mercoledì 27 agosto 2025

Bloodline Disciples: The Nanite Disciple

An addition to the prestige subclasses I created for Legendary Classes: Bloodline Disciples.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Nanite Disciple

Androids who learn to commune with the nanite swarm inside them, adventurers who were infected by nanites and survived, or curious dabblers eager to get close to the perfection of technology can become nanite disciples.


Requirements

To qualify to become a nanite disciple, a character must fulfill all the following criteria. 


Race: Any non-construct.

Feats: Technologist.

Skills: Knowledge (engineering) 5 ranks.

Spellcasting: Able to cast 1st-level arcane or psychic spells without preparation. A sorcerer or bloodrager with this prestige class must have the nanite bloodline. If the character gains levels of sorcerer or bloodrager after taking this class, he must take the nanite bloodline.


Class Skills

The nanite disciple’s class skills are Acrobatics (Dex), Craft (technology, traps) (Int), Knowledge (engineering) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

Hit Die: d8.


Table: Nanite Disciple

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells per Day

1st

+0

+0

+1

+1

Blood of the machine, nanite gimmick, natural armor increase +1, technomancy

2nd

+1

+0

+1

+1

Ability boost (Con +2), bloodline feat

+1 level of existing spellcasting class

3rd

+2

+1

+2

+2

Nanite gimmick

+1 level of existing spellcasting class

4th

+3

+1

+2

+2

Ability boost (Con +2), natural armor increase +2

+1 level of existing spellcasting class

5th

+3

+2

+3

+3

Bloodline feat, low-light vision, nanite gimmick

+1 level of existing spellcasting class

6th

+4

+2

+3

+3

Ability boost (Int +2)

+1 level of existing spellcasting class

7th

+5

+2

+4

+4

Nanite gimmick, natural armor increase +3 

+1 level of existing spellcasting class

8th

+6

+3

+4

+4

Ability boost (Wis +2), bloodline feat

+1 level of existing spellcasting class

9th

+6

+3

+5

+5

Nanite gimmick

+1 level of existing spellcasting class

10th

+7

+3

+5

+5

Darkvision 30 ft., nanite gimmick

+1 level of existing spellcasting class


Class Features

All of the following are class features of the nanite disciple prestige class.


Weapon and Armor Proficiency: Nanite disciples gain no proficiency with any weapon or armor.


Spells per Day: At the indicated levels, a nanite disciple gains new spells per day as if he had also gained a level in an arcane or psychic spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a nanite disciple, he must decide to which class he adds the new level for purposes of determining spells per day.


Blood of the Machine: A nanite disciple adds his level to his sorcerer or bloodrager levels when determining the powers gained from his bloodline. If the nanite disciple has levels both in bloodrager and sorcerer, he must choose which class stacks with his nanite disciple levels to determine his bloodline powers. If he does not have levels in sorcerer or bloodrager, he instead gains bloodline powers of the nanite sorcerer bloodline, using his nanite disciple level as his sorcerer level to determine the bonuses gained. This ability does not grant bonus spells to a sorcerer or bloodrager unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer or bloodrager gains spell slots of the spell’s level.


Nanite Gimmick: At the indicated levels, a nanite disciple unlocks a new way to use his nanites to gain new abilities. Each nanite gimmick can only be chosen once unless noted otherwise.


Arm of Darkness (Su): The nanite disciple gains the arm of darkness ability of the robotic bloodrager bloodline, even if he doesn’t normally possess that power. If the nanite disciple does not possess the bloodrage class feature, this effect lasts instead for 1 round per equivalent sorcerer level he possesses. Once his level is high enough to grant this ability through the bloodline, he can use arm of darkness one additional time per day. The nanite disciple must be at least 9th level to select this gimmick.


Auto Mending (Ex): The nanite disciple gains the auto mending ability of the naniteBL11 bloodrager bloodline, even if he doesn’t normally possess that power. If the nanite disciple does not possess the bloodrage class feature, he can instead use this power three times per day. Once his level is high enough to grant this ability through the bloodline, the nanite disciple can heal himself for a number of hit points equal to three times his hit dice when using this ability.


Bonus Feat: The nanite disciple gains a bonus bloodline feat. If the nanite disciple belongs to a class that grants bonus feats as a class feature, he can instead gain a bonus feat of that type, stacking his nanite disciple levels and his levels in that class for the purpose of meeting the feat’s prerequisites.


