Aegis

Aegis

Alignment: Any
Hit Dice: d10

Class Skills
Adventuring Skills: Acrobatics (Dex), Athletics (Str), Arcana (Int), Influence (Cha)
Skill Ranks per Level: 2 + (1/2) Int Modifier

Level Base Attack Bonus Fort Ref Will Special Customization Points Power Points
1 +1 +2 +0 +2 Astral repair, form astral suit 3 1
2 +2 +3 +0 +3 Craftsman +1, Damage Reduction 2/- 4 2
3 +3 +3 +1 +3 Invigorating Suit, Reconfigure (1/day) 5 3
4 +4 +4 +1 +4 Augment Suit 1 7 5
5 +5 +4 +1 +4 Damage Reduction 3/-, Master Craftsman, Reconfigure 2/day 8 7
6 +6 +5 +2 +5 Craftsman +2 9 9
7 +7 +5 +2 +5 Reconfigure 3/day 10 11
8 +8 +6 +2 +6 Augment suit 2, damage reduction 4/- 11 14
9 +9 +6 +3 +6 Reconfigure 4/day 13 17
10 +10 +7 +3 +7 Craftsman +3 14 20
11 +11 +7 +3 +7 Damage reduction 5/-, reconfigure 5/day 15 24
12 +12 +8 +4 +8 Augment Suit 3, cannibalize suit 16 28
13 +13 +8 +4 +8 Reconfigure 6/day 17 32
14 +14 +9 +4 +9 Craftsman +4, damage reduction 6/- 19 37
15 +15 +9 +5 +9 Reconfigure 7/day 20 42
16 +16 +10 +5 +10 Augment suit 4 21 47
17 +17 +10 +5 +10 Damage reduction 7/-, reconfigure 8/day 22 52
18 +18 +11 +6 +11 Craftsman +5 23 58
19 +19 +11 +6 +11 Reconfigure 9/day 25 64
20 +20 +12 +6 +12 Augment suit 5, damage reduction 8/-, perfect merger 26 70

Weapon and Armor Proficiency: An aegis is proficient with all simple and martial weapons; light armor and shields (but not tower shields). Armor does not interfere with the aegis's class features.

Power Points: An aegis's ability to manifest some of his abilities is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Intelligence score, treating his manifester level for the purposes of bonus power points as equal to his class level.

Astral Repair: An aegis is capable of repairing mundane items, restoring 2 hit points of damage to the touched item as a standard action usable at will. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Form Astral Suit: Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit - skin, armor, or juggernaut. An aegis is always considered to be proficient with his astral suit, even if he does not have the appropriate armor proficiency. The amount of time forming this astral suit takes depends on the type of suit being formed. Different astral suit forms grant different free customizations. These free customizations never count against the aegis's total number of customization points spent on his astral suit, although customizations that have scaling costs, such as the Brawn customization, do count toward the customization point cost of subsequent selections. For example, the Astral Skin form grants the Nimble customization. Should the aegis want to select nimble again, he would have to pay the increased cost (4) instead of the initial cost (2).

The aegis chooses the appearance of his astral suit, although its shape must reflect the selections the aegis has chosen: astral skin would cover the aegis like a psychoactive skin, astral juggernaut would appear to cover the aegis like plate armor, ect.

An astral suit can be dismissed as a free action.

An astral suit does not function in areas where psionics do not work, such as a null psionics field. Dismiss ectoplasm can be used against an astral suit; treat the manifester level as the aegis's class level, although the aegis can simply form his astral suit again on his next turn.

Astral Suit Types
There are three suit forms from which the aegis can choose.

