The shindroid’s body houses an untold number of nanites, tiny machines that can grant him incredible fortitude, transform into tools, and course across the battlefield to decimate his foes. The nanocyte’s total control of these nanites makes him an adept combatant who can manifest the perfect weapon or tool at a moment’s notice. Whether his powers stem from accidental infection, excruciating experiments, or voluntary symbiosis, his nanites grow stronger by the day as he gradually transforms into a being more machine than mortal.
The nanocyte is an archetype of the gunner class, available only to shindroid gunners.
Prerequisite
The nanocyte must have the Nanite Surge alternate racial trait.
Weapon Proficiencies
A nanocyte gains proficiencies in simple and martial weapons in addition to what they normally have.
This ability modifies a gunner’s normal weapon proficiencies.
Limit Breaks (Su)
At 1st level, the nanocyte receives the Limit Breaks (Multi-Array and Nanite Defenses).
Multi-Array (Su): This Limit Break allows the nanocyte to form up two nanite arrays at the same time, in addition to his primary one. These arrays use his full gunner level. This limit break lasts for a duration of rounds equal to 1 + 1 per four gunner levels after 1st. This limit break is performed as a swift action.
Nanite Defenses (Su): This Limit Break allows the nanocyte to form his nanites into a barrier. He gains DR 2/- and ER 4 (all), lasting for a duration of rounds equal to 1 + 1 per four gunner levels after 1st. The bonuses are increased by 2/- and 4/- respectively for every four gunner levels after 1st. This limit break is performed as a swift action.
This ability replaces the gunner’s standard Limit Breaks.
Improved Nanite Surge (Ex)
At 1st level, the nanocyte has far greater control over nanites than most shindroids. His nanite surge uses per day have a new formula of equal to his gunner level + his Constitution modifier. Its uses per day are hereafter referred to as his Surge Pool/Points (SP).
This ability replaces fast movement.
Nanite Array (Ex)
At 1st level, the nanocyte’s nanites become able to take on specialized forms called arrays. The nanocyte activates an array or swaps to another one as a move action. He can only have one active at a time. Once per round, the nanocyte can use 1 SP to activate/swap his array as an immediate action. If the nanocyte falls unconscious or is slain, the array fades as the nanites rush to reenter his body. If the nanocyte is more than 60 feet away from his array, the nanites break down, and the next time he activates an array, it takes a full-round action. The same applies when an array’s reentry into his body is physically blocked.
As with regular nanites, an array is technological in nature, but is too esoteric to be subject to effects that affect technology. The below are available arrays:
- Sheath Array: This array appears as a shifting field which covers the nanocyte (and any armor he wears). It grants a +1 (untyped) bonus to Reflex saving throws and two skills which use Dexterity or Strength, chosen when the array is activated. This bonus increases by 1 at 3rd level and every four thereafter. While active, the nanocyte can useReinforcement as an immediate action, spending 1 SP to gain temporary hit points equal to (gunner level) which last as long as Sheath Array is active.
- Cloud Array: This array appears as a faintly visible cloud. When activated, it occupies a number of occupied squares equal to (1 + Constitution modifier), (1 + twice his Constitution modifier) at 11th level and (1 + four times his Constitution modifier) at 19th level; one square must be adjacent to the nanocyte (or use his square). Allies may move 10 feet as part of a 5-foot step as long as one square they move across is occupied by the cloud. While active, the nanocyte can use Guarding Swarmas a move action by spending 1 SP to target a creature within the cloud, functioning exactly as Mirror Image with 1 image created, but as a physical effect instead of an illusion, lasting as long as Cloud Array is active (or until the image is destroyed).
- Gear Array: This array appears as technological equipment; a single such item is considered an active array. The nanocyte may create major equipment (weapons and cybernetic augments) and minor equipment (technological items excluding armor/weapons), but the amount of forms known by nanocyte is limited. At 1st level, he knows 2 major forms and 3 minor forms. He learns 1 minor form per 2 gunner levels. He learns 1 major form at 3rd level, 5th level and every 4 thereafter. When the nanocyte gains a level, he may replace a form known from both categories. The items the nanocyte creates are limited in cost to (1,000 gil per gunner level). Created items may appear in the hands of the nanocyte or an adjacent ally, not needing to be drawn. If he creates cybernetic augments, he may instantly and automatically integrate them into himself (no checks are needed, slots are occupied as normal, but augments do not count towards capacity); this does not apply for other creatures.
