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Class Features

Mechanic: Exocortex

Control over one of three remote exocortex types: drone (robot companion to 150 feet, restores to max HP daily, Command action for 3 actions), mine network (2 + INT modifier mines...

A sophisticated neural implant links your mind to a remote device—drone, mine network, or turret—that you can modify and control.

At 1st level, choose one of three exocortex types. Each grants unique actions and mods.

Drone

Your exocortex connects to a robot companion drone you control at up to 150 feet. Only you can operate, control, and repair it. During daily preparations, your drone is automatically restored to maximum Hit Points. You can spend 2 actions to Command for a more complex plan (giving it 3 actions instead of 2).

Mods (drone): Desperate Repair—drone gains temporary HP equal to your level + Intelligence modifier. Killbot—drone gains +2 status bonus to damage rolls (+2 per weapon die, max +8).

Mine Network

Your exocortex manages a network of deployable mines (max 2 + Intelligence modifier, replenished 2 per 10 minutes in exploration). Mines are shielded and can't detonate from damage; DC to Disable equals your class DC.

Deploy Mine (Manipulate, Mechanic): Cost 1 mine. Plant in an unoccupied square within 30 feet (or occupied with 2 actions). Choose fire or piercing damage. Detonate Mine (Concentrate, Mechanic; or reaction when a creature enters/leaves a mine's burst area): Trigger a mine within 100 feet—10-foot burst, 2d6 fire or piercing (basic Reflex vs. class DC). Damage increases by 1d6 every 2 levels starting at 3rd.

Mods (mine): Smart Mine—exclude one target from all mine detonations (two targets at 5th level). Targeting Mine—increase mine damage by Intelligence modifier.

Turret

Your exocortex connects to a collapsible turret stored in your custom rig. Only one turret deployed at a time. Fire remotely within 100 feet (ranged Strike from the turret's location). The turret has its own darkvision, uses your attack modifier, and shares your multiple attack penalty. It's a commercial martial ranged weapon with 2 upgrade slots.

Deploy Turret (Manipulate, Mechanic): Deploy into an unoccupied square within 30 feet, or collect it back. If destroyed, redeploy as a 2-action activity at full HP.

Turret arrays (choose one; 10 minutes to change): Chaingun (1d8 piercing, 90 ft), Disintegrator (1d8 acid, 60 ft), Laser Beam (1d8 fire, 60 ft), Thunderclap (1d8 sonic, 60 ft), Volt Thrower (1d8 electricity, 60 ft), Zero Emitter (1d8 cold, 60 ft).

Mods (turret): Pinpoint Shot—increase turret damage by Intelligence modifier. Shift Array—change the selected array.