Mite-66

The Mite-66 is a contractable gear that is sent out from one of the Fabrico Syndicate's multiple hangars to contractees. The first time a Mite-66 is called to a new user, it is accompanied by a contractor in order to set up the profile for the fabrico user.

Cost of Contract: 2500 Gold due at signing.

Mite-66


Huge Mite-Class Gear

Init +3; Senses darkvision 60 ft., low-light vision; Perception +0

Defense

AC 24, touch 13, flat-footed 21 (+2 deflection, +3 Dex, +11 natural, -2 size)

hp 140 (10d10+40)

Fort +6, Ref +9, Will +6

DR 10/adamantine Hardness 30; Immune construct traits

Weaknesses vulnerable to critical hits, vulnerable to electricity

Offense

Speed 30 ft.; gear art: leap

Melee 2 pincers +16 (4d4+8)

Space 15 ft.; Reach 10 ft.

Special Attacks gear art: toxin ray (ranged touch attack +11), trample (4d8+12, DC 23)

Statistics

Str 26, Dex 16, Con —, Int —, Wis —, Cha —

Base Atk +10; CMB +20; CMD 35 (43 vs. trip)

Skills Acrobatics +13, Climb +21

SQ attunement level

Special Abilities

Attunement Level (Ex) Gear Pilots and their Gears slowly get used to one another as a gear is used and called. There is a maximum of level 5 attunement. Increasing the attunement level with a specific gear increases the effectiveness of its abilities as well as sometimes allowing it to use new abilities. 1 point of attunement XP is gained whenever a gear is activated and actively used for longer than four hours, and 1 additional point of xp for every enemy killed who is within five hit dice of the gear in question, and 2 xp for enemies whose hit dice exceeds the gear's hit dice by six or more. Any use after the gear is activated beyond four hours does not increase the experience any further unless it is first dismissed and re-activated. The Attunement XP required per level is as follows: 1st: 8; 2nd: 22; 3rd: 50; 4th; 106; and 5th 218.

Construct Traits (+40 HP) Constructs have many immunities.

Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.

Darkvision (60 feet) You can see in the dark (black and white only).

Gear Art: Leap (At will) (Ex) The pilot of the Mite-66 may attempt to leap up to 30 feet high or up to 40 feet across on the specially articulated limbs of the gear. A piloting skill check is required and the DC to do so is 20. This DC is further decreased by an amount equal to five times the user's attunement level with the gear. You cannot take 10 on pilot checks made to use gear arts.

Gear Art: Toxin Ray (5/day, DC 28) (Ex) The pilot of the Mite-66 may attempt to fire a ray of toxic waste at a target up to 60 feet away. Doing so requires both a Pilot Check (DC 25) and a Ranged Touch Attack using the gear's ranged attack bonus futher modified by the pilot's Dexterity Modifier. This ray inflicts 10d4 points of Acid damage if it is successful and the target must make a Fortitude Save or become diseased (Slimy Doom) and Poisoned (Physical: Dexterity). Failure to succeed in the pilot check simply causes the ability to fail and the daily use to be lost. The DC is increased by two times the pilot's attunement level. You cannot take 10 on pilot checks made to use gear arts.

Gear (Ex) Attempting to attack the pilot of a gear is difficult but it can be done. Electrical-AOE attacks hit both the gear and the pilot, and ranged attacks can hit the pilot if they are made against full cover. Some gears however fully protect their pilot (excluding this one). Gears can be dismounted without being dismissed if the pilot chooses, but reactivating a gear after being dismounted requires an additional pilot check at 1/2 the DC of the original activation.

Immunity to Ability Damage Immunity to ability damage

Immunity to Ability Drain Immunity to ability drain

Immunity to Bleed You are immune to bleed.

Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.

Immunity to Disease You are immune to diseases.

Immunity to Energy Drain Immune to energy drain

Immunity to Exhausted You are immune to the exhausted condition.

Immunity to Fatigue You are immune to the fatigued condition.

Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.

Immunity to Nonlethal Damage You are immune to Nonlethal Damage

Immunity to Paralysis You are immune to paralysis.

Immunity to Poison You are immune to poison.

Immunity to Sleep You are immune to sleep effects.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Vulnerable to Critical Hits When take extra dam from a crit, stunned 1 rd (DC 15 Fort neg).

Vulnerable to Electricity You are vulnerable (+50% damage) to Electricity damage.