel limits its effective range compared to dedicated projectile weapons.
You gain a spike natural attack, dealing piercing damage, with a base damage of 1d6 for a Medium-sized creature, or 1d4 for a Small-sized creature. You deal appropriately more or less damage with this attack if you are larger or smaller. This is a ranged projectile weapon, so you do not add your Strength modifier to your damage rolls with it. It has a range increment of 30 feet, but can only fire to a maximum of one range increment.
Spikes fired this way that hit and deal at least 1 point of damage to an object remain partially embedded in the object until they are removed. An attended object is allowed a Reflex save to avoid having the spike become embedded. Embedded spikes can be used as handholds, to block doors and hinges, or for any other purpose you can think of. If attacked, they have 1 hp and hardness 10 and a break DC of 20.
Fired spikes that do not embed themselves are destroyed after resolving their attack. Embedded spikes that are removed are destroyed.
The spike attack granted by this module counts as an energy receptacle and shares its energy allocation with this module.
Energy: The spike attack granted by this module gains an enhancement bonus equal to the amount of energy allocated to this module. For each point of energy allocated to this module, the maximum range of the spike attack increases by 1 range increment, to a maximum of 10 range increments.
Socket (utility)Fire spikes gain a series of sharp barbs. Like with objects, barbed spikes fired this way that hit and deal at least 1 point of damage to a creature remain partially embedded in the creature until they are removed if the creatures fails a Reflex save. Spikes embedded in a creature interfere with its movements until removed, imposing a –1 penalty on attack rolls, saves, and checks. The penalties from multiple spikes stack. A barbed spike can be removed safely with a DC 20 Heal check; otherwise, removing a barbed spike deals an extra 1d6 points of damage.
Socket (support)Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Fortitude (object) negates
A general systems and materials upgrade provides new tactical options. First, the spikes are changed to a tungsten-adamantine alloy. This causes them to strike as adamantine weapons, allowing them to bypass damage reduction accordingly and to ignore hardness less than 20.
Second, an external magnetization system allows you to generate magnetic attraction between yourself and a creature or object as a standard action. The subject must have at least one spike embedded in it or must be made of or carrying magnetic materials amounting to at least 1/2 of its total weight. If the subject is secured to its position or is of a larger size category than you, you are pulled in a straight line toward the subject, ending your movement in the space nearest to it or in the space nearest to the first obstruction to blocks your movement. If the subject is unsecured and is of your size category or smaller, instead it must make a Fortitude save or be pulled towards you in the same manner. This movement (yours or the subject's) provokes attacks of opportunity as normal, although you can make Tumble checks to avoid them as though you were moving normally.
Finally, you gain a climb speed equal to your base speed. This climb speed only functions with respect to magnetic surfaces or surfaces with magnetic handholds (such as embedded spikes).
Socket (exograft)By securing the coilgun to your exograft and providing greater structural reinforcement to its barrel and magnetic launcher, the coilgun's maximum rate of fire becomes limited only by how quickly its capacitors can recharge. As a full-round action, you can attack with the spike attack once, plus once more for each point of energy allocated to this module.
Phase DiscontinuityDescriptor: Exograft
Classes: Cyberneticist, Exo Gladiator
Prerequisites: None
Sockets: Core, Hands, Exograft
This module generates a phase distortion field around your hands. When triggered, the field allows you to reach through solid objects, disrupting their molecular bonds and partially shifting some of their mass into parallel dimensions. You gain an incorporeal touch natural attack, dealing untyped damage, with a base damage of 1d6 for a Medium-sized creature, or 1d4 for a Small-sized creature. You deal appropriately more or less damage with this attack if you are larger or smaller. You strike as an incorporeal creature when use attack with this incorporeal touch attack; you ignore the defender's armor, shield, and natural armor bonuses to Armor Class (except those resulting from force effects) and you can strike incorporeal creatures normally, but you use your Dexterity modifier in place of your Strength modifier for attack rolls and you don't apply your Strength modifier on damage rolls. You must have a free hand with which to strike in order to attack with this incorporeal touch.
The incorporeal touch attack granted by this module counts as an energy receptacle and shares its energy allocation with this module.
Energy: The incorporeal touch attack granted by this module gains an enhancement bonus equal to the amount of energy allocated to this module.
