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Enhanced Armor
[Level: 1]

Your drone gains a +2 bonus to its AC. At 11th level, you can choose this mod a second time as an advanced mod.

Enhanced Resistance
Prerequisites: Base attack bonus +4.

You have trained your body to resist a particular type of damage.

Enhanced Senses
[Level: 1]

Your drone gains low-light vision, darkvision to 60 feet, and a +2 insight bonus to Perception skill checks. If your drone has the camera mod, the camera gains these senses as well.

Enhanced Senses
[Level: 6]

You can sense your surroundings without needing to see them. You gain blindsense with a range of 60 feet. You must have darkvision and low-light vision, or the nightvision exploit, to learn this exploit.

Enhanced Tank
[Level: 5]

You gain the Powered Armored Proficiency feat and access to improved armor. This might be the result of your own engineering abilities, having earned the trust of contacts that can get you experimental equipment, or a powerful patron giving you gear not available to the general public to help you achieve mutual goals. You can add one more upgrade to your armor than its normal maximum number of upgrade slots. If you add this bonus upgrade to heavy armor, you can select an upgrade normally limited to powered armor. An upgrade placed in this bonus slot costs half the normal credit amount.

Enigma CR: 8 XP: 4,800 N Large animal (aquatic) Init.: +6 Senses: blindsight 120 ft. (sound), sightless Perception: +16 HP: 110 EAC: 20 KAC: 22 Fort: +12 Ref: +12 Will: +7 Speed: swim 50 ft. Melee: bite +19 (3d4+12 P plus swallow whole) or slam +19 (1d10+12 B) Ranged: None Offensive Abilities: enigmatic eruption, swallow whole (3d4+12 A, EAC 20, KAC 18, 27 HP) Str: +4 Dex: +6 Con: +2 Wis: +0 Int: -4 Cha: +0 Skills: Acrobatics +16, Athletics +21, Stealth +16
Enlightenment
[Level: 20]

You achieve enlightenment, becoming a living incarnation of your connection. You no longer age, nor do you die of old age. Once per day as a move action, you can enter a state of total communion with your connection that lasts for 1 minute. During this time, you gain a +4 insight bonus to attack rolls, saving throws, and skill checks, and you gain 20 temporary Resolve Points that you can use only on connection powers. Any unspent temporary Resolve Points disappear at the end of this minute. In addition, once per week, you can cast miracle as a spell-like ability.

Enshrining Refuge
Level:

Mystic 6

School: abjuration Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Area: all creatures in 40-ft. radius burst Duration: 1 round/level (D) Saving Throw: Will negates, see text Spell Resistance: no
Entanglement Badges
Level: 15 Price: 110,000 Bulk: