The aegis has mastered the ability to take common ectoplasm and form it into a suit of powerful armor to be worn about his body, granting him a variety of benefits. Through customization and specialization of his astral suit, an aegis is particularly adept at defending himself and his allies.
The aegis can shape his astral suit into several different forms and is capable of altering its abilities to suit his needs. He can craft his astral suit into sleek, agile form granting speed and stealth or into a hulking titan of defense able to resist nearly any damage or anything in between.
Role
An aegis is a front-line combatant. His astral suit allows him significant flexibility in handling combat and non-combat situations, and his defensive abilities are considerable.
Though he lacks the manifesting ability of other psionic classes, he has access to a wide selection of abilities through his suit that allow him great flexibility in precisely how he fights.
Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Customization Points | Power Points /Day | |
---|---|---|---|---|---|---|---|
1st | +1 | +2 | +0 | +2 | Astral repair, form astral suit | 3 | 1 |
2nd | +2 | +3 | +0 | +3 | Craftsman +1, damage reduction 2/— | 4 | 2 |
3rd | +3 | +3 | +1 | +3 | Invigorating suit, reconfigure 1/day | 5 | 3 |
4th | +4 | +4 | +1 | +4 | Augment suit (1) | 7 | 5 |
5th | +5 | +4 | +1 | +4 | DR 3/—, Master Craftsman, reconfigure 2/day | 8 | 7 |
6th | +6/+1 | +5 | +2 | +5 | Craftsman +2 | 9 | 9 |
7th | +7/+2 | +5 | +2 | +5 | Reconfigure 3/day | 10 | 11 |
8th | +8/+3 | +6 | +2 | +6 | Augment suit (2), DR 4/— | 11 | 14 |
9th | +9/+4 | +6 | +3 | +6 | Reconfigure 4/day | 13 | 17 |
10th | +10/+5 | +7 | +3 | +7 | Craftsman +3 | 14 | 20 |
11th | +11/+6/+1 | +7 | +3 | +7 | DR 5/—, reconfigure 5/day | 15 | 24 |
12th | +12/+7/+2 | +8 | +4 | +8 | Augment suit (3), cannibalize suit 1/day | 16 | 28 |
13th | +13/+8/+3 | +8 | +4 | +8 | Reconfigure 6/day | 17 | 32 |
14th | +14/+9/+4 | +9 | +4 | +9 | Craftsman +4, cannibalize suit 2/day, DR 6/— | 19 | 37 |
15th | +15/+10/+5 | +9 | +5 | +9 | Reconfigure 7/day | 20 | 42 |
16th | +16/+12/+6/+1 | +10 | +5 | +10 | Augment suit (4), cannibalize suit 3/day | 21 | 47 |
17th | +17/+12/+7/+2 | +10 | +5 | +10 | DR 7/—, reconfigure 8/day | 22 | 52 |
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Cannibalize suit 4/day, craftsman +5 | 23 | 58 |
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Reconfigure 9/day | 25 | 64 |
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Augment suit (5), cannibalize suit 5/day, DR 8/—, perfect merger | 26 | 70 |
Class Skills (4 + Int modifier per level): Acrobatics, Psi Lore, Athletics, Profession, and Engineering
Starting Wealth: Poor (1d6 × 10 gp, Average 35 gp)
Class Features
Weapon and Armor Proficiency
An Aegis is proficient with Basic weapons plus any two other weapon groups of your choice. They are proficient with light armor and with shields (but not with tower shields).
If not using weapon groups, an Aegis is proficient with simple and martial weapons.
Power Points/Day
Your ability to manifest some of your aegis abilities is limited by the power points you have available. Your base daily allotment of power points is given on Table: The Aegis. In addition, you receive bonus power points per day if you have a high Intelligence score, treating your manifester level for the purposes of bonus power points as equal to your class level.
Astral Repair
An aegis is capable of easily repairing mundane items. You gain psionic repair as a psi-like ability usable at will with a manifester level equal to your class level. 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. You can select from three different types when forming your astral suit— skin, armor, or juggernaut. You are always considered to be proficient with your astral suit, even if you do 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 your total number of customization points spent on your astral suit.
You choose the appearance of your astral suit, although its shape must reflect the selections you have chosen: astral skin would cover you like a psychoactive skin, astral juggernaut would appear to cover you like plate armor, etc.
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 your class level, although you can simply form your astral suit again on your next turn.
Details on astral suits and astral suit customizations can be found here: Astral Suits.
Craftsman
Beginning at 2nd level, you gain a +1 bonus to any one Profession skill of your choice, but only when using that skill to craft or repair items. At 6th level and every four levels thereafter, this bonus increases by 1.
Damage Reduction
Starting at 2nd level, when you are wearing your astral suit, you gain damage reduction 2/—, regardless of what type of astral suit you are wearing. At 5th level and every three levels thereafter, this damage reduction improves by 1. If the armor the astral suit’s form resembles has damage reduction, this ability improves that damage reduction.
Because this benefit comes from the armor you create, this counts as a bonus from equipment.
Invigorating Suit
An aegis of at least 3rd level wearing an astral suit gains a +4 bonus on the following checks and saves: Athletics checks made to check endurance, 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, you can reconfigure up to your Intelligence modifier in customization points on your astral suit once per day as a standard action. Every two levels thereafter, you can use this ability an additional time per day.
Augment Suit
You learns how to infuse your astral suit with your psionic power, augmenting the capacity of your suit. Beginning at 4th level, you may spend up to one power point per four class levels to customize your Astral Suit, gaining one temporary customization point for each power point spent.
This ability, activated as a standard action, lasts for a number of rounds equal to your Intelligence modifier.
Activating this ability again, while already in use, immediately causes the previous duration to end.
You may end the duration as a free action at any time.
Master Craftsman
At 5th level, you gain the Master Craftsman feat as a bonus feat. You must still meet the prerequisites of the feat in order to gain its benefits.
Cannibalize Suit
Starting at 12th level, you learn to convert the psionic energy used to create your suit into healing power. Once per day as a standard action, you can dismiss your astral suit and heal a number of hit points equal to your customization pool. (Additional customization points gained from Augment Suit are not counted for this ability.)
You cannot reform your suit again for one minute after using this ability.
Every two levels thereafter, you can use this ability an additional time per day.
Perfect Merger
At 20th level, you have learned to become one with your suit. Your suit cannot be dispelled or removed against your will by any means, although your astral suit ability still does not function within areas where psionics do not work, such as a null psionics field.
In addition, you can spend two daily uses of your reconfigure ability to alter all of the customizations on your astral suit.
Finally, once per day, you can boost your Cannibalize Suit ability, healing all of your hit point damage, although you cannot reform your suit for ten minutes after using this ability, rather than the standard one minute.