Nanite Directive (Ex)
At 1st level, the nanocyte’s swarm is adapted to excel at one specific function. This might be due to the nanocyte’s innovation, or pre-programmed at his creation; either way, when the choice is made, it cannot be changed unless the nanocyte is modified by his creators, using the same equipment used to create him. This process takes 2 hours, but removes all nanocyte abilities until the start of the next day. Each directive grants a set of abilities as the nanocyte gains levels. All directive abilities are extraordinary. The DC of any saving throws from these abilities is (10 + half gunner level + Constitution modifier). The following are available directives:
Absorption: The nanites excel at consuming matter and absorbing energy. In turn, they empower the nanocyte.
- 1st level ability – Improved Dispersal: The nanocyte gains his Dispersal ability at 1st level instead of 2nd. He adds (half gunner level) to the amount of damage it reduces.
- 5th level ability – Energy Conversion: When the nanocyte uses Dispersal and prevents damage with it, until the end of the encounter, he may empower one attack to increase its damage by (1d6, increased by 1d6 at 9th, 13th and 17th gunner levels). He may only store 1 charge of this ability. The nanocyte may also use Dispersal on an ally within his Cloud Array.
- 9th level ability – Reactive Boost: The nanocyte gains a +10 foot (untyped) bonus to his movement speeds when he uses Dispersal, lasting until the end of his next turn. As part of using Dispersal, after damage is resolved, he may take his 5-foot step outside of his turn, but only if he did not take one that round.
- 13th level ability – Beam Battery: The saving throw bonus from Dispersal increases by +1. When the nanocyte uses Dispersal and succeeds on the saving throw, he gains the ability to fire a beam as a free action. He may only store 1 charge of this ability. This ability cannot be used together with Energy Conversion – the nanocyte chooses which ability to gain a charge of from anything that triggers both. The beam is a ranged touch attack with a range of 30ft. It deals non-elemental damage equal to (1d6 per two gunner levels).
- 17th level ability – Lingering Dispersal: The nanocyte gains the Group Dispersal talent, or another talent he qualifies for if he already has it. Once per encounter, when he uses Group Dispersal, it grants affected allies the ability to use Dispersal using the nanocyte’s gunner level on their next turn. He may spend two charges total (one each, or one spent at a time) of Energy Conversion/Beam Battery to refresh this ability.
Flexibility: The nanites are one with the nanocyte; together they may assume more unconventional forms.
- 1st level ability – Mold Self: The nanocyte gains the Compression special ability. He can make disguise checks to appear as any creature of his size, no matter its apperance. He makes these checks at a +10 bonus and without any necessary items/clothes.
- 5th level ability – Fluid Form: The nanocyte halves the minimum space he can occupy from his Compression ability. He may spend 1 SP as a move action to become a shapeless pool of his size, lasting one minute per gunner level, and can spend 1 SP as a free action to refresh this duration. While in this form, the nanocyte’s speed is reduced by 10ft and he may only move on land, he gains DR 5/- stacking with other sources, and adds his Constitution modifier to his Acrobatics and CMD. Though the pool moves fluidly, it is solid. It may be attacked normally, and the nanocyte may attack from it normally.
- 9th level ability – Impermeable: The nanocyte can spend 1 SP as a free action usable outside of his turn to negate a critical hit, turning it into a normal hit. Visually, his body shifts around the attack to minimize damage.
- 13th level ability – Improved Fluid Form: The nanocyte gains a climb and swim speed equal to his fastest speed while in Fluid Form. He once again halves the minimum space he can occupy with Compression. While in Fluid Form, he gains the benefits of Uncanny Dodge and also adds half of his gunner level to CMD.
- 17th level ability – Symbiosis: As a standard action, the nanocyte can assume his fluid form and use it to coat an adjacent ally. That ally benefits from his Sheath Array, including any ways in which the nanocyte empowers it. The nanocyte seamlessly occupies his ally’s space at all times, but cannot move without disabling this ability. He gains concealment while it is active, allowing him to hide in plain sight. The nanocyte cannot perform active actions while in this form without risking detection; he may make a Stealth or Sleight of Hand check when he takes any active actions to make it appear as though his ally is responsible. This form lasts indefinitely, but after the nanocyte takes an active action, the remaining duration becomes (1 round per gunner level).
Infestation: The nanites excel at forcefully entering other hosts and sabotaging their actions.
- 1st level ability – Proximity Hazard: When the nanocyte activates a cloud or sheath array, or as a move action while either is active, the nanocyte can deal (1d6 + 1d6 per two gunner levels) piercing damage (Fortitude halves) to enemies within the cloud array or adjacent to him while sheath array is active. Creatures that enter into or start their turns in the aforementioned spaces take the same damage.
