About Dr. Alstead Everbrite"Well now, aren't you an interesting specimen? I wonder what it would require to take to get under your skin?" Nanocyte (Infestation) 4
Skills: Acrobatics +8, Computers +9, Engineering +9, Life Science +9, Medicine +10, Perception +7, Physical Science +9, Profession (lab technician) +9/+14 equipped, Stealth +8
Feats Improved Initiative, Weapon Specialization (Small Arms, Longarms, Basic Melee, Advanced Melee) Languages Brethedan, Common, Eoxian --------------------
Nanite Surge: Five times per day, Dr. Everbrite can use a nanite surge to push his nanites to perform extraordinary feats in certain situations; the exact benefits vary by circumstance and are explained in the abilities below. Nanite Array: As a move action, Dr. Everbrite can direct his nanites to adopt an array, and he can have only one array active at a time. Dr. Everbrite can instead use a nanite surge (see above) to form or switch arrays as a swift action. The nanites maintain their array until Dr. Everbrite directs them into a different array, he falls unconscious, or he ends his 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 Dr. Everbrite's body at the beginning of his next turn and await further instructions. If he isn’t within 60 feet of the array or the array is physically blocked from reaching him, the nanites instead break down, and Dr. Everbrite can’t use his nanite array again until he spends 1 Resolve Point and takes a full action to create a replacement array. Dr. Everbrite's 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 Dr. Everbrite's body, granting him a +2 enhancement bonus to Reflex saving throws and a +1 insight bonus to checks with Acrobatics and Stealth as well as Medicine and Perception. When he forms a sheath array, Dr. Everbrite can use a nanite surge to gain 4 of temporary Hit Points; he loses any remaining such temporary Hit Points when the sheath array ends. Cloud Array: Dr. Everbrite's nanites spread out into a faintly visible cloud that fills up to 5 contiguous 5-foot squares (at least one of which must be adjacent to him). The cloud is stationary once formed, though as a move action Dr. Everbrite can reconfigure its space: if he does so, at least one square of the cloud must remain unchanged. When he takes a guarded step, Dr. Everbrite can move 10 feet as long as he begins and end this movement adjacent to or within his cloud array. When he forms a cloud array, Dr. Everbrite 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 15% 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. Gear Array: Dr. Everbrite's nanites shape themselves into a single piece of equipment, such as a weapon, tool, or even a cybernetic augmentation. He can direct his 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, Dr. Everbrite knows how to create three major forms and five minor forms. PRIMARY NANITE FACULTY: Infestation Malignant Mist (Ex): When he forms a cloud array or sheath array, Dr. Everbrite can use a nanite surge to damage anyone who contacts those nanites. His cloud array deals 1d6 piercing damage (Fortitude negates) to each creature that starts its turn in or enters the cloud’s area. His sheath array deals 1d8 piercing damage (Fortitude negates) to any creature that hits him with a melee natural weapon, melee weapon without the reach special property, or unarmed strike. After a creature attempts a saving throw against either effect, it is immune to damage from this ability for 1 minute. Dr. Everbrite is immune to the effects of his malignant mist. As a reaction, he can grant one creature he can see within 30 feet immunity to his malignant mist until the beginning of his next turn. NANOCYTE KNACKS: Surgical Host (Ex): While his sheath array is active, Dr. Everbrite can perform Medicine checks on creatures within hisreach. While he is within reach of his cloud array, Dr. Everbrite can also perform Medicine checks on creatures in or adjacent to the cloud as though they were within his reach. For both forms, Dr. Everbrite performs Medicine checks as though he is using a basic medkit. Versatile Nanites (Ex): Dr. Everbrite has learned to direct his nanites in assisting him with difficult tasks such as identifying damage, stitching wounds, reshaping his features, or further tuning his reflexes. Medicine and Perception are skills as options to which Dr. Everbrite can apply his sheath array’s +2 insight bonus when making to skill checks. Defensive Disperal (Ex) By using a nanite surge as a reaction when he takes damage, Dr. Everbrite can protect himself with hisnanites as they create a temporary barrier or even cause part of his body to temporarily disperse. He reduces the damage dealt by the triggering effect by an amount equal to his nanocyte level plus your Constitution modifier (reduction 7), and he gains 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). Cyto-Conversion (Ex) As his connection to his nanites grows, the swarm’s ability to break down and reassemble his body strengthens, gradually making Dr. Everbrite more machine than mortal. Dr. Everbrite receives a +1 circumstance bonus to saving throws against bleed, disease, poison, and sleep effects. In addition, he gains 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. -------------------- Combat Gear medpatch; Other Gear basic Lashunta tempweave, light microfusion rifle with 1 high-capacity battery (40 charges)[AR], pusher decoupler with 1 high-capacity battery (40 charges)[AR], tactical starknife, animal-trainer’s kit[AR], basic medkit, engineering tool kit, industrial backpack, mk 1 ring of resistance, professional clothing, professional's tools, thieves’ tools[AR], toolkit (hacking), trapsmith's tools, credstick (195 credits) |
