Classes are a combination of a user’s own skills and standard enhancements available for Suit wearers. Where you see an ability marked by (S), it can only be performed while wearing a Reactive Suit.


The Assassin dances in the shadows and kills unseen. Unlike the Sniper, who performs their role from a great distance, the Assassin moves in close to complete their kill. They use a number of highly advanced technologies and techniques to accomplish their goals.

HP: d4 + Con
Skills: (6+int)

Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Sudden Strike +1d6, 1st favored enemy
2nd +1 +0 +3 +3 Hidden Weapons
3rd +2 +1 +3 +3 Sudden Strike +2d6
4th +3 +1 +4 +4 Swift Tracker, Uncanny Dodge
5th +3 +1 +4 +4 Sudden Strike +3d6
6th +4 +2 +5 +5 2nd favored enemy
7th +5 +2 +5 +5 Sudden Strike +4d6
8th 6/1 +2 +6 +6 Quiet Death
9th 6/1 +3 +6 +6 Sudden Strike +5d6
10th 7/2 +3 +7 +7 Shadow Jump 40ft, Quarry
11th 8/3 +3 +7 +7 Sudden Strike +6d6
12th 9/4 +4 +8 +8 3rd favored enemy, Improved Uncanny Dodge
13th 9/4 +4 +8 +8 Sudden Strike +7d6
14th 10/5 +4 +9 +9 Shadow Jump 60ft, Hide in Plain Sight
15th 11/6/+1 +5 +9 +9 Sudden Strike +8d6
16th 12/7/+2 +5 +10 +10 Evasion
17th 12/7/+2 +5 +10 +10 Sudden Strike +9d6
18th 13/8/+3 +6 +11 +11 Shadow Jump 80ft
19th 14/9/+4 +6 +11 +11 Sudden Strike +10d6
20th 15/10/+5 +6 +12 +12 4th favored enemy

Improved Uncanny Dodge
Hidden Weapons – This functions as the Assassin class feature of the same name. Add your assassin level to sleight of hand checks made to conceal weapons on your body.
Favored Enemy – This functions as the Ranger class feature of the same name. The list of potential choices is as such:

Type(Subtype) Type(Subtype)
Aberration Human
Alien(type) Monstrous Humanoid
Android Outsider
Animal Plant

There are many types of aliens, each with their own unique biology. You must take a specific alien type each time you take this ability.

Swift Tracker – This allows you to move at normal speed while following a trail without taking a -5 penalty on your Survival skill checks.
Quarry – This allows you to take 10 on Survival checks to track your quarry, grants a +2 on attack rolls, and critical threats are automatically confirmed. An assassin can have no more than one quarry at a time, and it must correspond to one of your favored enemy types. You can dismiss this effect at any time as a free action, but cannot select a new quarry for 24 hours. If the assassin sees proof that their quarry is dead, they can select a new one after one hour.
Quiet Death – Whenever an assassin kills a creature using his death attack during a surprise
round, he can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying him as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the assassin to avoid detection.
Shadow Jump – An assassin with Shadow Jump can teleport up to the distance granted by the ability each day. So, a tenth level assassin can use Shadow Jump to teleport 40 feet as one action, or four jumps of 10 feet each. All jumps must begin and end somewhere with dim light. The distance per day can be divided amongst many jumps, but each one, no matter how small, counts as at least a 10-foot increment.
Sudden Strike – When attacking an opponent who is unaware of your presence and flatfooted, you may perform a Sudden Strike. The damage provided in the class table is added to your total damage from your weapon. You must be within 30 feet to use this ability.
Hide in Plain Sight – An assassin of 14th level or higher can use the Stealth skill, even while being observed.


The Dreadnought is nothing short of a walking fortress. They shrug off fatal blows, walk into firestorms, and come back grinning. The Dreadnought is the most direct application of Suit resiliency, but it’s exceptionally effective. Of all the Suit operatives, the Dreadnought is the most likely to come home alive, no matter what hell he’s gone through.

