====== Nanite Bloodline ====== //Your conception was marked by alien influences.// **Bloodline Skill:** [[priority:skills:knowledge|Knowledge]] (Engineering) ===== Shifting Form ===== **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Knowledge (Engineering) 3, 10 EXP The nanites within you allow you to easily adjust and reframe your physiology to some degree. You may stow one item which is one or more size categories below you within the shifting layers of nanites as a Full Action. This object may be retrieved and placed in an open hand as a Swift Action. Additionally, whilst stored within you, the chosen item is impossible to find, meaning no [[priority:skills:sleight_of_hand|Sleight of Hand]] check is necessary to hide it away. ---- ===== Nanite Strike (Ex) ===== **Requirements:** Shifting Form, [[chargen:common_terms#core_stats|CST]] 5, Knowledge (Engineering) 5, 15 EXP As a Free Action, you can cause nanites to flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, you may spend 3 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to cause some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + your [[priority:magic|CL]]/[[priority:prowess|BaB]] + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save). At [[priority:magic|CL]]/[[priority:prowess|BaB]] 5, weapons you use with this ability are treated as magical for the purposes of overcoming DR, and the poison also deals 1 point of Constitution damage. At [[priority:magic|CL]]/[[priority:prowess|BaB]] 7, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At [[priority:magic|CL]]/[[priority:prowess|BaB]] 11, the cure becomes two successful saves. ---- ===== Detach Limbs (Ex) ===== **Requirements:** Nanite Strike, [[chargen:common_terms#core_stats|CST]] 10, Knowledge (Engineering) 7, 20 EXP As a Half Action, you may cause one arm or one leg to detach from you, and to move about on its own. As part of this process, your Strength and Dexterity scores are reduced by 1/4, and the newly detached limb gains these numbers as its own (for example, if you have 20 Strength and 20 Dexterity, you would lose 5 from each Ability Score for the duration of this Talent, and the limb would have a Strength and Dexterity of 5). The limb may roam about as you wish, but it may not depart further than 100 feet for every [[priority:magic|CL]]/[[priority:prowess|BaB]] you possess. Whilst the limb is missing, you lose all functionality which it would have normally granted. If you're missing a leg, your speed is halved. If you're missing an arm, checks which may require two hands (such as [[priority:skills:disable_device|Disable Device]]), would be at a penalty, at GM discretion. The limb moves on your turn and acts as you desire, but you must be conscious and aware to command it, as it is effectively mindless. It may reattach to you as a Full Action (taken by you and the limb). You may detach one limb for every 5 [[priority:magic|CL]]/[[priority:prowess|BaB]] you possess, but you will lose points from your Ability Scores for each. Your Ability Scores can not go below 1 from using this ability. ---- ===== Nanite Resurgence (Ex) ===== **Requirements:** Detach Limbs, [[chargen:common_terms#core_stats|CST]] 15, Knowledge (Engineering) 10, 25 EXP Once per day as an Immediate Action upon being reduced to one-quarter your maximum [[game_systems:health|Hit Points]], you can force the mechanical swarm living inside you to keep you alive. Once triggered, you immediately gain a +4 enhancement bonus to Constitution and Strength, damage reduction 5/-, and the benefits of a [[priority:magic:spells:tier3:haste|Haste]] spell. In addition, you heal 4d8 points of damage + 1 point per [[priority:magic|CL]]/[[priority:prowess|BaB]] (maximum +25). Nanite Resurgence can even save you from death by healing the damage from an otherwise mortal wound, though it does not prevent death from massive damage or from causes other than hit point loss. Your mental faculties are impaired by this magical transformation, however, causing 1d4 points of Intelligence and Wisdom damage. The advantages from your transformation persist for 1 round per [[priority:magic|CL]]/[[priority:prowess|BaB]] after the effect is triggered. Once the effect ends, it takes a heavy toll, leaving you exhausted and inflicting 1d4 points of Constitution damage. Utilizing more than one resurgent transformation in a day is particularly risky; the expiration of a second Nanite Resurgence in a 24-hour period inflicts an additional 1d4 points of Constitution damage and results in death from system shock unless you succeed at a DC 15 Fortitude save, made after the Constitution damage has been applied. You may do this twice per day with no ill effect at [[priority:magic|CL]]/[[priority:prowess|BaB]] 15. At [[priority:magic|CL]]/[[priority:prowess|BaB]] 20, you never die of system shock from using this ability. ---- ===== Distributed Body (Ex) ===== **Requirements:** Nanite Resurgence, [[chargen:common_terms#core_stats|CST]] 20, Knowledge (Engineering) 15, 35 EXP Anytime you are struck by a critical hit or a sneak attack, there is a 50% chance that your nanites scatter and reincorporate around the attack, negating the extra damage and causing the attack to deal damage as normal instead. ---- ===== Living Swarm (Su) ===== **Requirements:** Distributed Body, [[chargen:common_terms#core_stats|CST]] 25, Knowledge (Engineering) 20, 50 EXP You and the machines within you become one. Your nanites consume and replicate your body, allowing swift and radical physical alterations with little more than a thought. You become immune to bleed effects, diseases, critical hits, and poisons, and gain DR 5/—. At will, you can break down your body and move in a shimmering stream of flying nanites, gaining the abilities of a [[https://www.d20pfsrd.com/bestiary/monster-listings/constructs/gray-goo/|gray goo]]. ----