- 5th level ability – Burrowing Swarm: When dealing damage with Proximity Hazard, the nanocyte can spend 1 SP as a free action usable outside of his turn to empower it. Creatures that fail the saving throw for that instance of damage become infested with short-lived nanites. They take another instance of Proximity Hazard’s damage (no save) at the end of their turns, and must make a Fortitude saving throw afterwards. A successful saving throw ends this effect. This effect cannot stack.
- 9th level ability – Cellular Breakdown: The nanites’ attacks can be microscopic in nature, making them far more difficult to resist. All Infestation abilities may now deal non-elemental damage at the cost of reducing their damage dice to d4. The nanocyte chooses how each instance of damage behaves (this is not an action).
- 13th level ability – Weakening Swarm: A creature damaged by the nanocyte’s Infestation abilities receives penalties as if sickened for 1 round. A creature immune to the sickened condition makes a Fortitude saving throw against this effect. When a nanocyte attacks an afflicted creature, he may spend 1 SP to make his attack double these penalties (up to once) on a successful hit.
- 17th level ability – Contagion: All instances of Proximity Hazard from this ability are automatically empowered by Burrowing Swarm (at no cost). Once per encounter, or once per minute outside of combat, the nanocyte may spend 2 SP as a swift action to target up to 2 creatures within 60 feet. These creatures immediately take damage as if they were affected by Proximity Hazard. As long as Burrowing Swarm is active on those creatures, they have their own Proximity Hazard area consisting of adjacent spaces.
Obliteration: The nanites excel at damaging other entities directly and integrate with the nanocyte’s weapons.
- 1st level ability – Edge Coat: Weapons the nanocyte forms with his Gear Array gain a +1 enhancement bonus. The bonus increases by +1 at 5th, 9th, 13th and 17th levels. As a swift action, the nanocyte may apply this bonus to another wielded weapon. He may only apply this bonus to weapons he wields, even from Gear Array.
- 5th level ability – Adapted Weapons: Weapons affected by Edge Coat gain two extra properties of the nanocyte’s choice, chosen when Gear Array is activated or when Edge Coat is used on a weapon. Alternatively, they gain one weapon modification that doesn’t affect proficiency.
- 9th level ability – Auto-Correct: The nanocyte may reroll a missed attack once per round. Once per round, he may spend 2 SP as a free action usable outside of his turn to refresh this ability.
- 13th level ability – Bloodthirsty Strikes: The nanocyte gains a +1 (untyped) bonus to attack rolls against targets he has damaged.
- 17th level ability – Explosive Blow: Once per encounter, The nanocyte may cause one of his attacks to emit a devastating explosion. Using this ability is not an action. It is declared either before an attack is made, or when Auto-Correct is used on a missed attack. Double the affected attack’s damage (rounded down), but the attack can no longer critically hit. Instead of rolling to hit, the attack’s damage is inflicted upon creatures within 30ft excluding the nanocyte. A Reflex save halves the damage dealt. A nanocyte may spend 4 SP as a move action to refresh this ability.
Redirection: The nanites excel at enhancing movement. They redirect and enhance blows.
- 1st level ability – Lock-On: The nanocyte may designate a target within 60ft and spend 1 SP. His next attack against that target gains a +1 (untyped) bonus to hit and bypasses cover and miss chance. When that attack is made, the nanocyte can spend 1 SP as a free action usable outside of his turn to reapply Lock-On to the target.
- 5th level ability – Enhanced Momentum: The nanocyte may use his Constitution modifier instead of the normal modifiers to hit for Bull Rush, Overrun, Reposition and Trip maneuvers. He may attempt these maneuvers against any targets within his Cloud Array as if adjacent to them, without provoking.
- 9th level ability – Homing Strike: By spending 1 SP when using Lock-On, the nanocyte may empower it further. Affected attacks gain an additional +2 bonus to hit if melee. If the attack is ranged, it may instead have its path modified as such: at any space of the attack’s path, the attack gains a new path as if it was made from that space (this may extend the attack’s range, refreshes range increments, and a new target may be specified).
- 13th level ability – Retributive Dispersal: When the nanocyte uses Dispersal and successfully reduces damage, he may make an attack of opportunity against the foe responsible for the damaging effect, if within his reach/range.
- 17th level ability – Group Disruption: By paying 1 SP, thee nanocyte may target up to three creatures with the same maneuver as long as they’re within his reach or within his Cloud Array. He receives a -2 penalty to this maneuver.
Regeneration: The nanites are specialized in healing, not only repairing the nanocyte but also mending his allies.
- 1st level ability – Reactive Repair: The nanocyte may use a swift action and spend 1 SP to heal himself or a target adjacent to him or within his Cloud Array. The target gains Fast Healing 1 for a minute. Fast Healing from this ability also provides twice as many stacking temporary hit points as it would restore HP. The fast healing improves by 1 for every four gunner levels after 1st.