Socket (core)When you move during your turn, you can choose to become incorporeal during that movement. While you are incorporeal, you have a fly speed with perfect maneuverability equal to your highest movement speed. Your incorporeality begins just as you start to move, allowing you to use its this fly speed for the entirety of your movement, but ends as soon as you stop moving for whatever reason, returning you to corporeality. You gain all the benefits of the incorporeal subtype, along with the drawbacks, summarized below. All of your gear becomes incorporeal, although you cannot grant this state to a living creature that you touch or carry.
- You are completely immune to nonmagical attacks and have a 50% chance to ignore the damage from even magical corporeal spells and attacks (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons).
- You lose any armor, shield, or natural armor bonus you may have to your Armor Class (except those provided from ghost touch items or force effects), but you gain a deflection bonus to your Armor Class equal to your Charisma bonus (minimum +1).
- You can enter or pass through solid objects (other than force effects), but you must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than your own. You have total cover while inside an object.
- You cannot fall or take falling damage. You cannot be tripped or grappled.
- You have no weight and make no sound with your movement.
- You have no Strength score. Your Dexterity modifier applies to both your melee attacks and your ranged attacks.
- You have an innate sense of direction and can move at full speed even when you cannot see.
You remain incorporeal only for the duration of your movement. If you end your movement and become corporeal while inside an object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.
If you have the ability to make attacks or perform actions in the middle of your movement, such as through the effects of the Thrust Lancer module or the Spring Attack feat, you can return to corporeality to do so and become incorporeal again as you resume your movement.
Socket (hands)Saving Throw: Fortitude negates (object)
The mass-displacing effect is intensified, and it leaves behind a short-lived spatial distortion that leaves the target more vulnerable to conventional attacks. The incorporeal touch attack granted by this module also deals 1 point of Strength damage, plus an additional 1 point for every 2 energy allocated to this module. It also applies an enhancement penalty equal to the amount of energy allocated to any hardness or damage reduction the target struck may have (if any) for 1 round. This penalty cannot reduce hardness or damage reduction to less than 0. A successful Fortitude save negates the Strength damage and the penalty.
Socket (exograft)Controlled pulses of the phase distortion field around the exterior of your exograft allows you to disrupt and deflect incoming strikes. You have a 10% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons), as though from a lesser form of incorporeality. This chance increases by 5% for each point of energy allocated to this module, up to a maximum of 50%. Unlike incorporeal creatures, you have no greater defense against nonmagical attack forms than you do against magical ones. Any other effect or attack form that can affect incorporeal creatures better than normal likewise applies against this defense. This chance to ignore damage does not stack with actual incorporeality, nor other effects that function in a similar way, such as ghost armor.
Additionally, your exograft armor's armor bonus to AC applies to incorporeal touch attacks, as though it had the ghost touch property.
Raptor BladesDescriptor: Exograft
Classes: Exo Gladiator
Prerequisites: None
Sockets: Back, Feet, Exograft
You gain a pair of talon natural attacks, dealing piercing and slashing damage, with a base damage of 1d4 for a Medium-sized creature, or 1d3 for a Small-sized creature. You deal appropriately more or less damage with these attacks if you are larger or smaller. These talon attacks are made with your feet, so in order to make use of them, you can't be standing solidly on the ground. You can, however, attack with them while airborne, while prone, and any time you could make a rake attack (such as while grappling if you began your turn in a grapple and, if you have the pounce special ability, at the end of a charge). Additionally, you can attack with them immediately after falling at least 5 feet, such as from a 5-foot vertical leap or when jumping down off a ledge.
The talon attacks granted by this module counts as energy receptacles and share their energy allocation with this module.
Energy: The talon attacks granted by this module gain an enhancement bonus equal to the amount of energy allocated to this module. Additionally, you gain an enhancement bonus equal to twice the amount of energy allocated to this module on all Jump checks.
Socket (back)You gain a pair of wings. These wings grant you a fly speed of 20 feet with average 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.
If you become unconscious or helpless while in midair, this module's emergency protocols automatically attempt to unfurl these wings and take you in a controlled descent. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.
Socket (feet)You gain the benefits of the
Raptor Grapple feat (even if you don't qualify for it). You also gain a +2 enhancement bonus on all grapple checks and Balance checks per point of energy allocated to this module.
Socket (exograft)Powerful spring motion actuators activate in your exograft's lower body assembly, allowing you to very suddenly propel yourself great distances. 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.
