Player > Class > Nanocyte (Playtest)
6 + Constitution Modifier
Your body houses nanites in untold numbers; these tiny machines can grant you impossible strength, transform into tools, and course between obstacles to overwhelm your foes. Under your control, these nanites can even reshape your body to avoid harm or gain an edge, making you an adept combatant able to manifest just the right weaponry or equipment at a moment’s notice. Whether your powers stem from excruciating experiments, accidental infection, or voluntary symbiosis, your nanites grow stronger by the day as you gradually transform into a being more machine than mortal.
Your Constitution augments your nanites and helps you sustain a larger swarm, so Constitution is your key ability score. Strength and Dexterity can boost your combat effectiveness, whereas Intelligence greatly improves your skills.
SKILL RANKS PER LEVEL 6 + INTELLIGENCE MODIFIER.
Acrobatics (Dex), Athletics (Str), Computers (Int), Engineering (Int), Life Science (Int), Medicine (Int), Perception (Wis), Physical Science (Int), Piloting (Dex), Profession (Cha, Int, or Wis), Sleight of Hand (Dex), Stealth (Dex)
ARMOR PROFICIENCY: Light armor.
WEAPON PROFICIENCY: Basic melee weapons, advanced melee weapons, small arms, and longarms
|Class Level||Base Attack Bonus||Fort Save Bonus||Reflex Save Bonus||Will Save Bonus||Class Features||Major Forms||Minor Forms|
|1st||+1||+0||+2||+2||Nanite array, nanite surge, primary nanite faculty, primary faculty technique||2||3|
|2nd||+2||+3||+3||+3||Defensive dispersal, nanocyte knack||2||4|
|3rd||+3||+3||+1||+1||Cyto-conversion (+1), weapon specialization||3||4|
|5th||+5||+4||+1||+1||Primary faculty technique, shroud (+1 square)||4||5|
|7th||+7||+5||+2||+2||Manifold array (two arrays||4||6|
|9th||+9||+6||+3||+3||Primary faculty technique, secondary nanite faculty, secondary faculty technique||5||7|
|10th||+10||+7||+3||+3||Cyto-conversion (+2), nanocyte knack||5||8|
|13th||+13||+8||+4||+4||Primary faculty technique, secondary faculty technique||6||9|
|15th||+15||+9||+5||+5||Manifold array (three arrays)||6||10|
|16th||+16||+10||+5||+5||Cyto-conversion (+3), nanocyte knack||6||11|
|17th||+17||+10||+5||+5||Primary faculty technique, secondary faculty technique||7||11|
|20th||+20||+12||+6||+6||Infinite array, nanocyte knack||7||13|
A number of times per day equal to half your nanocyte level plus your Constitution modifier, you can use a nanite surge to push your nanites to perform extraordinary feats in certain situations; the exact benefits vary by circumstance and are explained in the abilities below. At 5th level, you can spend 1 Resolve Point to gain and immediately use an additional nanite surge. You can use this ability multiple times.
When creating a nanocyte higher than 1st level, start by creating a 1st-level
nanocyte and then apply the leveling up process as normal for each level.
When choosing major and minor forms for your gear array at each level, use the following numbers for your nanite investment value for that new level to determine which forms you can select.
For example, at 5th level, you can choose your new major form for that level (as well as replace a major/minor form) as though your nanite investment were 4,200.
After choosing your forms at your nanocyte's maximum level, your nanite investment amount is equal to the price of the most expensive form you've learned (rather than the amount listed on the table, which is your maximum for that level). Deduct this amount from your starting wealth (Table 11–15: Character Wealth per Level on page 391 of the Starfinder Core Rulebook).
For example, if your new nanocyte is 6th level and their most expensive form is a corona laser pistol (which costs 4,270 credits), they start with 10,730 credits (15,000 starting wealth minus 4,270) to spend on gear.
Your body hosts a multitude of nanites that you can direct to take one of
three forms called arrays: they can flood out of your body to form a cloud,
combine to temporarily create items, or mobilize within you to amplify your
As a move action, you can direct your nanites to adopt an array, and you can have only one array active at a time. You can instead use a nanite surge (see above) to form or switch arrays as a swift action. The nanites maintain their array until you direct them into a different array, you fall unconscious, or you end your turn more than 10 feet from the array. If an array ends without being turned into a different array, the nanites disperse and return to your body at the beginning of your next turn and await further instructions. If you aren’t within 60 feet of the array or the array is physically blocked from reaching you, the nanites instead break down, and you can’t use your nanite array again until you spend 1 Resolve Point and take a full action to create a replacement array.
