
avr |

The nanite bloodline including the arcana seems to be intended for a melee shapeshifter who uses a manufactured weapon. As eldritch heritage or VMC it loses the arcana, which takes out the shapeshifter part.
The first nanite power is a poison. There's a guide or two about using poisons, but the point is you're likely going to want a class which gives some bonus to this. Alchemist (discoveries) or rogue (talents) or barbarian/bloodrager (rage bonus to Con applies to DC). An undead bloodline bloodrager charging an enemy to render them shaken could work; there's plenty of heavy metal imagery to draw upon there. A rogue or alchemist with a strange technomagic poison in their blood works too.

Zwordsman |
Minor Necro. Also hoping coplayers don't read~ Simply because I like characters not defined by their class skill sets.
I've got an Alchemist who is a Toxicant trapbreaker. I am probably going to VMC with this.
The Nagaji and Fetcling bloodline boost the DC of created poisons. So both the toxicant and this one count.
Sangkahan and Kasatha spinal blades both give +1 or 2 DC respectively; with the latter requiring non magical. But both abilities are EX.
Nanite wont' have many uses per day as I'm not a Cha focused class. But.
Alchemist gets Sticky Poison. Which means poisons last for INT hits. Nanite specifies you can use it Rds pepr day.When I think they probably should've phrased it doses or uses per day instead of by rounds.
(For instance is that mean you can use it as many times as you want in that 1 round as free actions?...which can get messy in terms of how much you can apply it persay).
But regardless. with Sticky Poison each application (whether the once per round or many times per round) means the few rounds per day its accessable is alright.
So on hit. it'll do toxicant debuffs. nanite stat damage. +1 or 2 DC via weapon, and +1/3rd class level DC boost. Much less Alchemist's abiltiy to use +stat boosts extracts when they first Apply.
So power up in the morning, mass apply to your first set of melee and thrown weapons.
Extra points if your throw weapon is the Robe of Needles for a touch range attack. Or extr apoints if you of the Poisoned Bomb discovery. Though that won't work with STicky Poison. But it does let you do a bomb and double poison at touch AC.
If grenadier stacks with toxicant thats probably the most efficient choice. Or Vivi. but I like my bomb options for when poison hits.
Weapon and poisons are my EX. Bombs are my SU. and I got healing or buff extracts and brew potion backups.
Lots of options
Spring attack into Spring Heel is also fun. Eventually with some stealth shenangans maybe.

VoodistMonk |

Reskin worm that walks to. Nanite swarm that walks
Oh, gross... but awesome.
Could play it as a liquid metal Terminator. Lol.
I did end up putting together an Android Lich using the Crossblooded Sorcerer (Impossible/Nanite Bloodlines) gestalt with the Constructed Pugilist-Living Weapon Brawler. I use it as a secretive Lich god, storing other Liches' phylacteries inside the "Vault of Infinite Impossibilities"... which IS the Android Lich god, itself. The capstone of the Impossible Bloodline turns you into a strange clockwork creation of unimaginable mechanisms... in which the Android Lich god just adds phylacteries into.
However, I now feel that this Worms that Walk Nanite creation is something I need to toy around with. Perhaps I can combine both the liquid metal Terminator concept and the Poison build...