StarfallDescriptor: Gravity
Classes: Dreadnought, Exo Gladiator
Prerequisites: None
Sockets: Arms, Feet, Shielding
Personal gravity manipulation allows you decrease your weight significantly. This allows you to glide in the air, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 20 feet (average maneuverability). Even if your maneuverability improves, you can't hover while gliding. If you become unconscious or helpless while in midair, this module's emergency protocols automatically attempt to slow your descent. You fall only 60 feet per round and take only 1d6 points of falling damage, no matter what the actual distance of the fall.
Unlike many similar abilities, you can glide this way while carrying a medium or heavy load.
You can also dramatically increase your weight while falling to impact with greater force. You can perform a diving charge with any weapon, not just piercing weapons.
Energy: You gain an enhancement bonus equal to twice the amount of energy allocated to this module on all Jump checks. You gain an enhancement bonus on saving throws against gravity-based effects equal to the amount of energy allocated to this module.
Socket (arms)Range: 10 ft.
Saving Throw: Reflex half
The force of your impact with the ground when you perform a diving charge is so great that it releases a damaging shockwave. After the first attack you make as part of performing a diving charge, all creatures other than yourself within 10 feet of the creature you attacked take 1d6 points of bludgeoning damage for each point of energy allocated to this module. This damage is affected by damage reduction. A successful Reflex save halves this damage. If your attack hit, the creature you attacked is not allowed a saving throw against this damage.
Socket (feet)Controlled weight manipulation allows you to more easily propel yourself into the air. Any jumps you make are considered running jumps. Additionally, the vertical distance you can achieve with a Jump check is doubled.
As a side effect of your weight manipulation, pressure-based triggers have only a 50% chance to trigger when you put your weight on them.
Socket (shielding)By manipulating gravitational fields around your body, you can deflect many near-misses. You gain a deflection bonus to your Armor Class equal to the amount of energy allocated to this module. Additionally, any manufactured or natural weapon that does hit you is charged with a short-lived variable gravitational field, imposing a cumulative -1 penalty on any further attacks made with it for 1 round. In the case of projectile weapons, only the projectile is afflicted by this effect, not the launcher, so the penalty will only apply if the projectile is recovered and reused.
Attacks made by massless or non-physical weapons ignore this deflection bonus and this effect.
Thayotech Combat AmplifierDescriptor: Exograft
Classes: Exo Gladiator
Prerequisites: None
Sockets: Arms, Support, Exograft
Developed by Red Thay Arcane Industries, the Thayotech combat amplifier provides arcanic reinforcement for combat beasts of all shapes and sizes, and is compatible with a wide range of exograft systems. When you activate this module, choose one of your natural weapons (and any other natural weapons it's paired with, if applicable). It deals damage as though you were one size category larger. Additionally, that natural weapon is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
For the purpose of abilities and effects that function based on what natural attacks this module is capable of granting, such as the exo gladiator's exograft focus ability, this module is capable of granting the chosen natural weapon.
Energy: The chosen natural weapon gains an enhancement bonus equal to the amount of energy allocated to this module.
Socket (arms)Choose an energy type from among acid, cold, electricity, and fire. Attacks with the chosen natural weapon deal an extra 1d6 damage of that type. On a crit, they deal a further additional 1d10 points of damage of that type for each point of the natural attack's critical multiplier beyond 1 (1d10 if the multiplier is x2, 2d10 if the multiplier is x3, 3d10 if the multiplier is x4, etc.). You can change the selected energy type as a standard action.
Socket (support)The critical threat range for all attacks you make with any of your natural weapons 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, add 1 to the critical damage multiplier of the chosen natural weapon, up to a maximum of x4.
Socket (exograft)The chosen natural weapon overcomes damage reduction as though it was all materials and alignments.
Thrash LineDescriptor: Exograft
Classes: Exo Gladiator
Prerequisites: None
Sockets: Utility, Visor, Exograft
This module produces a spool of a hard yet flexible metal cable, tipped with a striking point. Mechanical control systems down its length that allow you to control it with a great degree of precision. While it lacks the fine control to grasp and manipulate objects, you can easily swing it at high speeds at your enemies, striking them with great force. Since the spool is attached to your armor and the control systems are wired into your nervous system, it functions just like another limb for you.
You gain a tentacle natural attack, dealing bludgeoning or piercing damage, with a base damage of 1d6 for a Medium-sized creature, or 1d4 for a Small-sized creature. You deal appropriately more or less damage with this attack if you are larger or smaller.