Your nanites are technological in nature and can be detected by spells such as detect tech, but they aren’t otherwise subject to effects that affect technology.
The three forms of nanite arrays—sheath, cloud, and gear—provide the following benefits only while the specific array is active.
Sheath Array: The nanite array reinforces your body, granting you a +1 enhancement bonus to Reflex saving throws and a +1 insight bonus to checks with two of the following skills: Acrobatics, Athletics, Sleight of Hand, or Stealth, selected when you form this array. At 3rd level and every 4 levels thereafter, these bonuses increase by 1.
When you form a sheath array, you can use a nanite surge to gain a number of temporary Hit Points equal to your nanocyte level; you lose any remaining such temporary Hit Points when the sheath array ends.
Cloud Array: Your nanites spread out into a faintly visible cloud that fills up to a number of contiguous 5-foot squares (at least one of which must be adjacent to you) equal to 1 plus your Constitution bonus. The cloud is stationary once formed, though as a move action you can reconfigure its space: if you do so, at least one square of the cloud must remain unchanged. When you take a guarded step, you can move 10 feet as long as you begin and end this movement adjacent to or within your cloud array.
When you form a cloud array, you can use a nanite surge to increase the cloud’s density. This causes the array’s space to provide concealment, but it provides only a 10% miss chance. It doesn’t provide enough concealment to hide, and your attacks ignore any miss chance provided by your cloud. This doesn’t stack with existing concealment.
At 3rd level, whenever you form a cloud array, it can fill an additional 5-foot square and you increase any miss chance the cloud provides to 15%. At 7th level, it can fill two additional squares and any miss chance the cloud provides increases to 20%. At 11th level, the cloud fills up to a number of contiguous squares equal to 1 plus twice your Constitution modifier. At 15th level, when you use a nanite surge while forming the cloud array, the cloud instead provides normal concealment (though your attacks still ignore any miss chance). At 19th level, the cloud instead fills up to a number of contiguous squares equal to 1 plus four times your Constitution modifier.
Gear Array: Your nanites shape themselves into a single piece of equipment, such as a weapon, tool, or even a cybernetic augmentation. You can direct your nanites to create a limited selection of equipment, divided into major forms and minor forms. Major forms include weapons and cybernetic augmentations, while minor forms include technological items (excluding armor and weapons) and personal items. At 1st level, you know how to create two major forms and three minor forms. You learn a new minor form at 2nd level and every 2 levels thereafter, and a new major form at 3rd level and every 4 levels thereafter. When you reach 5th level, and each time you gain a level thereafter, you can replace one of your major forms with a new major form and one of your minor forms with a new minor form.
To select a piece of equipment as one of your gear array’s major or minor forms, its level must be equal to or lower than your nanocyte level plus 1, and its price must be equal to or lower than your nanite investment (see below). Augmentations must be cybernetic, weapons and items must be technological items (not magic or hybrid), and you can’t select equipment that is consumed on use (such as grenades) or whose bulk exceeds your Constitution modifier.
Nanite Investment: The equipment you can create with your gear array is limited in part by your investment of raw material into your nanites, in the form of universal polymer bases (UPBs; Starfinder Core Rulebook 233). This is a numerical value called your nanite investment, and it starts at 0 when you gain your first nanocyte level. In addition, when you gain your first nanocyte level, you can invest UPBs (or credits from your starting wealth as though they were UPBs) as part of the process of choosing major and minor forms. You can spend an hour using your nanites to break down an unattended weapon or technological item (with a maximum level equal to or lower than your nanocyte level plus 1) into component UPBs that you can then invest in your nanites. When you do, your nanite investment becomes equal to that item’s price. During this hour, you can also add additional UPBs equal to 10% of the item’s price to increase your nanite investment by that amount.
When you use your gear array to create a hand-held nanite weapon, technological item, or personal item, you can automatically grab and begin wielding it if you have the requisite number of hands free. Otherwise, the item floats in your space until the end of your turn, at which point it drops in your space.
When you use your gear array to create a cybernetic augmentation, it is automatically installed in the appropriate body slot as long as that slot is empty; otherwise it fails to manifest. If a given augmentation has a limited number of uses or frequency, that limit applies regardless of how many times you’ve created it with your gear array.