McDaygo |

McDaygo wrote:I made one and it was nasty.Care to share any details?
I made him a https://www.d20pfsrd.com/races/other-races/more-races/advanced-races-11-20- rp/android-16-rp/living-weapon/
Its 3pp but fit a T-1000 perfectly. Then I believe I gave him the SLA to alter self to appear as a humanoid. To keep you from copy and paste here are the details:
The civilization that created the first android bodies specialized a certain model for combat and combat alone. While many of these units have not survived to the present day, a living weapon is occasionally found deep within remote ruins. Built with specialized circuitry and nanites capable of producing weapons made from raw energy, androids of this type make masterful assassins, bodyguards, and sellswords.
Associated Class: brawler
Associated Race: android
Replaced Abilities: unarmed strike, maneuver training, knockout, brawler’s strike, close weapon mastery, awesome blow, improved awesome blow
Modified Abilities: brawler’s flurry
Brawler’s Flurry (Ex)
A living weapon can perform a brawler’s flurry with any combination of unarmed strikes, weapons from the close fighter weapon group, or any energy weapons she creates. She cannot perform a brawler’s flurry with a special monk weapon.
Create Energy Weapons (Su)
As a move action, a living weapon can form up to two semi-solid weapons composed of raw energy, powered and reinforced by her circuitry and nanites. These weapons can take the form of a handaxe, short sword, any simple weapon, or a weapon from the close fighter weapon group. If the living weapon uses these energy weapons with her brawler’s flurry or Two-Weapon Fighting, she suffers any applicable penalties as normal.
An energy weapon lasts indefinitely but dissipates if it leaves her hand or if she dismisses it as a free action. The living weapon’s circuitry can maintain up to two energy weapons at once; if she attempts to create more, any existing energy weapons she is wielding dissipate.
Improved Energy Weapons (Su)
At 3rd level, any energy weapons the living weapon creates possess a +1 enhancement bonus on attack and damage rolls. At 7th level and every 4 levels thereafter, this enhancement bonus improves by +1, to a maximum of a +5 enhancement bonus at 19th level.
Malleable Weapons (Ex)
Once she reaches 4th level, the living weapon can create energy weapons as a swift action, rather than a move action. At 10th level, she can use a swift action to change an energy weapon she has already created from one type of weapon to another (such as from a handaxe to a short sword). At 16th level, she can create or change the type of her energy weapons as an immediate action.
Augmented Energy Weapons (Su)
Beginning at 5th level, the living weapon unlocks subroutines that can direct a greater flow of power to her energy weapons. Any energy weapons she creates gain the shock special property, dealing 1d6 electricity damage on a successful hit. At 9th level, her energy weapons are also treated as ghost touch weapons. At 13th level, her energy weapons gain the shocking burst property, and finally, at 17th level, they gain the keen property.
Finishing Strike (Ex)
At 16th level, the living weapon can overload her energy weapons in an attempt to instantly kill a creature. She can use this ability once per day and must decide to use it before making her attack roll. On a successful hit with an energy weapon that deals damage, the target must succeed on a Fortitude saving throw (DC 10 + 1/2 the living weapon’s level + the higher of her Strength or Dexterity modifiers) or die. Creatures immune to critical hits are immune to the living weapon’s finishing strike.
After using this ability, any active energy weapons dissipate, and the living weapon must wait 1d4 rounds before creating further weapons.
At 20th level, the living weapon can use this ability twice per day.
Feat wise give fleet several times to make it scary fast. Later on I’ll stat out a generic one using the pathfinder proper template

VoodistMonk |

I also used Living Weapon. Lol. Stacked with Constructed Pugilist. Gestalted with Crossblooded Sorcerer.
The Android Lich god is part of my 51th Alien Robot Regiment... I don't know why I have them labeled as Alien Robots in my notes... I do know that "51th" is code for "Sith"... I believe I still need to make me a General Grievous.
I have Darth Maul, and an Android based on Kellogg from Fallout 4... Darth Maul is a Living Weapon Brawler gestalt with Mindblade Magus... Kellogg is a Gun Chemist Alchemist gestalt with Eldritch Archer Magus. Also have some odd, no-name Android Constructed Pugilist Brawler gestalt with Golemfist Magus.
Literally have no idea what I was actually doing with all that when I made those guys. Lol. I have absolutely no plans to use an Alien Robot Regiment any time soon...

