
Cellion |

While reading the Nanocyte, I was struck by some similarities to the Vanguard and I started paying attention to the various means the class has to avoid or mitigate damage. What I found was that it had a lot, and the methods available were intentionally or unintentionally designed to "stack", leading to a Nanocyte that would be exceptionally difficult to kill. Here are the four parts to this super survivability toolkit:
These abilities all work to complement one another. At higher levels where nanite surges are plentiful and can be regained or added to via RP, the Nanocyte can completely absorb/reduce incoming damage for many rounds.
The Amalgam moves in and attacks, dealing an average of 38 damage if it's attack lands. The DR brings that to 28, they spend a reaction to dispersal and reduce it to 12 (reduction of 10 + 6 from CON), and the temp HP absorbs all but 2 points of damage. On their turn they reactive repair and heal 3 SP and gain 5 temp HP. They attack and guarded step back to keep the foe from making more than one attack.
Next turn they do the same. Total damage reduction ends up being 26 between DR and dispersal, then 8 more between fast healing and bonus temp HP. The amalgam can barely scratch them while they have nanite surges available (And at this level they have 10+ and can spend resolve points for more)
This is boss-level enemy of APL+3 fighting an otherwise naked Nanocyte, and they can't do much more than scratch them, for possibly up to 10 rounds.
I'm looking forward to giving this build a try in a game and seeing whether or not it really is as immortal as it appears to be on paper.