- 5th level ability – Medical Systems: The nanocyte gains the Incredible Healer feat as a bonus feat ignoring prerequisites, and may use his Constitution modifier for the Heal skill. The nanocyte is considered to have an infinite-use healer’s kit. He may use the Heal skill as if adjacent to allies within his Cloud Array. Finally, The nanocyte may use 1 SP when using the Heal skill (once per use) to Treat Deadly Wounds as a full-round action or reduce the action needed for that use (from full-round to standard, from standard to move, from move to swift, and from swift to free).
- 9th level ability – Improved Synthesis: The nanocyte can use 1 SP as an immediate action to multiply healing from Reactive Repair by 4 for himself. When an ally within 30ft or within Cloud Array regains hit points from Reactive Repair, the nanocyte may use an immediate action to additionally heal them up to (three times his gunner level) by paying the same amount of hit points; he may pay with temporary hit points from Reactive Repair.
- 13th level ability – Lifeline: The nanocyte can pay 2 SP as a standard action to target a dead creature adjacent to him or within his Cloud Array. The creature is returned to life and restored by 5d8 hit points, but also gains a negative level for 24 hours. Creatures slain by death effects, turned into undead or creatures with destroyed/desecrated bodies are unaffected. This ability requires and ends one currently active array.
- 17th level ability – Preserver: The nanocyte becomes immune to passive deterioration from time and the elements (even from magical effects, such as ones that speed time or decay up), effectively becoming unaging even for machine standards. The first time the nanocyte spends SP each round, he regains 2d10 hit points.
Transmutation: The nanites excel at modifying the environment around them, granting versatile abilities.
- 1st level ability – Exo-Array: The nanocyte may modify the materials of his body by using his nanites. He gains access to the Exo-Array as a 4th array option. When this array is activated, the nanocyte gains ER equal to (1 + Constitution modifier + 1 per four levels after 3rd) to an element, chosen when the array is activated.
- 5th level ability – Transmuted Strikes: The nanocyte may choose one material when he activates Exo-Array. His attacks count as being from this material in addition to any others. In addition, the nanocyte may chooses a physical (Dexterity or Strength) skill when he activates Exo-Array and uses CON for it instead while the array is active.
- 9th level ability – Exoskeleton: As part of activating Exo-Array, the nanocyte may pay 2 SP to increase his size by 1 step while the array is active.
- 13th level ability – Versatile Form: While Exo-Array is active, the nanocyte gains a +1 deflection bonus to AC stacking with existing bonuses, and his effective level for the Nanite Integration ability is considered 3 higher. The nanocyte may also choose to use his Constitution modifier for the Disable Device, Use Magic Device and Sleight of Hand skills.
- 17th level ability – Perfect Form: While Exo-Array is active, the nanocyte doubles (one instance of) the damage bonus from one of his ability modifiers on attacks (if any). In addition, when he hits with an attack, he may choose to attempt a bull rush against the target as a free action usable outside of his turn. This functions even at range (visually, the attacks, including projectiles, push the target back.)
This ability replaces skirmish.
Dispersal (Ex)
At 2nd level, by spending 1 SP as an immediate action, when the nanocyte would take hit point damage, he can reduce that damage by (gunner level + Constitution modifier). Alternatively, he can use this ability (with the same cost and action) to grant himself a +2 (untyped) bonus to the next saving throw he makes. On abilities that both damage and impose saving throws, both effects may apply.
The timing of the ability is as such:
- Against a damaging effect with no saving throw: Used after damage is declared.
- Against an effect that damages and imposes a saving throw to halve/negate: Used before the saving throw is made.
- Against an effect that damages, and imposes a saving throw unrelated to the damage (Example: Practiced Lightning Stab swordskill): Used after damage is declared but before the saving throw is made.
This ability replaces nimble.
Nanite Talents (Ex)
At 2nd level and every two thereafter, the nanocyte gains a nanite talent, representing his unique mastery and blend of abilities with his swarm of nanites. All nanite talents are extraordinary. If they impose a saving throw, the DC is (10 + half gunner level + Constitution modifier). If they require a skill check, the DC is (10 + three halves of his gunner level rounded down + Constitution modifier). A talent can’t be taken more than once unless stated otherwise. The available talents are:
Adaptive Armaments (Ex): When the nanocyte forms weapons using his Gear Array, they gain two extra properties, chosen on creation. Alternatively, he may lower the required proficiency of the formed weapons by a step (from exotic to martial, from martial to simple, and from simple to not requiring proficiency).
