Impact Module: The Cyberflayer can now focus his mental energy into a telekinetic cone for 1d6 force damage per HD of the Cyberflayer. The Cyberflayer can choose to deal an equal amount of nonlethal damage instead. Non-magical unattended objects may also be damaged by this power. It affects a cone of 10 feet. This ability is usable 1/day for every 2HD of the Cyberflayer.
The cone affects an extra 5 feet for each extra HD of the Cyberflayer beyond 15. The Cyberflayer can choose to affect a smaller area than his maximum with his mind blast attack in order to avoid hitting allies. The Cyberflayer's regular mind blast now functions even in antimagic fields.
The Cyberflayer can now use Intellect Fortress as a SLA as an immediate action 1/day for every 3 HD it has.
In addition, the Cyberflayer can choose any spell or psionic power of a level no higher than half his own HD and use it as an SLA 1/day for each 6 HD it has. If the chosen spell/power has an exp cost the Cyberflayer must pay it every time he uses it.
Velocity Module: A Cyberflayer installs a cybernetic tentacle at the back of their skull. This additional tentacle is strong enough for the Cyberflayer to use for motion, providing a move speed of 40. This module is unwieldy and requires the third tentacle for balance and support. The cybernetic tentacle cannot be used for any action other than movement. This module is not disabled by antimagic fields.
The Cyberflayer can now use Time Hop as a SLA 1/day per 4 HD it has. In addition the power can affect up to a Large creature instead of the normal limit of Medium. Targets impacted by Deep Analysis do not take penalties to the DC 15 Wisdom roll to return.
In addition, the Cyberflayer can choose any spell or psionic power of a level no higher than half his own HD and use it as an SLA 1/day for each 6 HD it has. If the chosen spell/power has an exp cost the Cyberflayer must pay it every time he uses it.
Pacification Module: The Cyberflayer's mind blast becomes amplified with a telekinetic effect causes any victim that fails their will save to fall prone.
The Cyberflayer can now use Evade Burst as a SLA as a immediate action 1/day for every 5 HD it has.
In addition, the Cyberflayer can choose any spell or psionic power of a level no higher than half his own HD and use it as an SLA 1/day for each 7 HD it has. If the chosen spell/power has an exp cost the Cyberflayer must pay it every time he uses it.
Suppression Module: The Cyberflayer gains a Fear Aura causing hostiles within 20 feet of Cyberflayer to became shaken if they fail a Will save (DC 10 +1/2HD +Int or Cha modifier (whichever is higher)). Creatures that are normally mind-affecting or fear immune must still roll with a +10 to save, if damaged by an Cyberflayer's tentacles. If a creature passes, it is immune to the aura of that Cyberflayer for 24 hours.
The Cyberflayer can now manifest Waves of Exhaustion as a SLA 1/day for every 5 HD it has. In addition, the Cyberflayer can choose any spell or psionic power of a level no higher than half his own HD and use it as an SLA 1/day for each 8 HD it has. If the chosen spell/power has an exp cost the Cyberflayer must pay it every time he uses it.
Debugging Module:The Cyberflayer's brain is upgraded to purge unwanted mental stimuli and he is now immune to Mind-Affecting spells, powers, devices, and effects.
The Cyberflayer can now manifest Moment of Prescience with a duration of 1 hour per CL as a SLA 1/day for every 6 HD it has.
In addition, the Cyberflayer can choose any spell or psionic power of a level no higher than half his own HD and use it as an SLA 1/day for each 8 HD it has. If the chosen spell/power has an exp cost the Cyberflayer must pay it every time he uses it.
Reprogramming Module: The Cyberflayer has learned how to re-write a person's very mind and being and can selectively destroy, alter, or implant memories in the subject creature as he sees fit. Reprogramming takes 10 minutes to execute, during which you must remain within 25 feet of the intended subject. This ability may be used 1/day for every 11HD of the Cyberflayer. The subject may make a Will save (DC 10 +1/2HD +Int or Cha modifier (whichever is higher)). Successful activation of Reprogramming gives you access to all of the subject’s thoughts and memories, allowing you to implement as many of the following specific effects as you like:
Memory Erasure: Memories possessed by the subject can be erased, including knowledge of specific events, people, or places. You can erase up to one full week of memories from the subject’s mind.
Memory Implant: You can create false memories in the subject’s mind as you see fit. You can implant memories of being friends with a hated enemy, events that didn’t really take place, or betrayals by people the subject regards as friends.
Negative Levels: You can bestow a number of negative levels equal to 1/2 the subject’s character level (rounding down, minimum 1st level) or less. This effect represents erasure of class knowledge and training. These negative levels never become permanent level loss, but they cannot be removed by spells such as restoration, instead returning at a rate of one level per day.
Persona Rebuilding: By erasing the subject’s previous personality and implanting a false set of memories, you can build a new persona for the creature, altering its alignment, beliefs, values, and personality traits. (Some class abilities might be affected by alignment changes.)
Programmed Trigger: You can program the subject to delay the onset of any of the above effects until a specific event takes place, such as the receipt of a coded message, capture by enemies, or arrival at some destination. Similarly, you could specify some or all of the alterations you create in a subject to be removed by a specific event.
The nature of Reprogramming is such that a subject given new memories (whether willing or not) might be given cause to suspect that those memories are false, based on how complete your programming is. For example, a paladin subject to a persona rebuilding effect that changes her alignment to neutral loses her paladin abilities. Unless you impart a specific believable memory of why she changed alignment, the character will perceive this unexplained gap in her memory and might take steps (such as seeking a magical cure for her “amnesia”) that could negate the spell’s effect (see below).
Generally, your subject must be either willing to undergo the spell or restrained in some way so that it cannot leave or interfere with the casting. Reprogramming cannot move a disposition higher than friendly. Reprogramming cannot be dispelled, and so is normally permanent unless you care to specify events that will end the effect. Its effect can also be removed by a greater restoration, miracle, or wish spell.
In addition, the Cyberflayer can choose any spell or psionic power of a level no higher than half his own HD and use it as an SLA 1/day for every 9 HD it has. If the chosen spell/power has an exp cost the Ulitharid must pay it every time he uses it.
Revision Module: The Cyberflayer has modified their tentacles for combat, the Cyberflayer's tentacles now count as +5 magic weapons for bypassing damage resistance and attacking incorporeal beings.
In addition, the Cyberflayer can choose any spell or psionic power of a level no higher than half his own HD and use it as an SLA 1/day for every 10 HD it has. If the chosen spell/power has an exp cost the Cyberflayer must pay it every time he uses it.
Mechanization Module: The Cyberflayer's Mind Blast has been tuned to impact constructs without the need to strike them with a tentacle first. Constructs still gain a +10 on saves against a Mind-Affecting Mind Blast, as well as take the penalties of Deep Analysis if struck.
In addition, the Cyberflayer can choose any spell or psionic power of a level no higher than half his own HD and use it as an SLA 1/day for every 10 HD it has. If the chosen spell/power has an exp cost the Ulitharid must pay it every time he uses it.