  • Astral Skin: When formed in this way, an astral suit resembles a psychoactive skin. Forming an astral suit into this form takes a swift action. The aegis gains no armor bonus from his astral suit when worn in this fashion, but he gains the following free customizations: speed (2), nimble. At 2nd level, the aegis gains the evasion customization as a free customization when the astral suit is in astral skin form. At 12th level, the aegis gains the improved evasion customization as a free customization when the astral suit is in astral skin form. An astral suit in this form does not count as any type of armor, but does count as a psychoactive skinn and follows all the rules of a psychoactive skin.
  • Astral Armor: When formed into astral armor, an astral suit resembles masterwork chainmail and is treated as such for all mechanical purposes. Should the aegis be wearing armor when forming his astral suit in this fashion, the astral suit encloses the armor and the aegis gains the benefits of only his astral suit and not that from his armor, even if his armor would confer better benefits. Forming an astral suit in this form takes a move action. The aegis gains the following free customizations: brawn, improved damage. At 2nd level, the aegis gains the flexible suit customization as a free customization when the astral suit is in astral armor form. At 8th level, the astral suit resembles and is treated as a masterwork breastplate for all mechanical purposes.
  • Astral Juggernaut: When formed into astral juggernaut, an astral suit resembles masterwork half-plate and is treated as such for all mechanical purposes. Should the aegis be wearing armor when forming his astral suit in this fashion, the astral suit encloses the armor and the aegis gains the benefit of only his astral suit and not that from his armor, even if his armor would confer better benefits. Forming an astral suit into this form takes a full-round action. The aegis gains the following free customizations: fortification, hardy. At 2nd level, the aegis gains the stalwart customization as a free customization when the astral suit is in astral juggernaut form. At 7th level the astral suit resembles and is treated as masterwork full plate for all mechanical purposes.

Customization Points: An aegis gains a pool of points he can use to customize his astral suit, molding it to suit his needs. Modifying the customization points spent on an astral suit requires 8 hours of concentration. An aegis may choose to leave customization points free when he sets his customization choices, allowing him to customize his suit on the fly. If he does so, setting a customization in this faction takes one minute of concentration and cannot be changed until the aegis spends another 8 hours modifying the astral suit.

Each astral suit provides certain free customizations; these are provided on top of whatever customizations the aegis pays for with customization points, and are not subject to the usual level prerequisites or increased costs. If the aegis changes the type of his astral suit and the free customizations would take the suit over the maximum limit (such as switching from an astral armor with 3 nimble customizations to astral skin, which grants an additional nimble customization), the excess customizations go inert until the astral suit is changed to make the selections valid (by reconfiguring the customization points via 8 hours of concentration or Reconfigure ability or switching the astral suit type).