Adaptive Augments: When the nanocyte uses Gear Array to form cybertech, he may create modified cybertech which fits into a different slot type than the normal version. Prerequisite: Gunner 10.
Additional Forms (Ex): The nanocyte learns three additional minor forms for his Gear Array. He may produce up to two minor forms with Gear Array that do not count as an active array (but do count towards his Gil limit).
Agile Sheath (Ex): The nanocyte’s Sheath Array also applies its bonus to his initiative checks.
Assisted Throw (Ex): The nanocyte may use his Constitution modifier to make ranged damage rolls with thrown weapons formed with Gear Array or empowered with Edge Coat. At 10th level, he may use his Constitution modifier to make ranged attack rolls with these weapons as well.
Become Legion (Ex): The nanocyte can spend 1 SP as a move action to transform into a nanite swarm. This ability counts as an active nanite array. While transformed, the nanocyte is a gargantuan construct with the swarm subtype. He can use a standard action to make a swarm attack (1d4 piercing damage per two gunner levels), and has swarm defenses and immunities, excluding immunity to single-target mind-affecting affects. This ability and its immunities do not end ongoing conditions. The nanocyte can choose to avoid damaging allies that occupy his space. This ability lasts until the start of the nanocyte’s next turn, but the nanocyte can choose to attempt a DC 30 Fortitude saving throw when the ability would end, extending its duration by a turn on success and increasing this DC by 2 for this use of the ability. When the transformation ends, the nanocyte reforms in any occupied space of the swarm. He also reforms if reduced to 0 hit points or below. This is a physical ability.
Bolstered Immunity (Ex): The nanocyte integrates his nanites into his immune system. If he makes a Fortitude saving throw against an effect that has a reduced effect on a successful save, he instead avoids the effect entirely. Prerequisite: Gunner 10.
Break Fall (Ex): While he has at least 1 SP, the nanocyte takes halved damage (rounded up) from falling, or from bludgeoning area effects without saves (such as stone calls or avalanches).
Cannibalize (Ex): Once per day, after combat, the nanocyte may direct his nanites to consume a deceased foe. This takes 5 minutes for a medium foe, doubled per size above medium and halved per size below. After the process is complete, the nanocyte regains hit points equal to (3 times gunner level) and gains 2 SP. (Though the player chooses when the ability is used, it may be tied to the nanocyte’s nanite programming and not his active decisions.) Prerequisite: Gunner 18.
Charmer Edge (Ex): When the nanocyte uses Gear Array to form any item which grants a bonus to Charisma or Charisma-based checks, he gains a bonus to all Charisma-based skills except Use Magic Device equal to one third of his gunner level, rounded down.
Cutting Edge (Ex): While wielded by the nanocyte, weapons formed by the nanocyte’s Gear Array or empowered by Edge Coat have their critical hit range increased by 1 (example: from 19-20 to 18-20). Prerequisite: Gunner 14.
Deadly Harvest (Ex): The nanocyte learns to perform a killing blow by impaling an enemy, then releasing nanites to consume their vital points. To use this ability, the nanocyte makes a single attack with a weapon formed with Gear Array or empowered with Edge Coat. If the attack is a hit, the target takes non-elemental damage equal to (1d6 per gunner level) (Fortitude halves). If the target’s CR is equal or lower to the nanocyte’s gunner level, then a failed save against this ability imposes another Fortitude saving throw with the same DC. Failing this second saving throw outright kills the target. This is a death effect. Fortification and similar abilities that may negate critical hits apply to the second saving throw. Prerequisite: Gunner 18.
Defensive Specification (Ex): The nanocyte gains proficiency with shields and learns a bonus major form for Gear Array which must be a shield. When the nanocyte uses Gear Array to form a one-handed weapon, he may additionally form a shield with the same action. If the nanocyte changes this bonus form when he gains a level, he must change it to another shield.
Domain (Ex): The nanocyte may make melee attacks as if adjacent to targets within his Cloud Array, and is considered to be occupying every space of his Cloud Array to determine when he can make an attack of opportunity. Prerequisite: Gunner 18.
Emulated Telepathy (Ex): The nanocyte spreads some of his nanites to allies passively, forming a weak mental connection. He gains the Bonded Mind teamwork feat. Allies he travels with for at least 24 hours are also considered to have the feat, but only in regards to the nanocyte – they do not otherwise count as having it, and cannot use it to communicate with other creatures with the feat, not even amongst themselves.
Ensnaring Strike (Ex): Once per encounter, when the nanocyte strikes a target with a weapon made from Gear Array or empowered by Edge Coat, he may spend 1 SP as an immediate action to impose the effects of Ensnared on the target (Reflex negates) for rounds equal to (half his Constitution modifier, rounded down). Opponents can use Acrobatics or Strength as a move action to attempt to escape this ability’s effects early. Prerequisite: Gunner 6.