d8 + Con
Skills: 4+int

Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Stability
2nd +1 +3 +0 +3 Uncanny Dodge
3rd +2 +3 +1 +3 Bonus Feat
4th +3 +4 +1 +4 Intercept
5th +3 +4 +1 +4 Defensive Stance
6th +4 +5 +2 +5 Armor Mastery
7th +5 +5 +2 +5 Armor Momentum
8th 6/1 +6 +2 +6 Damage Reduction
9th 6/1 +6 +3 +6 Fearless Defense
10th 7/2 +7 +3 +7 Heavy Artillery
11th 8/3 +7 +3 +7 Bonus Feat
12th 9/4 +8 +4 +8 Improved Uncanny Dodge
13th 9/4 +8 +4 +8 Mobile Defense
14th 10/5 +9 +4 +9 Bonus Feat
15th 11/6/+1 +9 +5 +9 Another Day
16th 12/7/+2 +10 +5 +10 Roused Defense
17th 12/7/+2 +10 +5 +10 Bonus Feat
18th 13/8/+3 +11 +6 +11 Immobile
19th 14/9/+4 +11 +6 +11 Bonus Feat
20th 15/10/+5 +12 +6 +12 Bonus Feat

Stability – The Dreadnought gains a 4 bonus against attempts to be tripped, overrun, knocked down, or pushed back by a bull rush attack.
Defensive Stance – A Dreadnought may maintain a defensive stance for a number of rounds per day equal to their level
their Constitution modifier. Temporary increases to Con(such as those provided by this ability) do not increase the number of rounds per day. You may enter a defensive stance as a free action. The total number of rounds per day refreshes after resting for 8 hours- though they do not need to be consecutive.
While in a defensive stance, the dreadnought gains a +2 dodge bonus to AC, a +4 morale bonus to Strength and Constitution, and a +2 morale bonus to Will Saves. The increase to Constitution grants 2 HP per Hit Die, but they are lost when the stance ends. While in a defensive stance, a dreadnought cannot willingly move from their current position through any means(including getting in a vehicle, teleporting, or willingly being carried). If entering it on a moving vehicle he does not control, he can maintain his stance even if the vehicle moves.
After leaving the stance, the dreadnought is fatigued for a number of rounds equal to twice the time spent in the stance. A dreadnought may not enter a defensive stance while fatigued.
Damage Reduction – The Dreadnought gains DR/- equal to half his dreadnought level.
Improved Uncanny Dodge
Intercept – Once a round as an immediate action, when a melee weapon or ranged weapon would successfully strike an adjacent ally, the dreadnought can choose to have the weapon strike him instead of the intended target. The attack automatically hits, regardless of AC or miss chance, and he suffers the normal consequences of the attack.
Armor Mastery – The Bulwark’s armor penalties are reduced by 2.
Armor Momentum – The Bulwark’s armor functions for offense as well. Apply half of the Dreadnought’s Damage Reduction(from class features and feats) to their melee damage.
Mobile Defense – You can take a 5 foot step during your Defensive Stance.
Fearless Defense – While in a defensive stance, the dreadnought is immune to the shaken and frightened conditions.
Immobile – While in a defensive stance, the dreadnought adds his class level to his CMD against any bull rush, overrun, pull, and push combat maneuvers, as well as grapple attempts to move him.
Heavy Artillery – A Dreadnought treats all weapons as one size category smaller for purposes of determining if he can wield them in one hand and if they are considered light weapons.
Roused Defense – The dreadnought may enter a defensive stance even if fatigued. While maintaining a defensive stance after using this ability, he is immune to the fatigued condition. Once this stance ends, he is exhausted for 10 minutes per round spent in a defensive stance.
Another Day – Once per day, if an attack would kill the Dreadnought, he takes half damage instead. If this would put him below 0 hp, he is instead fatigued and at 1 hp.


The Engineer is a highly intelligent individual who is crazy enough to want to be on the front lines. Their understanding of mechanics, robotics, and the various sciences make them excellent at coming up with quick solutions to extreme problems, and their highly specialized suits provide battlefield support. It is perhaps their keen eye for detail that makes them most dangerous, however, for a Engineer in his element is a terror indeed.