Zwordsman |
Zwordsman, I like the cut of your cloth.
I am ALWAYS looking for fun poison builds...
I adore poison builds so much. I am super looking forward to this. I'll snag one of the two poison enchantments on the weapon as well... either the one that gives +2 dc w/ 25% chance to reuse a poison. Costs +2 bonus. Or the other one that costs +1 but gives +# of b onus on the weapon.
I'm still debating that one. Early solid bonus and potential poison retainment vs lesser bonus until +3(4w/ enchantment). I think I'll likely end up with the former. Unless I come across a reliable way to get +enchancment bonus boosters. Leaves the gold for other things.
Fun fact I think I'm correct on. the favored class bonus that boostes "created" poisons should work on the stink bomb and poison bomb bomb discoveries. So that'll boost their DC as well.
Someday when I get to play a one shot or something... I really wanna try making a Stealth Sniping, Blow gun poisoner. Though I guess I could try looking into adding it to this one. Maybe a blowgun with Training on it for shot on the run. (as spring attack/spring heel style are on the table already)

VoodistMonk |

Only thing I have actually put together focused on Poison was a CR~8 Quickling with six levels of Venom Siphoner Witch... gave her the Prehensile Hair Hex. Lol. She zips around the battlefield with her hair blowing in the wind behind her... leaving a DC~18 Nauseating Trail.
I get completely lost like a baby in a topless bar when it comes to making up my mind for a real Poison build... do I want to be an Alchemist? A Ranger? A Rogue? A Slayer? A Sorcerer? A Witch? Are any of the prestige classes actually worth it? Do I want to go all in worshipping Norberger and base the build around that? Do I want to loop Toxic Spells with Infused Poisons for complete cheese? Like a fat kid in a candy store...
I might just see what sort of monster I can come up with gestalt... Alchemist/Slayer? Slayer/Witch? Ranger/Rogue? Rogue/Witch? The Slayer/Witch would be full BAB, all good saves, with 9th level casting... impossible to go wrong with that even if Poison ends up disappointing. If we can't overcome at least some immunities, and it isn't packing at least a 35+ DC at level 20... then I probably did it wrong. Lol.
Sorry for the derail... let me see if I can dig up something interesting for Nanites that has not yet been covered.

VoodistMonk |

Be an Android with Nanite Surge, and take the Nanite Revival trait. Take the Extra Surge/Rapid Repair/Rapid Recovery feats at your convenience. Take levels in any class with access to the Resolve class feature...
Like one level of Inspired Blade Swashbuckler with the Vengeful Heart Deed of Renown, then one level of Unbreakable Fighter, followed by 18 levels of Thought Scribe Psion. Lol.
I actually don't know if that is a good idea, at all. I know absolutely nothing about the Psion class... just seen the Android archetype, and figured it MIGHT mesh with Inspired Blade's Panache that keys off Intelligence. Tattoed Sorcerers are cool, and Thought Scribe seems to have something similar going on.
Forgetting about Thought Scribes, entirely... Nanites could be used to make a near-unkillable, dare I say it, "tank"... I don't necessarily agree with the concept of a "tank" character as a role in the party, but you may be able to use Nanite healing with something like a Shaman's Life-Link. Have a Protector Spirit Animal sharing your HP as backup.
Or, there's an Android archetype for Ninja that keys off Intelligence... one level on Inspired Blade for Fencing Grace and Vengeful Heart, then the rest in Nanoshade Ninja. Fixes the Ninja's lack of Dex-to-DMG, and adds to survivability with Resolve/Rapid Recovery to help that pathetic set of saves they gave both the Ninja and Swashbuckler. You have Panache and the Nanoshades equivalent of Ki both keyed off Intelligence, too... Panache is there mainly to just fuel Resolve.

VoodistMonk |

We can also quit shying away from the Androids -2 Charisma. Let's be an Android Tattooed Sorcerer with the Nanite Bloodline. For one level...
The rest will be in School Savant Arcanist with the Bloodline Development Exploit at level 6 (Arcanist 5). Our focus will be the Transmutation School.
Our stats/point buy, and feat selection will reflect an eargerness/preference towards making good use of the Monstrous Physique spells. Nanite Bloodline Powers/Nanite Surge/the Nanite Revival trait/Rapid Repair/Rapid Recovery are going to have to be enough as far as keeping you alive... outside all of, you know, magic and stuff.
Monstrous Robot Spellcaster... with Nanites.