Equipment that requires a battery or ammunition to function must be loaded to function. When you create such equipment, you can have it absorb and automatically load one appropriately sized battery or set of suitable ammunition in your possession. Any item that uses a battery with fewer than 20 charges can instead use a standard battery.
Whether by their design or your own innovation, your nanites excel at a specialized task. Choose your primary faculty upon taking your first level in nanocyte—once made, this choice can’t be changed. Descriptions of faculties found here.
At first level and every 4 levels thereafter you gain a faculty technique unique to your primary nanite faculty.
By using a nanite surge as a reaction when you take damage, you can protect yourself with your nanites as they create a temporary barrier or even cause part of your body to temporarily disperse. You reduce the damage dealt by the triggering effect by an amount equal to your nanocyte level plus your Constitution modifier, and you gain a +1 circumstance bonus to the first saving throw against the effect (such as the initial saving throw to resist a poison, but not subsequent saves against it).
As you gain experience, you learn special ways to use your nanites called nanocyte knacks. You learn your first nanocyte knack at 2nd level, and you learn an additional knack every 2 levels thereafter. If a nanocyte knack allows a saving throw to resist its effects, the DC is equal to 10 + half your nanocyte level + your Constitution modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your nanocyte level + your Constitution modifier. The descriptions of nanocyte knacks appear here. You can’t learn the same knack more than once unless otherwise stated.
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with, including any weapons for which you gained proficiency through a nanocyte knack.
As your connection to your nanites grows, the swarm’s ability to break down
and reassemble your body strengthens, gradually making you more machine than
mortal. You receive a +1 circumstance bonus to saving throws against bleed,
disease, poison, and sleep effects. In addition, you gain a 10% chance to treat
a critical hit against you as a normal hit; it deals normal damage and doesn’t
apply any critical hit effect. This percentage doesn’t stack with similar effects.
At 10th level, the circumstance bonus to saving throws increases to +2, and the fortification percentage increases to 20%. At 16th level, the circumstance bonus to saving throws increases to +3, and the fortification percentage increases to 30%.
Your improved command of your nanites allows you split them into multiple
arrays: a more potent primary array and a weaker secondary array. Your primary
array calculates its effects using your full nanocyte level, whereas your secondary
array calculates its effects using your nanocyte level – 4. You can create and
sustain multiple clouds or pieces of gear simultaneously, though you can sustain
only a single sheath array at a time. You must use separate actions to direct
your nanites into each array.
At 15th level, you can split your array into three forms simultaneously: a primary form using your full level to calculate its effects, a secondary form using your level – 4, and a tertiary form using your level – 8.
You choose another nanite faculty. Once you choose this second faculty, it can’t be changed.
At 9th level and every 4 levels thereafter, you gain a faculty technique unique to your secondary nanite faculty. For the purposes of these secondary faculty techniques, treat your nanocyte level as equal to your nanocyte level – 8.
Your nanites recover quickly even from the most exhausting tasks. When you rest for 10 minutes to regain Stamina Points, you regain a daily use of your nanite surge ability; this increases to 2 daily uses at 18th level. When you spend 1 Resolve Point to gain the benefits of a nanite surge, you also regain an additional daily use of your nanite surge.
The effective level of your secondary nanite array increases to your level – 2, and the effective level of your tertiary nanite array increases to your level – 4. Once per day as a move action, you can supercharge your nanites, causing them to multiply and expand for 1 minute, granting you 10 temporary nanite surges. Any unused temporary nanite surges disappear at the end of this minute.
Once per day when you die from having 0 Hit Points and insufficient Resolve
Points to stay alive, or from massive damage, you can activate an emergency
healing protocol. Using this ability on yourself takes no action. At the beginning
of your next turn, your body and equipment disperse into a nanite mist, fly
up to 30 feet, and reform, in the process restoring you to life. You reappear
upright and wielding any combination of equipment in your possession, and you
regain 1 Hit Point, all your Stamina Points, and 1 Resolve Point. You can then
act on your turn as normal.
As a reaction, you can instead use a nanite surge to use this ability on an adjacent ally when they die under the same conditions. If you use a nanite surge when you use this ability, you can instead target an ally up to 20 feet away. You can use additional nanite surges to increase this range by 20 feet for each nanite surge used. The ally disperses, flies, and reforms at the beginning of their next turn.