1-point Customizations

  • Darkvision: The aegis gains darkvision out to a range of 60 feet.
  • Energy Resistance: The aegis gains resist 5 against his active energy type. This resistance increases by 5 for every 5 levels the aegis possesses, to a maximum of 15 at 10th level. This customization can be selected multiple times. Each time beyond the first, the aegis selects an energy type (cold, electricity, fire, or sonic) to gain resistance to, in addition to his active energy type. If the aegis's active energy type is the same as the one he has selected, the effects do not stack.
  • Evasion: As long as the aegis is wearing the astral suit, if the aegis is subjected to an attack that normally allows a Reflex save for half damage, he takes no damage if he makes a successful saving throw. The aegis must be at least 2nd level before selecting this customization.
  • Extra Arms, Lesser: The aegis's astral suit has an extra pair of arms with limited function. each arm can hold, but not use, any one item that can normally be held in one hand. Items held in this way count toward the aegis's carrying capacity. The aegis can retrieve any item held by his extra arms as a swift action. The aegis does not gain any mechanical benefit from items held by these arms, such as a shield bonus to armor class.
  • Flexible Suit: The aegis's armor check penalty is reduced by 1 (to a minimum of 0). The aegis may also sleep in his astral suit without becoming fatigued, if he was not already able to do so (such as if in astral skin form).
  • Hardened Strikes: The aegis is considered to be armed even when unarmed, does not provoke attacks of opportunity when making unarmed strikes, and his unarmed strikes deal lethal damage. In addition, the aegis's unarmed strikes can deal slashing or piercing damage, chosen at the time the customization is selected, instead of bludgeoning damage.
  • Harness Power Stone: The aegis can manifest a single 1st-level power from a power stone stored in his power stone repository as if it were a known power, with an effective manifester level of 1. This effective manifester level does not make an aegis eligible for feats and prestige classes requiring a manifester level, nor does it allow him to activate other power stones without a Use Magic Device check. The aegis may manifest the chosen power as many times as his power point pool will allow, but changing to a different power (either within the same power stone, or within another power stone in the repository) requires a move action and flushes the old power from the power stone (so power stones with multiple powers lose one power, but the rest are unaffected; power stones with only a single power are flushed and dissolved). If this customization is lost or removed, any applicable attuned power is flushed from the power stone. The aegis must be at least 3rd level and have the Power Stone Repository customization to select this customization. This customization may be selected a second time beginning at 5th level; doing so allows the aegis to manifest a second 1st-level power from a power stone (either a second stone, or a second power in an already-selected stone). The aegis may freely alternate between these two powers (or any other gained via Harness Power Stone customizations) when manifesting, but trading out either power for a new power flushes out the sacrificed power as usual.
  • Harness Shard: The aegis is able to place a single shard into the astral suit as a move action. By spending one power point as a standard action, he can gain one use of the shard without the shard disintegrating. This customization may be selected multiple times. Each time, it allows the aegis to store an additional shard within the astral suit, although each shard must be activated separately.
  • Improved Armor: The astral suit thickens and strengthens, increasing the aegis's Armor bonus by +1. This customization can be taken for every five levels the aegis possesses and stacks with any Armor bonus granted from the astral suit itself. The aegis must be at least 5th level before selecting this customization.
  • Power Stone Repository: The aegis may absorb power stones into his astral suit, causing them to appear and disappear whenever the suit does. The aegis may choose to have the absorbed power stones be visible (much like embedded gems), or may decide to keep any or all of them concealed. The aegis may store one power stone per class level in this fashion; adding or removing a power stone takes 1 minute per stone (any power stone that is completely flushed and powerless dissolves immediately and is not counted against the aegis's limit). The aegis may activate any power stone stored in his repository as if he were holding it in his hand; this follows all of the standard rules for using power stones, except the aegis gets a bonus equal to the number of stored power stones to any Use Magic Device checks he makes for this purpose. If the aegis loses this customization for any reason, any power stones stored in the astral suit are inert but unharmed until removed or this customization is regained.
  • Psionic Attacks: The aegis's astral suit encompasses his melee attacks. All of the aegis's melee attacks are treated as if they were magic for the purpose of overcoming damage reduction. In addition, any melee weapons wielded by the aegis are treated as masterwork if they are not already.
  • Psionic Damage: The aegis's melee attacks deal an additional 1 point of damage. The aegis must have the psionic attacks customization and must be at least 5th level to select this customization.
  • Pull: The aegis's astral suit envelops his weapon and grants him the ability to pull creatures closer with a successful melee attack. Whenever the aegis makes a successful melee attack, he can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the aegis. This ability only works on creatures of a size equal to or smaller than the aegis. Creatures pulled in this way do not provoke attacks of opportunity. The aegis must have a reach of 10 feet or more to select this customization. If there is insufficient room for the target to move closer to the aegis, the attempt automatically fails.
  • Push: The aegis gains the ability to push creatures away with a successful attack. Whenever the aegis makes a successful melee attack, he can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the aegis. This ability only works on creatures of a size equal to or smaller than the aegis. Creatures pushed in this way do not provoke attacks of opportunity. If there is insufficient room for the target to be pushed away, the attempt automatically fails.
  • Ranged Attack: The aegis gains the ability to propel a non-psionic crystal, formed from the astral suit, at a target as a ranged attack that deals 1d8 points of piercing damage and has a range increment of 30 ft.
  • Retaliate: The aegis gains the ability as an immediate action and by expending psionic focus to make a melee attack against an enemy that has successfully hit him with a melee attack. This counts as an attack of opportunity and the aegis must be able to reach the enemy. An aegis must be at least 8th level before selecting this customization.
  • Speed: The aegis's base land speed is increased by 5 feet. This customization can be selected up to five times. Its effects stack.
  • Spiked Carapace: The astral suit is covered in sharp spikes as if equipped with armor spikes.
  • Stalwart: As long as the aegis is wearing the astral suit, if the aegis is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he ignores the effect if he makes a successful saving throw. The aegis must be at least 2nd level before selecting this customization.
  • Swim: The aegis gains a swim speed equal to his base speed.
  • Underwater Breath: The aegis can safely breathe underwater as long as he is wearing his astral suit.