Skills: 8+int

Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Demolish +1d6, Jury Rig
2nd +1 +0 +3 +0 Subatomic Burst 2d6
3rd +2 +1 +3 +1 Master Mechanic
4th +3 +1 +4 +1 Demolish +2d6
5th +3 +1 +4 +1 Support Drone 2
6th +4 +2 +5 +2 Evasion
7th +5 +2 +5 +2 Subatomic Burst 4d6
8th 6/1 +2 +6 +2 Demolish +3d6,
9th 6/1 +3 +6 +3 Support Drone 4
10th 7/2 +3 +7 +3 Exotic Weapon Adept
11th 8/3 +3 +7 +3 1st Breakthrough
12th 9/4 +4 +8 +4 Demolish +4d6, Subatomic Burst 6d6
13th 9/4 +4 +8 +4 Support Drone 6
14th 10/5 +4 +9 +4 Bonus Feat
15th 11/6/+1 +5 +9 +5 Improved Evasion
16th 12/7/+2 +5 +10 +5 Demolish +5d6, 2nd Breakthrough
17th 12/7/+2 +5 +10 +5 Subatomic Burst 8d6, Support Drone 8
18th 13/8/+3 +6 +11 +6 Bonus Feat
19th 14/9/+4 +6 +11 +6 Bonus Feat
20th 15/10/+5 +6 +12 +6 Demolish +6d6, Third Drone

Demolish – When fighting against constructs, androids, or another machine with discernable parts, the Engineer may add bonus dice to his damage from the Demolish class feature. He gains these bonus die once per attack. Against strange or unfamiliar machinery, an appropriate Craft check may be required to ensure that the Engineer knows where to find weak points at.
Jury Rig – The Engineer can make tools and improvised weapons from scrap he collects. For further details, see the IKPG description.
Support Drones – A Engineer possesses two hovering drones that she can control. They each function identically, and can provide a number of benefits to her or her allies. These function as the following spells, but are provided through technological means. Each drone can only maintain one ‘spell’ at a time, and the spells do not persist afterward.

  • Light
  • Status
  • Minor Image
  • Shield

Drones possess Upgrade Points(equal to the number beside the class feature) for the Engineer to use to customize them, following the ‘Arms and Armor Gadget System’. This may include weaponry, additional shielding, and more.

Drones can hover up to 10 feet above the ground, have an AC of 18, and 25 HP. They possess abilities similar to a Wizard’s familiar, in that the Engineer gains Alertness when they are nearby, and can communicate(albeit simply, and only as commanded) within a 1 mile distance.

Due to the prohibition on AI, Drones possess only a moderate, programmed intelligence and are unable to think creatively. They will follow their orders unless instructed otherwise, and will not attempt to operate independently.
Subatomic Burst – Similar to the Cleric class feature. This ability heals Temporary HP damage done to Suits, but does not heal damage done to their occupants.
Master Mechanic – The Engineer is so adept at his field, that he can take 10 on any mechanical or scientific knowledge or craft check. This does not increase the amount of time it takes.
Exotic Weapon Adept – The Engineer is adept at handling exotic weapons, even without any formal training. He takes a -2 (instead of the normal -4) when wielding an exotic melee or ranged weapon with which he is not proficient.
Breakthrough – The Engineer is such a paragon of invention that they are able to create something that is entirely unique to themselves and worthy of a Feat on its own. Discuss what you’d like with the DM.
Third Drone – The Engineer becomes more familiar with controlling his drones, and is able to build and command a third drone.


The Scout is one of those necessities of battle that never seems to go away. As technology advances, so do the ways to prevent that technology from functioning- and someone has to go take a look to see if it’s clear. The Scout excels in this role, being a fast, scrappy combatant that knows how to get there and back untouched. As if that weren’t enough, Scouts use a complicated suite of sensor bafflers and optical camouflage that can make them nearly invisible and harder to hit.

Skills: 6+int

Level BAB Fort Ref Will AC Bonus Special
1st +0 +0 +2 +0 +0 Trapfinding
2nd +1 +0 +3 +0 +0 Evasion, Trap Sense + 1
3rd +2 +1 +3 +1 +0 Pistol Flurry
4th +3 +1 +4 +1 +1 Skirmish 1d6, Great Leap
5th +3 +1 +4 +1 +1 Fast Movement +10 ft
6th +4 +2 +5 +2 +1 Slow Fall 20 ft, Trap Sense + 2
7th +5 +2 +5 +2 +1 Bonus Feat
8th 6/1 +2 +6 +2 +2 Skirmish 2d6
9th 6/1 +3 +6 +3 +2 Flawless Stride, Trap Sense + 3
10th 7/2 +3 +7 +3 +2 Fast Movement +20 ft, Hide in Plain Sight
11th 8/3 +3 +7 +3 +2 Improved Evasion, Bonus Feat
12th 9/4 +4 +8 +4 +3 Skirmish 3d6, Slow Fall 40 ft, Trap Sense + 4
13th 9/4 +4 +8 +4 +3 Bonus Feat
14th 10/5 +4 +9 +4 +3 Bonus Feat
15th 11/6/+1 +5 +9 +5 +3 Fast Movement +30 ft, Trap Sense + 5
16th 12/7/+2 +5 +10 +5 +4 Skirmish 4d6
17th 12/7/+2 +5 +10 +5 +4 Bonus Feat
18th 13/8/+3 +6 +11 +6 +4 Slow Fall 60 ft, Trap Sense + 6
19th 14/9/+4 +6 +11 +6 +4 Bonus Feat
20th 15/10/+5 +6 +12 +6 +5 Skirmish 5d6, Fast Movement +40 ft

