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You learn your first nanocyte knack at 2nd level and an additional knack every 2 levels thereafter. Nanocyte knacks all require you meet a minimum nanocyte level, and they are organized accordingly. Some nanocyte knacks require you to satisfy other prerequisites, such as having other knacks. For effects that require a saving throw, the DC is 10 + half your nanocyte level + your Constitution modifier.
Your body houses a seemingly inexhaustible amount of nanites. When calculating your number of nanite surges per day and the maximum bulk of your nanite gear, treat your Constitution modifier as 2 higher
While your sheath array is active, you can apply its bonus to skill checks as an insight bonus to your initiative checks.
You gain proficiency with two special weapons, you can select special weapons when learning new major forms, and you learn one special weapon as a bonus major form. At 3rd level, you gain weapon specialization in the two selected weapons just as if your class granted proficiency.
You learn three additional minor forms that you can create with your nanite array.
When using your gear array to form an operative weapon or small arm, you can manifest a second copy of that weapon. This counts as only one array for determining the number of arrays you have active.
While your sheath array is active, you can perform Medicine checks on creatures within your reach. While you are within reach of your cloud array, you can also perform Medicine checks on creatures in or adjacent to the cloud as though they were within your reach. For both forms, you perform Medicine checks as though you are using a basic medkit; at 5th level, you instead perform Medicine checks as though you are using an advanced medkit. At 8th level, you can select a medical lab as one of your minor forms known.
When you form your sheath array, you can use a nanite surge to gain a special unarmed strike that deals lethal damage, lacks the archaic trait, and has an item level equal to your nanocyte level. You can use your Constitution modifier in place of your Strength modifier when making this attack. Using a swarm strike requires you have at least one hand free. For each attack, you can deal bludgeoning damage, piercing damage, slashing damage, or any two of these damage types. At 3rd level, you gain a unique weapon specialization with your swarm strike, adding 1-1/2 Ã— your nanocyte level to its damage rolls (instead of just adding your character level). At 7th level, this unarmed strike gains the thrown (20 feet) special property, and while you have at least two hands free, your weapon specialization damage bonus with this weapon increases to 2 Ã— your level. At 11th level, while you have at least two hands free, your swarm strike gains the reach special property. At 15th level, the range increment of your thrown swarm strike increases to 40 feet, and it increases to 60 feet at 19th level. You can use this ability only while your sheath array is active.
You have learned to direct your nanites in assisting you with difficult tasks such as identifying damage, stitching wounds, reshaping your features, or further tuning your reflexes. Choose two of the following skills: Bluff, Disguise, Engineering, Medicine, Perception, or Piloting. You add these skills as options to which you can apply your sheath arrayâ€™s insight bonus to skill checks. You can select this knack multiple times, each time selecting different skills.
You must be 6th level or higher to choose these nanocyte knacks
Your nanites reinforce your body, staving off even grave threats to your health. If you succeed at a Fortitude saving throw against an effect that has a reduced effect on a successful save, you instead avoid the effect entirely.
Your nanites can harmlessly reshape your body in increasingly
dramatic ways. While your sheath array is active, you can use
the Disguise skill to change your appearance with 1d3 minutes
of work; you can use one nanite surge to reduce this to a full
action. You reduce one of the checkâ€™s DC modifiers by an amount
equal to half your level (to a minimum of +0), though this
reduction applies only to disguises that change your appearance
in the following ways: add major features, disguise yourself as a
different race of the same creature type, or disguise yourself as a
different creature type.
You must have the versatile nanites knack and have selected Disguise as one of the affected skills in order to select this knack.
You nanites allow you to move comfortably while wearing thick gear. You gain proficiency with heavy armor, and you treat the bulk of heavy armor you wear as 1 lower.
You know how to deal damage with big weapons. You gain proficiency with heavy weapons, and you gain weapon specialization in heavy weapons just as if your class granted proficiency. When you gain this knack, you can replace one of your major forms known with that of a heavy weapon. You add your Constitution modifier to your Strength score for the purpose of wielding heavy weapons formed from your gear array without penalty.
Your nanites tear and gnaw on creatures you designate. After a creature takes damage in your nanite cloud or you damage a creature within 30 feet with a weapon formed with your gear array, you can take a reaction to cause the creature to gain the bleeding 1d4 condition (Fortitude negates). The amount of bleed damage increases to 1d6 at 6th level, 1d10 at 10th level, 2d8 at 14th level, and 3d8 at 18th level. While the bleeding creature is within your cloud array, the Medicine DC to stop the bleeding condition increases by an amount equal to half your nanocyte level plus your Constitution modifier. Once used, you canâ€™t use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest.