Environmental Scrubbers (Ex): The nanocyte is immune from hazards ingested from the air, such as harmful gasses (including poisons), imbalanced air composition, and airborne disease. As an immediate action, the nanocyte can spend 1 SP to add his Constitution modifier to the next saving throw any adjacent ally makes against such effects. This ability cannot grant immunity to, or add bonuses to saves against the effects of a vacuum. Prerequisite: Gunner 6.
Erode Defenses (Ex): Once per round, an enemy the nanocyte deals damage to has its DR or hardness reduced by 2 (the nanocyte chooses). The maximum combined penalty this ability can impose to an enemy is equal to the nanocyte’s gunner level. Prerequisite: Gunner 14.
Esoteric Edge (Ex): The nanocyte gains proficiency with two exotic weapons, and learns two new major forms for his Gear Array.
Exhausting Strike (Ex): Once per encounter, when the nanocyte strikes a target with a weapon made from Gear Array or empowered by Edge Coat, he may spend 1 SP as an immediate action to impose the effects of slow on the target (Fortitude negates) for a duration of rounds equal to half his Constitution modifier, rounded down. Nanites use electrical impulses to slow a target – immunity to slow is irrelevant, instead, immunity to lightning damage negates this ability. Prerequisite: Gunner 10.
Expanded Capacity (Ex): The nanocyte increases his maximum SP by 4. This talent may be taken multiple times.
Explorer’s Sheath (Ex): The nanocyte is adapted to explore diverse terrain. While Sheath Array is active, the nanocyte gains a climb and swim speed of 30 feet. If the nanocyte has more than 15 feet of these speeds, he increases them by 15 feet instead. Prerequisite: Gunner 6.
Flight Sheath (Ex): The nanocyte may spend 1 SP when he forms a Sheath Array to gain a fly speed equal to his base movement speed, with average maneuverability. If the nanocyte has a fly speed already, it increases by 10 feet instead. This lasts until the array is disabled. Prerequisite: Gunner 10.
Forge Path (Ex): The nanocyte can spend 1 SP as a free action usable outside of his turn to gain the benefits of the Air Walk spell until the end of his next turn. This is considered a physical ability since the nanocyte uses his own nanite swarm to create platforms. The nanocyte may use this ability on an adjacent ally or ally within his Cloud Array as a move action. Prerequisite: Gunner 6.
Group Dispersal (Ex): The nanocyte can use his Dispersal ability on (himself and) all adjacent allies or on (himself and) all allies within Cloud Array. Prerequisite: Gunner 10.
Hampering Cloud (Ex): The nanocyte’s Cloud Array is considered difficult terrain for other creatures. The nanocyte may choose to exclude creatures from this effect. Prerequisite: Gunner 10.
Juggernaut Edge (Ex): The nanocyte gains proficiency with heavy armor. If they also have proficiency with shields, this ability grants them proficiency with tower shields as well.
Leaper Edge (Ex): The nanocyte is always considered to be having a running start. He gains a bonus to Acrobatics equal to half his gunner level.
Magitek Interface (Ex): The nanocyte can use his Sheath Array on any magitek he is piloting. Once per combat, he can spend 1 SP as an immediate action to grant the magitek temporary hit points equal to his gunner level, lasting the encounter.
Material Alteration (Ex): The nanocyte may use Gear Array to create items made out of special materials. The cost of the materials chosen must not exceed (250 gil per gunner level).
Mortar Edge (Ex): The nanocyte gains proficiency with artillery firearm weapons, and may replace one of his Gear Array major forms with that of an artillery firearm. The nanocyte adds his Constitution modifier to his Strength score for the purpose of wielding artillery firearms. Prerequisite: Gunner 6.
Muddle Minds (Ex): The nanocyte can spend 1 SP as an immediate action to attempt to inflict the confused condition on a target adjacent to him or within his Cloud Array. The confusion lasts a number of rounds equal to his Constitution modifier (Will negates). Once a creature has been confused by this ability, it cannot be confused again for the encounter. Prerequisite: Gunner 6.
Nanite Flare (Ex): The nanocyte may use his nanites to generate intense light. The nanocyte may allow any part of himself to glow like a torch, including anything formed with Gear Array. This glow can be disabled as a free action by the nanocyte or anyone holding the formed items. At 14th level, as a swift action, the nanocyte may spend 1 SP to impose a Fortitude saving throw against adjacent foes or foes within Cloud Array. On a failure, the foes are blinded until the end of their next turns. On a success, the foes are dazzled for that duration.