Trapfinding – A scout adds half her level to Perception checks made to locate traps and to Disable Device checks.
Trap Sense – A scout gains an intuitive ability that alerts her to danger from traps, giving her a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 at 6th level, +3 at 9th, and an additional +1 for every three levels thereafter.
High Jump – As the monk ability.
Improved Evasion
Great Leap
Pistol Flurry – When using one-handed ranged weapons, Scouts may use Flurry as a Monk with a number of levels equal to your Scout levels. The weapon must be able to fire multiple times per round normally.
Slow Fall – As the Monk ability.
Fast Movement – While wearing light or no armor, and carrying less than a medium load, the Scout’s base speed is increased by the feature modifier. Features(IE, +10, +20) do not stack, but instead represent the total bonus.
Hide in Plain Sight – The Scout can use the Stealth skill, even while being observed. Moving while in this state produces a faint outline that is visible at a -10 from your Stealth check for each move action you take in a turn. In other words, if your Stealth check is a 30 but you begin to run, it is now a 10. Five foot steps do not have any penalty.
Skrimish – After taking a move action, a Scout gains a damage bonus on their next attack equal to the amount provided in the class table.
Flawless Stride – The scout can move through any terrain that would slow her movement at normal speed and without impairment. This does not function against effects that would slow her movement, such as strong wind, force fields, etc.


The Soldier is the ages-old warrior, a man who has little need for fancy tricks or gimmicks. A big gun, a handful of explosives, and a whole lot of grit see the Soldier through anything that comes his way. Where the Assassin or Sniper might consider themselves an artist on the battlefield, the Soldier seeks to be the hammer that smashes their art and bodies alike.

Skills: 4+int

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Bonus Feat
2nd +2 +3 +0 +0 Bonus Feat, bravery + 1
3rd +3 +3 +1 +1 Uncanny Survival 1/day
4th +4 +4 +1 +1 Bonus Feat
5th +5 +4 +1 +1 Weapon Training 1
6th 6/1 +5 +2 +2 Bonus Feat, bravery + 2
7th 7/2 +5 +2 +2 Uncanny Survival 2/day
8th 8/3 +6 +2 +2 Bonus Feat
9th 9/4 +6 +3 +3 Weapon Training 2
10th 10/5 +7 +3 +3 Bonus Feat, bravery + 3
11th 11/6/+1 +7 +3 +3 Uncanny Survival 3/day
12th 12/7/+2 +8 +4 +4 Bonus Feat
13th 13/8/+3 +8 +4 +4 Weapon Training 3
14th 14/9/+4 +9 +4 +4 Bonus Feat, bravery + 4
15th 15/10/+5 +9 +5 +5 Uncanny Survival 4/day
16th 16/11/+6 +10 +5 +5 Bonus Feat
17th 17/12/+7 +10 +5 +5 Weapon Training 4
18th 18/13/+8 +11 +6 +6 Bonus Feat, bravery + 5
19th 19/14/+9 +11 +6 +6 Uncanny Survival 5/day
20th 20/15/+10 +12 +6 +6 Bonus Feat, Weapon Mastery

The Soldier’s class features are equivalent to those of the Fighter, except that instead of Armor Training, they gain the Battle Trance class feature instead.

Uncanny Survival – Soldiers are experts at staying alive during battle. Once per day at 3rd level, and an additional time for every four levels after that, the Soldier may activate Uncanny Survival as an immediate action. You may activate this in response to an attack that would normally hit you or to attempt to deny a critical.
Uncanny Survival grants half your Soldier level to your AC for one round.

