Nanotech Infuser (Sorcerer Archetype)

You have experimented with alien magitech fluids infused with microscopic robotic servants. Where others might have perished as these nanites disrupted their vitals like a corrupting virus, they awakened within you a latent communion with the machine mind and an affinity for robots, clockworks, and constructs of all kinds.

Class Skills: You add Disable Device and Knowledge (engineering) to your list of class skills. However, your interpersonal abilities are far less developed and you lose Bluff and Intimidate as class skills.

Artificer’s Touch (Sp)

You can cast mending at will, using your sorcerer level as the caster level to repair damaged objects.

In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two sorcerer levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your sorcerer level.

You can use this ability a number of times per day equal to 3 + your Charisma modifier.

This replaces the bloodline power gained at 1st level.

Nanite Adaptation (Ex)

At 7th level, the nanites infused into your body replace a portions of your vital organ and body systems. You have minor visible circuitry or mechanical elements, which can be hidden with a DC 15 Disguise check.

You take only half damage from bleed or blood drain attacks (minimum 1) and automatically stabilize at negative hit points.

You also gain a +2 bonus on saves against disease, poison, and mind-affecting effects. However, your personality becomes somewhat mechanical and inhuman, causing you to take a -2 penalty on Charisma checks and Charisma-based skill checks made when interacting with living creatures. If you take at least 5 points of electricity damage in a round, the benefits (but not drawbacks) of your nanite adaptation are suppressed until the end of your next turn.

This replaces the bloodline feat and bloodline spell gained at 7th level.

Nanovirus (Su)

At 13th level, as a full-round action you can infect a living creature with a nanite virus derived from corrupted nanites in your own system. You must touch the target and expend two uses of your artificer’s touch, dealing 1d4 points of Wisdom damage and 1d2 points of Constitution damage (Fortitude half). The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier.

A target whose Wisdom damage equals or exceeds its Wisdom score becomes helpless for 1 hour and then rises as a nanite zombie. In this state, it is equivalent to either a standard or fast zombie (your choice), with construct traits replacing undead traits. It is neither living nor undead and is immune to both positive and negative energy; however, as a construct it can be healed with your artificer’s touch. The nanite zombie is remains under your control for a number of days equal to your sorcerer level, at which point its lifeless husk collapses into a heap of carrion and corroded cybernetic circuitry. You can control a maximum number of HD of nanite zombies equal to twice your sorcerer level. If creating a new nanite zombie would exceed this limit, the new nanite zombie is created and the oldest nanite zombie(s) in excess of your HD limit become uncontrolled and are immediately hostile to all living creatures.

This replaces the bloodline feat and bloodline spell gained at 13th level.

Nanite Apotheosis (Su)

At 19th level, the nanites infused into your body replace a most of your vital organs and body systems.

Your partially mechanical nature is obvious to anyone unless you successfully hide it with a DC 25 Disguise check. You are immune to bleed and blood drain effects, disease, and poison, and gain a +4 bonus on saves against death effects and mind-affecting effects.

Your personality becomes even more mechanical and distant, increasing the penalty on Charisma checks and Charisma-based skill checks when interacting with living creatures to -5. Your circuitry is more stable, however, and the benefits of your nanite apotheosis are suppressed only if you take at least 30 points of electricity damage in a round.

This replaces the bloodline feat and bloodline spell gained at 19th level.

Section 15: Copyright Notice

Legendary Planet Adventure Path © 2019, Legendary Games; Authors: Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham.

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