Advanced TargetingDescriptor: 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 this subject while the target lock remains.
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 BeamDescriptor: 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).
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%).
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.
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 StaffDescriptor: Electricity, Equipment
Classes: Dreadnought
Prerequisites: None
Sockets: Arms, Hands
Range: 0 ft.
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 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 on attack and damage rolls 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.
ArcanosynthesisDescriptor: 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 PlatingDescriptor: 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 TeleportationDescriptor: 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 modules.
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 ShiftDescriptor: 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 KitDescriptor: 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.
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. 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.
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.
BiofeedbackDescriptor: None
Classes: Dreadnought, Energy Warrior
Prerequisites: None
Sockets: Core, Hands
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)You gain fast healing equal to the amount of energy allocated to this module.
Socket (hands)Range: 0 ft.
Saving Throw: Fortitude negates
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 1d4 Constitution damage plus the amount of energy allocated to this module, with no secondary damage.
Chrono BeamDescriptor: 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 StabilizerDescriptor: 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 InducementDescriptor: Acid
Classes: Cyberneticist
Prerequisites: None
Sockets: Feet, Helmet, Support
Range: Short (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 acidified 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: Short (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 CoreDescriptor: Cold
Classes: Cyberneticist
Prerequisites: None
Sockets: Core, Hands, Shielding
Range: Short (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 half of the damage they deal ignores cold resistance and 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 EffectsRays Hit | Effect |
2 | Entangled for 1 round. |
3 | Entangled for 1d4 rounds and staggered for 1 round. |
4 | Entangled 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 BeamDescriptor: 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 half negative energy damage, half untyped (unaffected by damage reduction). As negative energy damage, your Energy Beam attacks are not affected by damage reduction. They also deal an additional 1d6 points of damage (half negative energy, half untyped) per point of energy allocated to this module. Creatures immune to Necromancy effects are immune to your negative energy Energy Beam damage. Creatures healed by negative energy instead take no damage from your negative energy Energy Beam damage.
You can expend 1 point of energy as part of making an Energy Beam attack. If you do, any creature that took negative energy 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 VisorDescriptor: 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.
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 ShiftDescriptor: Teleportation
Classes: Cyberneticist, Dreadnought
Prerequisites: None
Sockets: Arms, Hands, Support
Range: Short (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: (WIP)
Socket (arms)As a standard action, you can launch a ray of transdimensional energies at a target within the range of this module's effect. 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's, 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: Short (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: Short (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 BeamDescriptor: None
Classes: Dreadnought, Energy Warrior
Prerequisites: None
Sockets: Shielding, Energy Emitter
Range: See text
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, discipline of psionics 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: 0 ft.
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 magic items, 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 CrescentDescriptor: Acid, Equipment
Classes: Dreadnought
Prerequisites: None
Sockets: Support, Visor
Range: 0 ft.
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 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 on attack and damage rolls 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 RifleDescriptor: Equipment, Fire
Classes: Dreadnought
Prerequisites: None
Sockets: Arms, Helmet
Range: 0 ft.
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 automatically 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 on attack and damage rolls 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 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 WeaponDescriptor: 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.
DualityDescriptor: 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: Short (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 VisorDescriptor: None
Classes: Dreadnought, Energy Warrior
Prerequisites: None
Sockets: Feet, Helmet, Visor
This module lets you 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 this subject while the target lock remains. 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.