Weapon Training – As the fighter ability, but using the new weapon groups.


An expert with long-range weapons, the Sniper tries to settle things from a distance. They are exceptionally adept at lining up the perfect shot quickly, and making sure to get the most out of every bullet.

Skills: 6+int

Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Weapon Focus ( Rifles )
2nd +2 +0 +3 +0 Precise Shot
3rd +3 +1 +3 +1 Ranged Precision +1d8
4th +4 +1 +4 +1 Camouflage
5th +5 +1 +4 +1 Critical Aim
6th 6/1 +2 +5 +2 Ranged Precision +2d8
7th 7/2 +2 +5 +2 Sharpshooter
8th 8/3 +2 +6 +2 Mark Target, Seeker Ammunition
9th 9/4 +3 +6 +3 Ranged Precision +3d8
10th 10/5 +3 +7 +3 Improved Critical Aim, Deadly Accuracy
11th 11/6/+1 +3 +7 +3 Bonus Feat
12th 12/7/+2 +4 +8 +4 Ranged Precision +4d8
13th 13/8/+3 +4 +8 +4 Phase Ammunition
14th 14/9/+4 +4 +9 +4 Bonus Feat
15th 15/10/+5 +5 +9 +5 Ranged Precision +5d8, Greater Critical Aim
16th 16/11/6/1 +5 +10 +5 Uncanny Initiative
17th 17/12/7/2 +5 +10 +5 Bonus Feat
18th 18/13/8/3 +6 +11 +6 Ranged Precision +6d8
19th 19/14/9/4 +6 +11 +6 Bonus Feat
20th 20/15/10/5 +6 +12 +6 Supreme Critical Aim, Improved Deadly Accuracy

Camouflage – A sniper can use the Stealth skill to hide in any sort of terrain.
Ranged Precision – As a standard action, a Sniper may make a single precisely aimed attack with a ranged weapon, dealing extra damage if it hits. If the Sniper is more than 60 feet away, it requires an additional move action to steady the shot. This damage is not multiplied by Critical Aim.
Deadly Accuracy – A sniper has a +4 to confirming criticals. This stacks with other, similar modifiers.
Improved Deadly Accuracy – A sniper automatically confirms all criticals.
Critical Aim – After spending a round to aim, the Sniper’s critical modifier improves by one step. (from x2 to x3, for example)
Improved Critical Aim – The sniper may spend an additional round aiming, and gain an additional step on their critical modifier. (After aiming for two rounds, a x2 becomes a x4)
Greater Critical Aim – After spending two rounds aiming, the Sniper gains an additional step to her critical modifier. (After aiming for two rounds, a x2 becomes a x5)
Superior Critical Aim – Each round spend aiming, to a maximum of 2, increases the critical modifier by two. In this way, a x2 weapon can become a x6 weapon after two rounds of aiming.
Mark Target – As a free action, the Sniper may use their scope and mark a target that they can get a visual on. Until they mark another target, they are able to use special ammunition against that target.
Seeker Ammunition – Three times per day, a Sniper can use this special ammunition against a Marked target within range. It travels to the target, even around corners. Only an unavoidable obstacle or the limit of the bullet’s range prevents its flight. This ammo negates cover and concealment, but otherwise is rolled normally.
Phase Ammunition – Twice per day, a Sniper can use this special ammunition against a Marked target within range. This attack will pass through any non-force barrier on a direct path to its target. This ammo negates cover, concealment, armor, and shield modifiers, but is otherwise rolled normally.
Uncanny Initiative – At 16th level, a Sniper no longer needs to roll for initiative. He always treats his initiative roll as if it resulted in any number of his choosing(from 1 to 20).


The Tempest is someone who throws caution to the wind on a regular basis. Where the Bulwark knows he can take the abuse, and the Scout knows he can get away from the abuse, the Tempest tends to think that if he can kill the abuse before it kills him, it’s all the same in the end. Tempests rely on a fact that other Suit jockeys might not even know- that all Suits are equipped with limiters, and that these limiters can be turned off. They understand the risks, of course- they just choose not to worry about them too much.

