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Nanite Bloodline

Your conception was marked by alien influences.

Bloodline Skill: Knowledge (Engineering)

Bloodline Arcana

Requirements: BaB or CL 1, Knowledge (Engineering) 3, 5 EXP

Whenever you are effected by a spell of the Transmutation school, increase the spell’s duration for you by 50%. This does not stack with Metamagic Talents or abilities such as Extend Spell.

Nanite Strike (Ex)

Requirements: BaB or CL 3, Knowledge (Engineering) 5, 9 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 MP/TP to cause some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + your CL/BaB + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save).

At CL/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 CL/BaB 7, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At CL/BaB 11, the cure becomes two successful saves.

Nanite Surge (Ex)

Requirements: BaB or CL 5, Knowledge (Engineering) 7, 15 EXP

Once per day as an immediate action, you can cause your nanites to surge, granting you a bonus equal to 3 + your CL/BaB on any one d20 roll; this ability must be activated before the roll is made.

At CL/BaB 9, you can use this ability an additional time per day.

Nanite Resurgence (Ex)

Requirements: BaB or CL 9, Knowledge (Engineering) 10, 27 EXP

Once per day as an immediate action upon being reduced to one-quarter your maximum 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 Haste spell. In addition, you heal 4d8 points of damage + 1 point per CL/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 CL/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 CL/BaB 15. At CL/BaB 20, you never die of system shock from using this ability.

Distributed Body (Ex)

Requirements: BaB or CL 15, Knowledge (Engineering) 15, 45 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: BaB or CL 20, Knowledge (Engineering) 20, 60 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 gray goo.