2-point Customizations

  • Adhesive Feet: The aegis gains a +4 bonus to CMD against bull rush, trip and any combat maneuvers that attempt to move him from his current location. He also gains a +4 circumstance bonus to Climb checks.
  • Augmented Weapon: The astral suit coats the aegis's weapon. The weapon is treated as if it was one size category larger for damage purposes. The aegis does not suffer any penalties for wielding the weapon. This ability does not stack with effects that increase the aegis's size category, such as expansion. The aegis must be at least 6th level to select this customization.
  • Brawn: The aegis gains a +2 enhancement bonus to Strength while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Strength is increased by +2.
  • Chameleon: The aegis gains a +4 circumstance bonus to Stealth checks. The aegis must be at least 5th level before selecting this customization and this customization can be taken once for every five levels the aegis possesses.
  • Climb: The aegis gains a climb speed equal to 1/2 of his base land speed.
  • Crystallized Weapon: The aegis's astral suit envelopes his melee weapon. The weapon is treated as if made from deep crystal. This treats the weapon as a masterwork weapon if it was not already and the aegis can pay two power points to charge the weapon with psionic energy which deals 2d6 additional points of damage on its next hit. The weapon stays charged for 1 minute or until it successfully hits, whichever comes first.
  • Energy Resistance, Improved: The energy resistance gained from the Energy Resistance customization doubles. The aegis must have the Energy Resistance customization and be at least 6th level to select this customization.
  • Extra Arms: The extra arms on the aegis's astral suit gain improved functionality. The aegis gains a +2 circumstance bonus to Climb checks and CMD against grapple attempts for each extra arm that is not holding anything. In addition one of the arms can wield and use a light or one handed weapon, a shield, or any other item that can be used with one hand. Attacks made with this additional arm suffer a -2 penalty to attack rolls in addition to any penalties for using two weapons. These extra arms do not grant any additional attacks, only alternate arms with which to make standard attacks. The aegis must be at least 5th level and have the Lesser Extra arms customization before selecting this customization.
  • Flight: The aegis uses psychokinetic energy to gain a fly speed equal to its base speed. The aegis's maneuverability depends on his size. Medium or smaller aegii have good maneuverability. Large aegii have average maneuverability, while Huge aegii have poor maneuverability. For 2 additional customization points, the aegis's maneuverability increases to perfect. The aegis's fly speed can be increased by spending additional customization points, gaining a 20-foot increase to fly speed for each additional point spent. The aegis must be at least 5th level before selecting this customization.
  • Fortification: The aegis gains 25% chance to negate critical hits or sneak attacks (so damage is rolled normally instead). This does not stack with armor with the same special ability. This ability can be selected again starting at 8th level and at 12th level, increasing the chance to negate critical hits or sneak attacks by an additional 25% for every additional time it is taken.
  • Hardy: The aegis gains a +2 enhancement bonus to Constitution while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Strength is increased by +2.
  • Harness Power Stone, Improved: The aegis is able to manifest a single 2nd level or lower power from a power stone in his repository as if it were a known power. The aegis's effective manifester level when manifesting powers from power stones in this fashion is increased by 3 (this stacks with the effective manifester level gained from Harness Power stone as well as any effective manifester level increases granted by any of the other Harness Power Stone customizations). If this customization is lost or removed, any applicable attuned power is flushed from the power stone. The aegis does not need to have taken any previous Harness Power Stone customizations to take this customization. The Aegis must be at least 7th level and have the Power Stone Repository customization to take this customization. The aegis can take this customization a second time at 9th level; doing so does not increase his effective manifester level, but allows him to manifest a second 2nd level power from a power stone.
  • Improved Damage: The aegis's melee attacks deal additional damage. If wielding a two-handed weapon, the aegis deals 3 additional points of damage on a successful hit. If wielding a one-handed weapon, the aegis deals 2 additional points of damage on a successful hit. If wielding a light weapon, the aegis deals 1 additional point of damage on a successful hit. If dual-wielding, each weapon is affected separately.
  • Improved Damage Reduction: The aegis's damage reduction from his astral suit increases by 1. This customization can be taken once for every five levels the aegis possesses, its effects stack. The aegis must be at least 5th level before selecting this customization.
  • Increased Size: The astral suit grows in size and the aegis and all of his equipment is treated as one size category larger as if affected by expansion. The aegis must be at least 9th level to select this customization
  • Nimble: The aegis gains a +2 enhancement bonus to Dexterity while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Strength is increased by +2.
  • Power Resistance: The aegis gains power resistance 13. This customization may be selected up to 3 times. Each subsequent time increases the power resistance gained by 3. This ability can be selected again starting at 8th level and at 12th level, increasing the power resistance by 3 for every additional time it is taken.
  • Powerful Build: The aegis gains the powerful build trait while wearing his astral suit. Whenever the aegis is subject to a size modifier or a special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the aegis is treated as one size larger if doing so is advantageous to him. The aegis is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. The aegis can use weapons designed for a creature one size larger without penalty. However, this space and reach remain those of a creature of his actual size. The benefits of this trait stack with the effects of powers, abilities and spells that change the subject's size category.
  • Ram: The astral suit forms a hardened shell over the aegis's head. If the aegis makes a bull rush or overrun attempt, he gains a +2 bonus on his CMB. Alternatively, he can make a single attack with this shell as part of a charge and deal 2d6 poitns of damage. This attack is treated as adamantine when used to attack an object. This customization can be taken once for every five levels the aegis possesses, each additional selection increasing the bonus to CMB by 1 and the damage on a charge by 1d6 points of damage. The aegis must be at least 5th level before selecting this customization.
  • Retaliate, Improved: As the Retaliate customization, except the triggering attack does not need to be successful. The aegis must have the Retaliate customization and be at least 16th level before selecting this customization.
  • Tremorsense: The aegis gains tremorsense out to a range of 30 feet. This allows the aegis to pinpoint the location of creatures that it cannot see without having to make a Perception check as long as the creature and the aegis are in contact with the ground, but such creatures still have total concealment from the aegis. Visibility still affects the aegis's movement and he is still denied his Dexterity bonus to Armor Class from creatures he cannot see. The aegis must be at least 7th level before selecting this customization.
  • Unlock Psionics: The astral suit is able to emit energy that resonates with psionic items, helping the aegis use them. The aegis gains a +2 bonus to Use Magic Device checks while wearing his astral suit. If the aegis has 10 ranks in Use Magic Device, this bonus incereases to +4.