Skills: 4+int
Requirements: Reactive Suit Character Advancement

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Limit Release, Fast Movement +10 feet
2nd +2 +3 +0 +0 Fearless, Limit Power
3rd +3 +3 +1 +1 Uncanny Dodge
4th +4 +4 +1 +1 Limit Power
5th +5 +4 +1 +1 Improved Uncanny Dodge
6th 6/1 +5 +2 +2 Limit Power, Suit Resiliency +10hp
7th 7/2 +5 +2 +2
8th 8/3 +6 +2 +2 Limit Power
9th 9/4 +6 +3 +3
10th 10/5 +7 +3 +3 Improved Limit Release, Limit Power
11th 11/6/+1 +7 +3 +3
12th 12/7/+2 +8 +4 +4 Limit Power, Suit Resiliency +20hp
13th 13/8/+3 +8 +4 +4
14th 14/9/+4 +9 +4 +4 Limit Power
15th 15/10/+5 +9 +5 +5
16th 16/11/6/1 +10 +5 +5 Limit Power
17th 17/12/7/2 +10 +5 +5 Tireless Release
18th 18/13/8/3 +11 +6 +6 Limit Power, Suit Resiliency +30hp
19th 19/14/9/4 +11 +6 +6
20th 20/15/10/5 +12 +6 +6 Greater Limit Release, Limit Power

Fearless – The Tempest is immune to fear effects.
Fast Movement +10ft – This functions regardless of armor.
Limit Release – A tempest can disable the limiters on their suit a number of rounds per day equal to 4+her Constitution modifier. At each level after first, you can release your limit for an additional 1 round. While the limiters are released, a Tempest gains a +4 bonus to her Strength and a +2 bonus on Will saves. In addition, she gains an additional 30 temporary hit points, but these disappear when the Limiter is restored. A tempest can restore her Limiter at any time as a free action, but is fatigued for twice the number of rounds the Limiter was released.
Limit Release instills a feeling of battle lust in whoever uses it. While this does not cause them to charge recklessly into battle or endanger their allies, it prevents them from using any abilities that require patience or concentration(such as most Charisma, Dexterity, and Intelligence checks).
If a Tempest falls unconscious, her Limiters restore immediately.
Improved Limit Release – As Limit Release, but the strength bonus increases to +8.
Greater Limit Release – As Limit Release, but the strength bonus increases to +12.
Limit Powers – In addition to the inherent benefits gained by releasing a suit’s limit, the Tempest begins to learn how to use this effect to even greater levels. Whenever your class feature for a level says ‘Limit Power’ you may choose from the following list:
Guarded Stance: The tempest gains a +1 dodge bonus to AC against melee attacks while in a Limit Release. This increases by +1 for every 6 levels of Tempest.
Knockback: Once per round, the Tempest can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the Tempest’s strength modifier and is moved back as normal. The tempest does not need to move with the target, nor does this provoke an attack of opportunity.
No Escape: The tempest can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. This movement provokes attacks of opportunity as normal.
Martial Training: Instead of developing your ability to capitalize on your suit’s enhanced state, you have learned a fighting method instead. You may take one combat feat. You can take this multiple times.
Mighty Swing: – Once per Limit Release, the Barbarian can automatically confirm a critical made with a melee weapon.
Moment of Clarity: – The Tempest pushes back her battle lust, losing any benefits or penalties normally instilled by Limit Release for one round. This round still counts against your total uses.
Recharge: As a standard action, the Tempest can channel the suit’s energies into restoring its defensive properties. When doing so, the Tempest regains 1d8 + Con temporary HP. For every four levels above level four, the amount healed increases by 1d8, to a max of 5d8 at level 20.
Rolling Dodge: The tempest gains a +1 dodge bonus to her AC against ranged attacks while in a Limit Release. This bonus increases by +1 for every 6 levels the Tempest has obtained. Activating this ability is a move action that does not provoke attacks of opportunity.
Swift of Foot: The tempest gains a 5-foot enhancement to her speed. This is always active while your Limit is released. This can be taken up to 3 times.
Strength Surge: – The Tempest can push her Suit to accomplish unheard of feats. Once per Limit Release, the Tempest can add her level to one Strength check, Combat Maneuver Check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her.
Tap Reserves: – A tempest can use this ability to Limit Release, even while fatigued. Once the Limiter is restored, she is exhausted for 10 minutes per round that the Limiter was released.
Tireless Release – Starting at 17th level, a Tempest is no longer fatigued after using Limit Release.


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