Distributed Body (Ex): The nanite disciple gains the distributed body ability of the nanite bloodline, even if he doesn’t normally possess that power. Once his level is high enough to grant this ability through the bloodline, the nanite disciple’s chance to ignore any critical hit or sneak attack scored against him increases by 25%.


Hand Blades (Su): The nanite disciple gains the hand blades ability of the robotic bloodrager bloodline, even if he doesn’t normally possess that power. If the nanite disciple does not possess the bloodrage class feature, he can instead use this ability for a number of rounds per day equal to 3 + his Charisma modifier. These rounds do not need to be consecutive. If he already possesses hand blades through her bloodline, he is considered to have Improved Unarmed Strike and Two-Weapon Fighting when using the hand blades power.


Magic Circle Against Technology (Sp): The nanite disciple can use magic circle against technology as a spell-like ability three times per day. He must be at least 7th level and have the protection from technology nanite gimmick to select this gimmick.


Mind of the Machine (Ex): The nanite disciple gains a +2 bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. At 9th equivalent sorcerer level, this increases to +4. If the nanite disciple already has a bonus against these effects, this bonus increases instead by +2.


Nanite Resistance (Ex): The nanite disciple gains immunity to fatigue and exhaustion.


Nanite Revival (Ex): Once per day as an immediate action, the nanite disciple can command his nanites to stabilize him while he is dying, even while unconscious or helpless. If the nanite disciple has the nanite revival character trait, he can instead use this ability one additional time per day.


Nanite Stamina (Ex): The nanite disciple gains a +2 bonus on all saving throws disease and sleep effects. At 9th equivalent sorcerer level, this increases to +4. If the nanite disciple already has a bonus against these effects, this bonus increases instead by +2.


Nanite Strike (Ex): The nanite disciple gains the nanite strike ability of the nanite bloodline, even if he doesn’t normally possess that power. If he already possesses nanite strike through her bloodline, whenever he could use nanite strike, she can instead shoot a ray of concentrated nanites at any foe within 30 feet as a ranged touch attack. The ray has the same effect of the poison from a nanite strike.


Nanite Surge (Ex): The nanite disciple gains the nanite surge ability of the nanite bloodline, even if he doesn’t normally possess that power. Once his level is high enough to grant this ability through the bloodline, the nanite disciple gains an additional use of his nanite surge each day.


Protection from Technology (Sp): The nanite disciple can use protection from technology as a spell-like ability at will. He must be at least 3rd level to gain this gimmick.


Psi-Tech Discovery: The nanite disciple gains one psi-tech discovery, using his psychic level plus his nanite disciple level for the purpose of gaining and using it. If a discovery requires to sacrifice a spell slot, the nanite disciple can sacrifice an arcane spell slot to this purpose as if it were a psychic spell slot. This nanite gimmick can be selected more than once.


Technological Affinity (Ex): The nanite disciple gains a bonus feat chosen among the following: Alien Mindpaths, Craft Cybernetics, Craft Pharmaceutical, Craft Robot, Craft Technological Arms and Armor, Craft Technological Item, Extra Implantation, Extra Implantation Points, Extra Surge, Focused Construct Expertise, Heavy Weaponry Implantation, Nanite Disruption, Rapid Recovery, Rapid Repair, Robot’s Bane, Scavenger’s Luck, Technology Adept, Traditional Weapons, or Wrest Charge. He has to meet the feat’s prerequisites. This gimmick can be selected more than once.


Natural Armor Increase (Ex): At 1st, 4th, and 7th level, a nanite disciple gains an alien protection from attacks, causing a cumulative increase to his natural armor bonus of +1.


Technomancy (Su) A nanite disciple can use technomancy at will, as the spell. If the nanite disciple already possesses this ability, its range doubles instead.


Ability Boost: As his body becomes more and more a vessel for otherworldly forces, a nanite disciple gains stat boosts as noted on Table: Nanite Disciple. These increases stack and are gained as if through level advancement.


Bloodline Feat: Upon reaching 2nd level, and every three levels thereafter, a nanite disciple receives one bonus feat, chosen from the sorcerer nanite bloodline’s bonus feat list or from the bloodrager nanite bloodline’s bonus feat list, depending on which one he is advancing with his level progression.


Low-Light Vision (Ex): At 5th level, the nanite disciple gains low-light vision. If he already possessed it, he instead gains darkvision with a range of 30 feet, or increases the range of his existing darkvision by 30 feet. At 10th level, the nanite disciple gains darkvision with a range of 30 feet or adds another 30 feet to his darkvision range.

Nessun commento:

Posta un commento