The tentacle attack granted by this module counts as an energy receptacle and shares its energy allocation with this module.
Energy: The tentacle attack granted by this module gains an enhancement bonus equal to the amount of energy allocated to this module.
Socket (utility)You can use your tentacle attack like a grappling hook. You can extend the cable and still use it effectively up to a maximum length of 60 feet plus 10 feet per point of energy allocated to this module when used in this way, although you can extend or retract it to any length up to its maximum. You gain an enhancement bonus equal to twice the amount of allocated energy on Use Rope checks made to secure the cable, and you always know whether or not you've successfully secured it.
If you successfully secure the cable 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 retracting it.
Because you can control the thrash line completely independently of your other limbs, throwing it as a grappling hook does not require your hands, does not provoke an attack of opportunity, and can be done as a move action instead of a standard action.
Socket (visor)As a byproduct of the thrash line's control systems rewiring your mental processes to control an extra limb, your overall awareness and coordination improves. 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 (exograft)With the increased precision granted by wiring the thrash line's control systems through your existing exograft nervous system interface, you can effectively strike with it at a greater distance. Your reach with the tentacle attack is increased to double your normal reach, as with a reach weapon, except that you can still threaten and attack spaces close to you with it, like a spiked chain. Additionally, when you make an attack with the tentacle during a full attack, you gain an additional 5 feet of reach with it per point of energy allocated to this module.
Thrust LancerDescriptor: Exograft
Classes: Dreadnought, Energy Warrior, Exo Gladiator
Prerequisites: None
Sockets: Arms, Feet, Exograft
Thrust assistance allows you to more easily maneuver at high speeds. When you charge, you can move to and attack from any space from which you can attack your opponent, not just the first space in a direct line towards your opponent. Additionally, you can charge through spaces occupied by your allies and through spaces that would hinder (but not completely stop) your movement. This doesn't allow you to charge through enemies (even if you have the ability to move through their spaces unhindered), and you must still move in a straight line.
Energy: You gain an enhancement bonus to all of your movement speeds equal to 5 feet times the amount of energy allocated to this module.
Socket (arms)Increased thrust and added flight surfaces on your armor allow you to take flight when you move at high speed. At high speed, the flight surfaces can catch the air, like fixed wings, allowing you to take off and gain altitude, albeit on little more than a ballistic trajectory. When you charge or run, you can fly with speed equal to your base land speed and with clumsy maneuverability. This fly speed lasts until the end of your next turn, allowing you to continue your flight into subsequent rounds by continuing to charge or run, or allowing you to make a controlled descent as your speed rapidly bleeds off. Since this is winged flight, it is only effective in an atmosphere. However, in conditions of no gravity, you can use the thrust systems alone to propel you with the same flight profile, despite a lack of atmosphere (although it still lacks the control necessary to do so without charging or running).
Additionally, when you charge, your movement does not provoke an attack of opportunity from the opponent that you attack, and if you have any remaining movement, you can continue moving in the straight line of the charge.
Socket (feet)New protocols for your combat assist systems allows you to more effectively engage in high velocity combat. You gain the skirmish ability, if you do not already have it, which deals an extra 1d6 points of damage and grants a +1 competence bonus to your AC during any round in which you move at least 10 feet. If you already have the skirmish class feature, your existing skirmish ability deals an extra 1d6 points of damage and grants an extra +1 bonus to your AC. See the scout class feature for a complete description of skirmish.
Socket (exograft)By adjusting the aerodynamic surfaces of your exograft into lethally sharp edges, this module gives you a new way of striking at your enemies without compromising mobility or maneuverability. You gain a spine natural attack, dealing piercing and slashing damage, with a base damage of 1d6 for a Medium-sized creature, or 1d4 for a Small-sized creature. You deal appropriately more or less damage with this attack if you are larger or smaller. The spine deals double damage when you attack with it as part of a charge. You must have a free hand with which to strike in order to attack with this spine.
The spine attack granted by this module counts as an energy receptacle and shares its energy allocation with this module.
The spine attack granted by this module gains an enhancement bonus equal to the amount of energy allocated to this module.
Weapons PlatformDescriptor: Exograft, Gravity
Classes: Exo Gladiator
Prerequisites: None
Sockets: Shielding, Utility, Exograft
This module produces an external weapon mount attached to your body or armor. You can affix a single light weapon manufactured to it as a standard action. Once affixed, the weapon cannot be thrown, dropped, or otherwise easily released. Removing the weapon is also a standard action. You have a +10 bonus on rolls to avoid being disarmed of this weapon, as though using a locked gauntlet.