You gain Barricade as a bonus feat. You can use Barricade to
create a barrier within your nanite cloud rather than just in an
In addition, as a full action, you can use a nanite surge to shape your nanites into a temporary structure: a ladder up to 30 feet long, a door sealing an opening up to 10 feet square, a 10-foot-radius hemispherical shelter, or a 5-foot wide bridge that spans up to 40 feet. This counts against the number of arrays you can have active. Regardless of the structureâ€™s form, it has a number of Hit Points equal to your level, hardness equal to your Constitution modifier, and a break DC of 10.
Nothing that disturbs your nanite cloud escapes your attention. You gain blindsense (vibration) with a range of 5 feet. This blindsense also extends to any area in or adjacent to your cloud array.
You must be 10th level or higher to choose these nanocyte knacks
Your nanites capably innovate new features when you manifest nanite weapons. Choose two of the following special weapon properties: block, bright, deflect, feint, grapple, harrying, penetrating, stun, sunder, or trip. Each time you form a weapon using your gear array, you can apply one of the selected special weapon properties to that weapon. You can select this knack multiple times; each time, select two additional special weapon properties and add them to the list of available properties (you can still apply only one at a time).
Your nanite sheath increases your land speed by 10 feet. This increases to 15 feet at 14th level and 20 feet at 18th level. Once per day at the beginning of your turn, you can use one nanite surge to gain the benefits of haste until the beginning of your next turn.
Your nanitesâ€™ sensors are especially acute. You gain blindsight
(vibration) with a range of 5 feet. This blindsight also extends to any
area in or adjacent to your nanite cloud.
As a reaction, after you touch a target, strike a target with a weapon formed with your gear array, or are hit by an adjacent creature, you can use a nanite surge to adhere a tiny mass of nanites to that creature or object; a creature can attempt a Reflex save to negate this effect. These nanites resonate with the rest of your nanite array, allowing you to sense the target as though you had blindsight (vibration) with a range of 120 feet. In addition, you can track the target with a base DC of 10 regardless of the surface conditions, and you can use Perception in place of Survival to track the target. The tracking nanites remain active for a number of days equal to your Constitution modifier.
You must have the sensory nanites knack in order to select this knack.
Your nanites can modify your features in subtle ways, allowing you
to attempt a Disguise check in place of a Computers or Engineering
check to defeat biometric locks and similar safeguards. As a
reaction when you hit a creature with a melee attack or touch
them, you can use a nanite surge to absorb a sample of the targetâ€™s
DNA or other code. You can store a number of samples equal to
your Constitution modifier at any time, and each sample remains
viable a number of days equal to your Constitution modifier. If you
absorb another sample and exceed this maximum, you erase one
sample of your choice.
You gain a +5 circumstance bonus on Disguise checks to defeat biometric safeguards keyed to any creature whose sample you have. In addition, you can use the facial reconfiguration knack to take the appearance of any creatures whose samples you have. This instead grants a +10 circumstance bonus to the Disguise check. In addition, facial reconfiguration reduces the checkâ€™s DC modifier for this disguise by an amount equal to your nanocyte level (to a minimum of +0), applied to any of the checkâ€™s modifiers.
When you create a cloud array, you can use a nanite surge to cause a portion of your cloud array to form a lifelike replica of you that shadows and mimics your movements, functioning like a single figment image created by mirror image. The duplicate exists until itâ€™s destroyed or you leave the cloudâ€™s area. At 14th level, you create 1d2 images, and at 18th level you create 1d4 images
Your nanites break down and repurpose your foesâ€™ vital fluids to fuel
their host. Whenever the target of your hungry nanites takes bleed
damage from that ability and is within 30 feet of you, you regain an
equal number of Stamina Points. Until you next take a 10-minute
rest to recover Stamina Points, you can regain a maximum number
of Stamina Points in this way equal to 3 times your nanocyte level.
You must have the hungry nanites knack to select this knack.
Your nanites protect your companions as readily as they protect you. You can use your defensive dispersal on any ally you can see who is adjacent to you or within your cloud array. When you use your defensive dispersal on yourself, any adjacent allies are also gain the benefits of that ability against the triggering attack or effect. However, only you benefit from any additional knacks or other abilities that provide additional effects when you use defensive dispersal.
