Masters of their own body, powered by nanites and nanobots, these engineers seek out to repair or wreck bodies.
The nanite healer is an archetype of the engineer class.
Limit Break (Su)
At 1st level, the nanite healer receives the Limit Break (Auto-Heal).
Auto-Heal (Su): This Limit Break grants the nanite healer an aura that extends out to 30 feet around him. Any allies from his nanite collective chosen within the area of effect start healing themselves at 4 hit points + an additional 4 hit points per four engineer levels after 1st for a duration of 1 round + 1 round per four engineer levels after 1st. This limit break requires only a swift action.
This ability replaces the Limit Break (Auto-Repair).
Nanite Healing (Ex)
At 1st level, the nanite healer can send out nanites to repair the body of an ally within 30 feet. As a standard action that provokes attacks of opportunity, the nanite healer repairs 1d6 points of damage plus 1d6 points of damage for every other engineer level beyond first (2d6 at 3rd, 3d6 at 5th, and so on). The nanite healer can repair a number of times per day equal to 3 + his Intelligence modifier. The nanite healer may take Extra Repair feat to gain additional uses of this ability.
This ability replaces repair.
Nanite Collective (Ex)
At 1st level, the nanite healer learns to use his nanites to connect willing minds through an internal network that strengthens their nanite bonds. As a standard action, a nanite healer can join a number willing targets into his collective equal to his Intelligence modifier or half his engineer level, whichever is higher. The nanite healer must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per engineer level). The nanite healer is always considered a member of his own nanite collective, and does not count against this limit.
The nanite healer can choose to remove a member as a free action on his turn, and any member can voluntarily leave the nanite collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the nanite collective is automatically removed. If a member enters a null electronics field or is hit with an EMP grenade, the connection to the nanite collective is suppressed until that member leaves the field or the effects of the grenade has passed. A nanite healer is aware of the status of his nanite collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit.
If a member of the nanite collective dies, the member is removed from the nanite collective and the nanite healer must make a Fortitude save (DC 15) or lose 1 hit point for every Hit Die of the fallen member and be sickened for an equal number of rounds.
This ability replaces crafter.
Collective Healing (Ex)
Also at 1st level, whenever a willing member of the nanite healer’s nanite collective could regain lost hit points or ability damage, the nanite healer may choose to redirect any or all of that healing to one or more other willing members of his nanite collective as a free action to a maximum of 5 hit points per level. This can transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the nanite collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another).
In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing is unchanged from the original source for determining who or what can be healed.
A nanite healer may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, class features, or other such effects. Healing from long term care or natural healing cannot be transferred in this way.
This ability replaces technologist.
Nanite Strike (Ex)
At 3rd level, as a free action, the nanite healer can cause nanites to flow from his body and coat the striking end of any manufactured melee weapon he wields. When he hits with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + half his engineer level + his Intelligence modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save).
At 5th level, weapons he uses with this ability are treated as magical for the purposes of overcoming DR, and the poison also deals 1 point of Constitution damage. At 7th level, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At 11th level, the cure becomes two successful saves.
The nanite healer can use this ability for a number of rounds per day equal to 3 + his Intelligence modifier; these rounds need not be consecutive.
This ability replaces demolish.
Nanite Surge (Ex)
Also at 3rd level, once per day as an immediate action, the nanite healer can cause his nanites to surge, granting him a bonus equal to 3 + his engineer level on any one d20 roll; this ability must be activated before the roll is made.
At 9th and 15th level, the nanite healer can use this ability an additional time per day.
This ability replaces rough and ready.
Nanite Resurgence (Ex)
At 8th level, once per day as an immediate action upon being reduced to one-quarter his maximum hit points, the nanite healer can force the mechanical swarm living inside him to keep him alive. Once triggered, the nanite healer immediately gains a +4 enhancement bonus to Constitution and Strength, damage reduction 5/-, and the benefits of a haste spell. In addition, the nanite healer heals 4d8 points of damage + 1 point per engineer level (maximum +25). This can even save the nanite healer from death by healing the damage from an otherwise mortal wound, though it does not prevent death from from causes other than hit point loss. His mental faculties are impaired by this magical transformation, however, causing 1d4 points of Intelligence and Wisdom damage.
The advantages from his transformation persist for 1 round per engineer level after the ability is triggered. Once the ability ends, it takes a heavy toll, leaving the nanite healer exhausted and inflicting 1d4 points of Constitution damage. Utilizing this ability more than once in a day is particularly risky.
The expiration of a second resurgence in a 24-hour period inflicts an additional 1d4 points of Constitution damage and results in death from system shock unless the nanite healer succeeds at a DC 15 Fortitude save, made after the Constitution damage has been applied.
At 17th level, the nanite healer can use this ability twice per day (though using this ability twice in one 24-hour period entails a chance of system shock and death; see above for more details).
At 20th level, the nanite healer never die of system shock from using this ability.
This ability replaces durable materials.
Greater Nanite Healing (Ex)
At 13th level, the nanite healer can spend 2 uses of his nanite healing to heal all allies in a 30-ft.-radius within 60 feet.
This ability replaces precise timing.
Distributed Body (Ex)
At 15th level, anytime the nanite healer is struck by a critical hit or a sneak attack, there is a 25% chance that his nanites scatter and reincorporate around the attack, negating the extra damage and causing the attack to deal damage as normal instead.
This ability replaces construct expertise.
Living Swarm (Su)
At 20th level, the nanite healer and the machines within him become one. His nanites consume and replicate his body, allowing swift and radical physical alterations with little more than a thought. The nanite healer becomes immune to bleed effects, diseases, and poisons, and gains DR 5/—. At will, the nanite healer can break down his body and move in a shimmering stream of flying nanites, as if affected by gaseous form.
This ability replaces one with machines.