Nanite Sight (Ex): The nanocyte sees through his nanites. He gains blindsight with a range of 10ft and within his Cloud Array. The nanocyte also gains the ability to spend 1 SP as a move action to leave a sentry on any space. This is a tiny colony of nanites that sees for him. The sentry is visible but considered hidden, using the nanocyte’s own Stealth check with a +5 bonus to determine DCs to spot it. The sentry sticks to surfaces and grants him blindsight in a 10ft radius. The sentry fades if more than 100 feet away from the nanocyte.
Neural Network (Ex): The nanocyte’s mental link grows far stronger. He grants all affected allies the Bonded Mind teamwork feat, and further upgrades its effect for allies affected by Emulated Telepathy; for those allies, the Bonded Mind feat also becomes usable on unseen allies within miles equal to the nanocyte’s Constitution modifier from the user, as long as they are all effected by Emulated Telepathy. Prerequisite: Gunner 6, Emulated Telepathy talent.
Neutralizing Nanites (Ex): The nanocyte’s nanites are adapted towards healing superficial wounds. He gains a +2 bonus to Heal checks and may spend 1 SP as a move action to end the bleeding or burning condition on himself or an adjacent ally.
Occupy Shells (Ex): The nanocyte uses his nanites to infest a fallen creature (including non-organic creatures) or inanimate object capable of movement. This is a standard action costing 1 SP. Occupied creature shells may use the sheet of any Zombie creature, while occupied object shells do the same, but are constructs instead of undead, also replacing undead traits with construct traits. The total CR of all controlled shells cannot exceed (half gunner level). Shells act on the nanocyte’s turn, and he directly and invisibly commands them. This is a physical ability, but occupied creature shells are still considered undead.
Omnipresent (Ex): The nanocyte’s movement within his Cloud Array does not count towards his movement limit. It also doesn’t trigger any damaging effects, attacks, or count towards movement-scaling abilities after the nanocyte moves more than his highest speed would normally allow. By spending 1 SP, the nanocyte may use a 5-foot step to appear in any other space within his Cloud Array without provoking attacks. This is instant, but it is a physical effect, not teleportation.
Omniscient Nanites (Ex): The range of blindsight from Nanite Sight becomes 20ft, and now also reaches 20 feet from any square covered by Cloud Array, as well as a 20 feet radius from sentries. Blindsight from this ability is no longer blocked by dense or thick materials. The nanocyte may now apply a tracker to a target. A tracker may be applied whenever a target is touched or dealt damage to by the nanocyte, as a free action usable outside of his turn, by paying 1 SP. Applying a tracker uses a Stealth or Sleight of Hand check (against Perception). The tracker functions exactly like a sentry, but is sustained by its (typically involuntary) host and never fades away on its own. While within miles equal to the nanocyte’s Constitution modifier, he may see through it. Prerequisite: Gunner 18, Nanite Sight talent.
Rapid Reshaping (Ex): This ability is usable once per round. The nanocyte can switch the form of his Array as an immediate action without paying SP. Alternatively, he can pay 1 SP to switch the form of his Array as a free action. Prerequisite: Gunner 10.
Reaching Sheath (Ex): The nanocyte’s Sheath Array expands his natural reach by 5 feet. Prerequisite: Gunner 6.
Rider Edge (Ex): The nanocyte counts his gunner level as his ranks in Drive, Ride and Pilot. The nanocyte learns one vehicle of Large size or smaller as a bonus major form for Gear Array that is only formable outside of combat. When he forms this vehicle, he can form it around allies that would fit inside, thus allowing them and himself to automatically “enter” the vehicle (without provoking attacks). If the nanocyte replaces the vehicle form when he gains a gunner level, he must choose another vehicle.
Segmented Cloud (Ex): The nanocyte’s Cloud Array functions even with gaps. When determining the affected area, one square that would have to be occupied can be unnocupied. At 10th level, this increases to two squares, and at 18th, to three squares.
Split Gear (Ex): When the nanocyte uses Gear Array to form a one-handed weapon, he can manifest a second copy of the weapon as part of the same action, without extra cost; both copies also count as one array.
Stoic Swarm (Ex): The nanocyte’s Guarding Swarm ability grants 2 images instead of 1. Prerequisite: Gunner 6.
Streamlined Sheath (Ex): The nanocyte’s Sheath Array increases his speeds by 10ft, increased to 15ft at 4th level and 20ft at 18th level. Once per encounter, the nanocyte may spend 1 SP to gain the hasted condition until the start of his next turn.
Sudden Transformation (Ex): The nanocyte can use an immediate action to form a nanite array. This ability is usable once per day. The nanocyte may spend 1 SP as a free action to refresh its use.