Every 1d4 rounds, you can use a nanite surge to form a nanite array as a swift action.
You can use the surgical host knack to perform Medicine checks
to treat deadly wounds as a standard action. If you succeed at this
check, you restore 2 Hit Points per level or CR of the creature youâ€™re
treating. If you exceed the DC by 5 or more, you add your Intelligence
bonus and Constitution bonus to the amount healed.
You must have the surgical host knack to select this knack.
You must be 14th level or higher to choose these nanocyte knacks
When you damage a creature in your nanite cloud or when you damage a creature within 30 feet using a weapon formed with your gear array, you can drain power from the targetâ€™s technological devices as a reaction. Choose one item in the targetâ€™s possession that uses charges or select a qualifying item at random. That item loses a number of charges equal to 1d10 plus your Constitution modifier (Fortitude half), and a battery in your possession gains an equal number of charges (to a maximum of the batteryâ€™s capacity). You can use this ability a number of times per day equal to your Constitution modifier.
Weapons you form with your gear array and your faculty abilities deal additional damage to constructs, objects, and creatures with the technological subtype equal to your Constitution modifier. In addition, these attacks and abilities ignore an amount of hardness equal to your nanocyte level. This hardness reduction doesnâ€™t stack with that of the penetrating weapon property but instead increases the weaponâ€™s item level by an amount equal to your Constitution modifier for the purpose of calculating the amount of hardness the weapon ignores.
Your cloud array becomes a deadly fog that can strike those within from any angle. While you are adjacent to or within your nanite cloud, you can make melee attacks with weapons formed with your gear array from any square occupied by your nanite cloud. This allows you to gain position-based benefits such as avoiding cover or flanking an enemy. This attack doesnâ€™t provide you with any special ability to see targets that you couldnâ€™t otherwise perceive. You canâ€™t use this ability to perform attacks of opportunity.
You must be 18th level or higher to choose these nanocyte knacks
As a move action, you can use a nanite surge to transform into a
nanite fog, during which you can take no actions except those
granted to you by this ability. This is a polymorph effect, and it
counts against the number of arrays you can have active. While
transformed, you are a Gargantuan construct with the swarm
subtype, a space of 20 feet, and a reach of 0 feet. You can occupy the
same space as other creatures. As a standard action, you can make a
swarm attack (1d4 piercing damage per 2 nanocyte levels) and gain
swarm defenses (except immunity to single-target mind-affecting
effects) and swarm immunities as per the universal creature rules
(Starfinder Alien Archive 157). These immunities donâ€™t end ongoing
conditions. When dealing swarm damage to creatures in your space,
you can avoid damaging a number of creatures that doesnâ€™t exceed
your Constitution modifier.
This transformation lasts until the beginning of your next turn, at which point you can attempt a DC 30 Fortitude saving throw. If you succeed, the transformationâ€™s duration extends to the beginning of your next turn. If you fail, the transformation ends, and you re-form in any space your swarm body occupied. The DC of this saving throw increases by 2 each time you succeed at the saving throw. If you are reduced to 0 Hit Points, the transformation ends automatically.
You canâ€™t use this knack again until after you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest.
While you are adjacent to or within your cloud array and take a guarded step, you can move a total distance equal to 5 feet plus 5 Ã— half your Constitution modifier (rounded down), as long as your movement and destination is also entirely adjacent to or within your nanite cloud. Alternatively, you can use a nanite surge when taking a guarded step to teleport to any location so long as your starting point and destination are both adjacent to a square that contains your nanite cloud; this movement doesnâ€™t provoke attacks of opportunity.
Nothing escapes the notice of your nanites. Your blindsight (vibration)
granted by the all-seeing nanites knack increases its range to 20
feet. This blindsight also extends to any area to which your nanite
cloud has line of effect, to a range of 20 feet. Traces of your nanite
host can even penetrate solid material, granting you the sense
through (blindsight [vibration]) ability, which is blocked by especially
dense or thick materials as normal. Finally, when you apply a nanite
tracker to a target using the all-seeing nanites knack, you can sense
the target as though you had blindsight (vibration) with a range of a
number of miles equal to your Constitution modifier.
You must have the all-seeing nanites knack to select this knack.
You can take a reaction to form a nanite array. After using this ability the first time each day, you must use a nanite surge each time you use it again.