3-Point Customizations

  • Blindsense: The astral suit augments the aegis's senses, giving him blindsense out to a range of 30 feet. This ability allows the aegis to pinpoint the location of creatures that he cannot see without having to make a perception check, but such creatures still have total concealment from the aegis. Visibility still affects the aegis's movement and he is still denied his Dexterity bonus to Armor Class against attacks from creatures he cannot see. The aegis must be at least 9th level before selecting this customization.
  • Burrow: The aegis gains a burrow speed equal to 1/2 his base speed. He can use this speed to move through dirt, clay, sand and earth. He does not leave a hole behind, nor is his passage marked on the surface. The aegis must be at least 9th level before selecting this customization.
  • Diehard: When the aegis's hit point total is below 0, but he is not dead, he automatically stabilizes. he does not need to make a Constitution check each round to avoid losing additional hit points. He may choose to act as if disabled, rather than dying. He must make this decision as soon as he is reduced to negative hit points (even if it isn't his turn). If he does not choose to act as if disabled, he immediately falls unconscious. When under this effect, the aegis is staggered. He can take a move action without further injuring himself, but if he performs any standard action (or any other action deemed as strenuous, including some swift actions, such as manifesting a quickened power) he takes 1 point of damage after completing the act. If his negative hit points are equal to or greater than his Constitution score, he immediately dies.
  • Extra Arms, Greater: The extra arms on the aegis's astral suit function at nearly the same capacity as his normal arms. Each arm can now wield or use a light or one-handed weapon, shield, or any other item he could normally use. Alternatively, the aegis can use one or both arms when wielding a two handed weapon, possibly allowing him to wield a pair of two-handed weapons. The circumstance bonus on Climb checks and CMD against grapple attempts increases to +3 per extra arm that is not holding anything. The aegis must be 8th level and have the Extra Arms and Lesser Extra Arms customizations before selecting this customization.
  • Frightful Presence: The aegis makes his astral suit unsettling to his foes, gaining the frightful presence ability. The aegis can activate this ability as a part of an offensive action, such as a charge or attack. Opponents within 30 feet of the aegis must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 of the aegis's class level + the aegis's Charisma modifier. If the aegis has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the aegis are immune to this effect. The aegis must be at least 11th level before selecting this customization.
  • Harness Power Stone, Greater: As improved Harness Power Stone, except the power is 3rd level or lower, and the effective manifester level increase is +5. The aegis must be at least 11th level and have the Power Stone Repository customization to take this customization, and be 13th level to take this customization a second time.
  • Quickened Attacks: When the aegis makes a full attack, he gains one additional attack at his highest attack bonus. This customization does not stack with other sources of extra attacks, such as haste. The aegis must be at least 10th level before selecting this customization.
  • Reach: The aegis's reach increases by 5 feet. The aegis must be at least 7th level before selecting this customization.