Surgical Savant (Ex): The nanocyte may use Treat Deadly Wounds on the same subject a number of times equal to his Constitution modifier per day. He may Treat Deadly Wounds as a standard action. If he could already do so as a standard action or lower, he reduces the action by 1 step further (from standard to move, from move to swift and from swift to free). Prerequisite: Gunner 4
Swarm Shadow (Ex): When the nanocyte activates Cloud Array, he can spend 1 additional SP to create a duplicate in his space, temporarily occupying the same space as him until either moves. The duplicate shares its turn with the nanocyte and appears as a flawless replica of him. It can mimic the appearance of any of his abilities/attacks perfectly by using the same action/s as them, thus the two are impossible to tell apart without interaction; the duplicate cannot actually make attacks or use abilities, however. The duplicate has the same actions as the nanocyte. It may perform its own actions, but may also perform mimicked actions with the same timing as the nanocyte. The duplicate is destroyed as soon as it takes damage, but is created with Cloud Array’s Guarding Swarm pre-applied. The duplicate cannot leave Cloud Array’s area. Prerequisite: Gunner 10.
Tech Interface (Ex): The nanocyte counts his gunner level as ranks in Computers and Knowledge (Technology). Additionally, he may spend 1 SP to interact with a technological object within 20 feet or within his Cloud Array as if he was adjacent to it (no matter how long this interaction would take). This interaction is not visible (though obviously Cloud Array is). Creatures may attempt Perception or Sense Motive checks to pinpoint any visible effects to the nanocyte.
Versatile Nanites (Ex): The nanocyte chooses two additional skills to apply his Sheath Array bonuses to. This talent may be chosen twice.
Vigilant Nanites (Ex): The nanocyte gains the Bodyguard feat as a bonus feat, ignoring prerequisites. The nanocyte may spend 1 SP when he uses Bodyguard to use it on an ally within his Cloud Array as if he were adjacent to them.
These abilities replace gunnery talents.
Nanite Integration (Ex)
At 3rd level, the nanocyte starts becoming more akin to a machine than even other shindroids. He receives a +1 (untyped) bonus to saving throws against bleed, disease, poison and sleep effects. This bonus increases by 1 at 10th and 16th levels. He also gains the benefit of the light fortification ability, as if he was wearing armor with it. This fortification ability is modified to only have a 10% chance, increased to 15% at 10th and 25% as normal at 16th level.
This ability replaces cover fire.
Array Mastery (Ex)
At 7th level, the nanocyte’s control over his nanites grows strong enough to wield two arrays at once. Whenever he’d form or swap arrays, the nanocyte may form or swap up to two. One of these arrays must be designated as the secondary array, and its effects are calculated using his gunner level – 4.
At 15th level, the nanocyte also gains access to a tertiary array, using gunner level – 8 and functioning the same way.
The nanocyte may create multiples of the same array, but only one Sheath Array may be active at a time.
This ability replaces disengage.
Secondary Directive (Ex)
At 7th level, the nanocyte gains access to a secondary nanite directive. This directive and all of its relevant abilities are calculated using his gunner level – 8 (minimum 1).
This ability replaces hairtrigger.
Production Mode (Ex)
At 12th level, the nanocyte may enter production mode, going fully inert as if asleep (or rather, powered down) for 10 minutes. After this time passes, he regains 1 SP. At 18th level, he regains 2 SP instead.
This ability replaces covering fire.
Supreme Arrays (Ex)
At 19th level, the effective level of the nanocyte’s secondary array increases to his gunner level – 2, and the effective level of his tertiary array increases to his level – 4.
Once per day, as a move action, the nanocyte may grant himself 10 temporary SP, lasting only for the encounter, or for 1 minute outside of combat.
This ability replaces lethal patience.
Gracious Host (Ex)
At 20th level, the nanocyte is ready to share the boons of his nanites with the world. Allies he has travelled with for at least 24 hours gain his Nanite Array ability and 1 nanite talent of their choice (chosen when they first benefit from this ability). They use half of their character level as their gunner level for the sake of both. These calculations are unaffected by actual gunner levels. In addition, affected characters may take nanite talents whenever they’d gain or retrain another class’s talent (or trick, etc).
The party must agree to designate one character between the nanocyte and those affected by Gracious Host as the ‘Cloud Master’. Other than for active array limit, all Cloud Arrays created by affected characters are treated as originating from the Cloud Master, and are thus only affected by their abilities and no one else’s. There is one exception: If the nanocyte or any affected character has the Segmented Cloud talent, they may all use its effects.
This ability replaces personal armory.
