Mechanation Modules

Many merry modifications for the modular mortal. Mechanations may select up to two modules as per the Artificial Body racial feature

Primary Thrusters
Thrusters located somewhere on your body enable airborne maneuvering. You gain a flying speed of 20 feet.

Auxiliary Thrusters
Powerful thrusters incapable of sustained activity enable you to perform incredible bursts of speed. You gain the Afterburn reaction.

 Reaction 


 * Trigger: You are targeted by an attack targeting your armor class or reflex DC, or that demands a reflex saving throw from you; but before the attack is resolved.
 * Effect: You gain a +4 Racial Bonus to your armor class, reflex DC, or reflex saving throw until the attack in question is resolved. You move up to 10 feet as a part of the reaction.
 * Uses: 2 per rest. +1 use per rest at 5th level and every 5 levels beyond that.

Perimeter Defense
A means of emitting energy is integrated somewhere on your body to ward attack. You gain the Perimeter Defense reaction. Select if it deals Cold, Fire, Electric, Acid, or Sonic damage at character generation, this decision cannot be changed later.

Reaction


 * Trigger: You receive damage from an attacker in melee range, or are grappled.
 * Effect: The attacker must succeed a basic reflex saving throw, or receive 2d6 energy damage of the type determined at character generation.
 * Uses: 2 per rest. +1 use per rest at 5th level and every 5 levels beyond that.

Advanced Targeting Systems
Your ocular processors are equipped with the capacity for machinelike precision. You may cast the spell True Strike a number of times per rest equal to half of your character level, rounded up.

Proximity Alarm
A network of subdermal sensory enhancers warn you up when unregistered threats encroach. You gain a +3 Racial Bonus to initiative rolls, suffer no penalty against attacks you cannot see, and are immune to being surprised.

Integrated Armament
Select a melee weapon of one bulk or less, or any ranged weapon. You are considered proficient with this specific weapon if you were not already. This weapon is integrated somewhere into your body, and you can use it without it being held in your hands. This module may be selected more than once, applying to a different weapon each time.

Decontamination Subroutine
Your body is able to scrub and eject contaminating effects, to your body or to your scar. You gain the Decontaminate reaction.

Reaction


 * Trigger: You make a saving throw to recover from a negative condition you are already afflicted with.
 * Effect: You gain a +4 racial bonus to your saving throw.
 * Uses: 2 per rest. +1 use per rest at 5th level and every 5 levels beyond that.

Precision Assembly
You are capable of maneuvering your body stiffly and accurately, such that there is no excess movement. You gain a +3 Racial Bonus to the thievery skill. This bonus can also apply to other tasks that require intense, fine precision, such as painting or carving, at the DM's discretion.