4 Point Customizations

  • Blindsight: The astral suit massively augments the aegis's senses, giving him blindsight out to a range of 30 feet. The aegis can maneuver and attack as normal, ignoring darkness, invisibility and most forms of concealment and as long as he has line of effect to the target. The aegis must possess the blindsense customization and be at least 11th level before selecting this customization.
  • Energy Immunity: The aegis gains immunity to his active energy type as long as he is wearing his astral suit. The aegis must be at least 15th level before selecting this customization.
  • Extra Passenger: The aegis can carry one creature of the same size or smaller as the aegis's base size (powers and effects that increase the aegis's size do not allow him to carry larger creatures, although Increased Size and Improved Increased Size customizations do allow the aegis to carry larger passengers). The carried creature is treated as if it has total concealment and he gains the damage reduction of the astral suit, as well as any environmental customization options, such as that granted from the Energy Resistance, or Underwater Breath customization. The creature carried using this ability remains adjacent to the aegis and moves with the aegis's move actions. A creature can be loaded and unloaded into the astral suit as a free action by the aegis, but the creature can take no actions until its next turn. The aegis must be at least 11th level before selecting this customization.
  • Harness Power Stone, Superior: As Improved Harness Power Stone, except the power is 4th level or lower, and the effective manifester level increase is +7. The aegis must be at least 16th level and have the Power Stone Repository customization to take this customization, and be 18th level to take this customization a second time.
  • Improved Evasion: As long as the aegis is wearing the astral suit, if the aegis is subjected to an attack that normally allows a Reflex save for half damage, he takes no damage if he makes a successful saving throw and only half damage if the saving throw fails. The aegis must be at least 12th level before selecting this customization.
  • Improved Stalwart: As long as the aegis is wearing the astral suit, if the aegis is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he can expend his psionic focus as an immediate action to ignore the effect if he makes a successful saving throw and suffers the reduced effect if the saving throw fails. The aegis must be at least 16th level before selecting this customization.
  • Increased Size, Improved: The astral suit grows in size and the aegis is treated as two size categories larger as if affected by an augmented expansion. The aegis must be at least 15th level and have selected the increased size customization to select this customization. This customization does not stack with the increased size customization.

Craftsman: Beginning at 2nd level, an aegis gains a +1 bonus to any one Craft skill of his choice. At 6th level and every four levels thereafter, this bonus increases by 1.

Damage Reduction: Starting at 2nd level, when an aegis is wearing his astral suit, he gains damage reduction 2/-, regardless of what type of astral suit he is wearing. At 5th level and every three levels thereafter, this damage reduction improves by 1.

Invigorating Suit: An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

Reconfigure: Starting at 3rd level, an aegis can reconfigure up to his Intelligence modifier in customization points on his astral suit once per day as a standard action. every two levels thereafter, he can use this ability an additional time per day.

Augment Suit: An aegis learns how to infuse his astral suit with his psionic power, augmenting the capacity of his suit. Beginning at 4th level, the aegis may spend up to one power point per four class levels to customize his Astral Suit, gaining one temporary customization poing for each power point spent.

This ability, activated as a standard action, lasts for a number of rounds equal to the aegis's Intelligence modifier. Activating this ability again, while already in use, immediately causes the previous duration to end. An aegis may end the duration as a free action at any time.

Master Craftsman: At 5th level, an aegis gains the Master Craftsman feat as a bonus feat. He must still meet the prerequisites of the feat in order to gain its benefits.

Cannibalize Suit: Starting at 12th level, an aegis learns to convert the psionic energy used to create his suit into healing power. Once per day as a standard action, he can dismiss his astral suit and heal a number of hit points equal to his customization pool. The aegis cannot reform his suit again for one minute after using this ability. Every two levels thereafter, the aegis can use this ability an additional time per day. Additional customization points gained from Augment Suit are not counted for this ability.

Perfect Merger: An aegis of 20th level has learned to become one with his suit. His suit cannot be dispelled or removed against his will by any means, although his astral suit ability still does not function within areas where psionics do not work, such as a null psionics field.

In addition, the aegis can spend two daily uses of his reconfigure ability to alter all of the customizations on his astral suit.

Finally, once per day, the aegis can boost his cannibalize suit ability, healing all of his hit point damage, although he cannot reform his suit for ten minutes after using this ability, rather than the standard one minute.

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