Megalonyxa
CR: 4
XP: 1,200
— — —
Init.: +0
Senses: darkvision 60 ft.
Perception: +10
HP: 43
EAC: 15
KAC: 16
Fort: +3
Ref: +3
Will: +7
Speed: 20 ft.
Melee: survival knife +8 (1d4+7 S)
Ranged: thunderstrike sonic pistol +6 (1d8+4 So; critical deafen [DC 15]) or squad machine gun +6 (1d10+4 P)
Offensive Abilities: None
Str: +3
Dex: +0
Con: +0
Wis: +1
Int: +5
Cha: +0
Skills: Computers +15, Engineering +15, Mysticism +10
Languages: Common, Dwarven, Megalonic, Terran, Vesk
Gear: defrex hide, squad machine gun with 40 heavy rounds, survival knife, thunderstrike sonic pistol with 2 batteries (20 charges each)
Melee Striker
Add an additional bonus equal to half your Strength bonus to damage rolls with melee weapons.
Melee Weapon Arm
[Level: 1]
Your drone is equipped with a robotic arm to which you can affix a one-handed melee weapon, allowing your drone to wield that weapon and attack with it. This weapon cannot be disarmed. Wielding a two-handed melee weapon requires two melee weapon arms. If you do not already have a weapon to equip, you must purchase it separately. Swapping out a weapon in a melee weapon arm requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional melee weapon arm to the drone.
Mementor
CR: 13
XP: 25,600
N Medium fey (extraplanar)
Init.: +6
Senses: darkvision 60 ft., low-light vision
Perception: +23
HP: 190
EAC: 26
KAC: 27
Fort: +14
Ref: +14
Will: +16
Speed: 30 ft., fly 90 ft. (Ex, average)
Melee: claws +21 (4d6+16 S and memory theft; critical confuse [DC 21])
Ranged: None
Offensive Abilities: None
Str: +3
Dex: +6
Con: +0
Wis: +5
Int: +3
Cha: +4
Skills: Acrobatics +23, Bluff 28, Culture +23, Sense Motive +28, Stealth +28
Languages: Common, First Speech; truespeech
Memetic Zenith
CR: 15
XP: 51,200
NG Medium outsider (good, technological)
Init.: +5
Senses: darkvision 60 ft.
Perception: +26
HP: 228
EAC: 28
KAC: 29
Fort: +13
Ref: +15
Will: +18
Speed: 30 ft., fly 30 ft. (Su, perfect)
Melee: digitizing touch +23 (5d8+15 A & E)
Ranged: sonic disruption +25 (4d6+15 So)
Offensive Abilities: None
Str: +0
Dex: +5
Con: +5
Wis: +5
Int: +5
Cha: +9
Skills: Acrobatics +26 (+34 to fly), Computers +31, Culture +31, Diplomacy +26
Languages: truespeech; digital telepathy 300 ft.
Memory Module
[Level: 1]
You can use your exocortex’s memory module to enhance your own knowledge. Once per day, as a reaction while not in combat, you can reroll a failed skill check (see page 243) to recall knowledge (see page 143). In addition, your exocortex grants you the Skill Focus feat as a bonus feat. You can’t use your exocortex’s memory module while combat tracking is activated. Every time you gain a mechanic level, you can rebuild your exocortex’s memory module, replacing the exocortex’s bonus Skill Focus feat with Skill Focus in a different skill.
Memory Muck
CR: 9
XP: 6,400
CN Tiny ooze
Init.: +6
Senses: blindsight (emotion) 60 ft., sightless
Perception: +17
HP: 165
EAC: 19
KAC: 21
Fort: +13
Ref: +9
Will: +8
Speed: 20 ft., climb 20 ft.
Melee: slam +21 (2d6+12 A plus memory residue [DC 16])
Ranged: None
Offensive Abilities: None
Str: +3
Dex: +6
Con: +4
Wis: +0
Int: —
Cha: +1
Skills: —
Memory Palace
[Level: 15]
You assemble an extradimensional library to house mental constructs representing your accumulated knowledge. This memory palace has a single shimmering entrance. You can access your memory palace once per day; when you do, the entrance appears within close range. If any creatures or objects that were not part of the memory palace when it was created remain inside it, the entrance remains where it first appeared. Only those you designate can enter the memory palace, and the entrance closes and becomes invisible behind you when you enter. Anyone inside can open the entrance and exit the memory palace at will. The only way to enter and exit the memory palace is via the entrance; even plane shift and similar magic do not access it.
You can create any floor plan you desire for your memory palace, up to a number of 10-foot cubes equal to your mystic level. Inside, the atmosphere is clean, fresh, and warm; outside conditions don’t affect the memory palace, nor do conditions inside it pass beyond. There is no furniture other than bookcases, computers, and a few desks and sofas. A number of unseen servants (as per the spell of the same name) equal to half your mystic level serve as librarians. The library keeps the same layout each time you access it, though you can alter its appearance each time you gain a level or by spending 15 minutes concentrating—you don’t need to be inside it to alter it.
When you gain this ability, choose one skill that can be used with the recall knowledge task. Consulting your memory palace gives anyone who studies within—including you—a +4 enhancement bonus to skill checks to recall knowledge of that type, and creatures inside the memory palace can attempt checks of that type untrained. At 16th level, and at each level thereafter, choose another skill that can be used with the recall knowledge task to which your memory palace’s skill bonus applies.