You cannot wield the affixed weapon directly. Instead, this module's neural interface allows you to control it like an extra limb. You can wield the affixed weapon as a secondary natural weapon. As a secondary natural weapon, any attacks you make with it are with a -5 penalty on your attack roll and add only 1/2 your Strength bonus to damage rolls with it (for melee attacks and other attacks that allow you to add your Strength modifier to the damage) and you do not gain additional attacks with it during a full attack for having a high Base Attack Bonus. However, this also allows you to make a single attack with it as part of a full attack in addition to your normal attacks.
The weapon mount is capable of attacking with any manufactured weapon with which you are proficient, both in melee and at range. Since the weapon is affixed to the mount, it cannot throw it. The mount can, however, make ranged attacks with it if it is a projectile weapon. The weapon mount can move the weapon into position for you to reload it after firing if needed, and provides one of the hands needed to reload it; if the weapon's reloading mechanism is simple enough that it can be held and reloaded with the same hand, the mount's manipulators a capable of performing such an action.
When not in use, you can retract the weapon mount, folding it up to reduce your profile and prevent damage to it. Retracting or extending the weapon mount is a free action.
For the purpose of abilities and effects that function based on what natural attacks this module is capable of granting, such as the exo gladiator's exograft focus ability, this module is capable of granting weapons of the attached weapon's type, and those abilities can apply to manufactured weapons of the attached weapon's type.
Energy: The weapon affixed to the weapon mount gains an enhancement bonus equal to the amount of energy allocated to this module.
Socket (hands)Exoskeletal reinforcement and support armatures allow you to wield heavy weapons more easily. You can wield two-handed weapons in a single hand. Treat them as one-handed weapons when you wield them this way. You can use the two-handed statistics of weapons that can already be wielded in one hand, such as bastard swords, when wielding them in only one hand this way.
The same reinforcement applies to this module's weapon mount, allowing it to have a one-handed or two-handed weapon affixed to it. If this attachment is suppressed or removed while an overly large weapon is affixed to the weapon mount, the mount immediately drops it.
Socket (helmet)Additional heavy weapons operations software allows you to operate siege weaponry. You are proficient with siege weapons and you gain a +2 enhancement bonus on ability checks and Profession (siege engineer) checks to operate siege weapons for each point of energy allocated to this module. When operating siege weapons, you may choose to count as a creature of one size category larger than you actually are.
Further, the enhanced software package includes improved automated targeting and operations protocols for the weapon mount. As a swift action, you can make a single attack with the weapon affixed to your weapon mount.
Socket (exograft)Your exograft can deploy additional structures to fortify your position and stabilize your weapon mount. You can deploy these structures only while you are standing on solid ground as they must sit solidly on it. You can deploy or retract them as a move action. While deployed, these structures give you a +4 bonus on all checks and saves to prevent falling prone or being moved and grant you lesser benefits of cover, giving you a +2 bonus to your Armor Class and a +1 bonus on Reflex saves. The structures stabilize your weapon mount's aim, allowing the first ranged attack you make with it each round to count as an aimed ranged attack. However, while these structures are deployed, you are immobilized and your movement speed is reduced to 0.
Wolfpack DesignatorDescriptor: None
Classes: Energy Warrior, Exo Gladiator
Prerequisites: None
Sockets: Feet, Support
You can acquire a target lock on a subject you can see. While you threaten the subject of your target lock, you can flank that subject with any ally or allies that also threaten it without needing to be directly opposite each other across the subject's space.
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 weapon damage rolls against creatures you flank equal to the amount of energy allocated to this module.
Socket (feet)You can better capitalize on keeping your foes off-balance. You do not provoke attacks of opportunity from creatures you flank. Additionally, you and your allies who would flank with you can use your activator level in place of your effective rogue level from class levels when determining whether or not the improved uncanny dodge ability prevents a creature from being flanked by you or your allies.
Socket (support)You can pinpoint the subject of your target lock and any creature that you flank, even if you cannot see them. While you are flanking the subject of your target lock, you and any allies that are flanking it with you can perceive that creature as though with blindsight.
Additionally, you can acquire and maintain a target lock on any subject that you are flanking or that you have pinpointed, even if you cannot see it, as long as it is still within line of sight.