Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Customization Points | Power Points/Day | |
---|---|---|---|---|---|---|---|
1st | +1 | +2 | +0 | +2 | Astral repair, collective, form astral armory (leather) | 3 | 1 |
2nd | +2 | +3 | +0 | +3 | Craftsman (+1), damage reduction 1/— | 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 2/—, 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 3/— | 11 | 14 |
9th | +9/+4 | +6 | +3 | +6 | Form astral armory (chain shirt), reconfigure 4/day | 13 | 17 |
10th | +10/+5 | +7 | +3 | +7 | Craftsman +3 | 14 | 20 |
11th | +11/+6/+1 | +7 | +3 | +7 | DR 4/—, 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 5/— | 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 6/—, 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 7/—, perfect merger | 26 | 70 |
Class Features
A Quartermaster does not gain the Form Astral Suit class feature.
Collective
A quartermaster learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a quartermaster can join a number willing targets into his collective equal to his key ability modifier or half his quartermaster level, whichever is higher. The quartermaster must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The quartermaster is always considered a member of his own collective, and does not count against this limit.
The quartermaster can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A quartermaster is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels.
A quartermaster can manifest certain abilities through his collective. If a quartermaster ability specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this ability on a member of his collective regardless of the range of the actual ability. All other non-range restrictions still apply.
If he is capable of manifesting powers, casting spells, or initiating maneuvers from a different class (as is the case for a multiclass quartermaster), any compatible spell, power, or maneuver with a range greater than touch can also be used through the collective. He may manifest any power with the Network descriptor this way, regardless of their actual ranges or targets.
If a member of the collective dies, the member is removed from the collective and the quartermaster must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds.
At 15th level, a quartermaster’s collective range is limitless on the same plane as the quartermaster.
At 19th level, a quartermaster’s collective reaches even across to other planes and dimensions.
Form Astral Armory
A quartermaster focuses on equipping his allies with powerful armor, not just himself. The power of his astral suit is limited by spreading it to his allies, but it remains quite potent. The quartermaster can only form his astral suit into the Astral Armory form (shown below). He is not able to select the astral skin, astral armor, or astral juggernaut forms.
A quartermaster relies heavily on the Requisition customization to armor and empower the members of his collective.
Astral Armory
When formed into astral armory, an astral suit resembles masterwork leather armor and is treated as such for all mechanical purposes. Should the quartermaster or a member of his collective be wearing armor when forming an astral suit in this fashion, the astral suit encloses the armor and the quartermaster or member 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 into this form takes a full-round action; however, the quartermaster can form all astral suits for himself and the members of his collective with a single action.
The quartermaster gains no free customizations before 6th level, at which point he gains Requisition. At 9th level, the astral suit may resemble and be treated as a masterwork chain shirt for all mechanical purposes. When forming his astral armory, the quartermaster can choose which of the two types of armor it resembles.
Damage Reduction
A quartermaster’s damage reduction is 1 point lower than normal for his class, as shown on the table. This ability otherwise functions as normal.
Quartermaster Customizations
1-Point Customizations
Darkvision
You gain 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 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.
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.
Hardened Strikes
The aegis gains Brawl as a bonus feat. 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. Whenever the aegis reconfigures his suit, he can spend one point of his limit to change the type of damage dealt by his unarmed strikes.
Improved Armor
The astral suit thickens and strengthens, increasing the aegis’s Armor bonus by +1. This customization can be taken once 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.
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.
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
Stalwart (Ex): 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.
Requisition
You can manifest an astral suit on one member of your collective. If the member leaves your collective, the astral suit he wears dissipates immediately.
All instances of your astral suit are identical and have the same customizations applied to them. When using your reconfigure ability, it reconfigures all astral suits you have manifested.
Class features that improve your astral suit (such as Damage Reduction and Invigorating Suit) apply to all instances of your astral suit; however, your Augment Suit ability applies only to your own astral suit and does not benefit members of your collective. Cannibalize Suit functions as normal, except that you can only use it on your own astral suit; it does not affect the astral suits worn by members.
You can select this customization multiple times. Each time, you can manifest one an astral suit on additional member of your collective.
Supple
The arcane spell failure of the astral suit is reduced by 5% (to a minimum of 0). This customization can be selected one additional time at 5th level and every 5 aegis levels thereafter. Its benefits stack.
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 psionic bonus to Athletics checks made while climbing.
Brawn
You gain a +2 enhancement bonus to Strength while wearing your 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 psionic 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. Its benefits stack.
Climb
The aegis gains a climb speed equal to 1/2 of his base land speed.
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.
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 Constitution is increased by +2.
Improved Damage
The astral suit coats the aegis’s weapon. The weapon damage of any of his melee weapons increases by two steps on Table: Damage Progression. This ability does not stack with effects that increase the aegis’s size category, such as expansion, but does stack with other customizations with similar effects. The aegis must be at least 6th level to select this customization.
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.
Improved Ranged Attack
The damage of the aegis’ ranged attack ability increases by an additional 1d8 points of piercing damage for every five class levels the aegis has. If the aegis is using the energy blast customization, the additional damage is instead 1d6 points of damage of your active energy type for every five class levels. The aegis must be at least 5th level and have the ranged attack customization before selecting 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 Dexterity 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.
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 flat-footed against attacks from creatures he cannot see. The aegis must be at least 7th level before selecting this customization.
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 flat-footed 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
The aegis gains the benefits of the Diehard feat while he wears his astral suit.
Reach
The aegis’s reach increases by 5 feet. The aegis must be at least 7th level before selecting this customization.
Cannibalize Requisition
Once per day as a standard action, a member of your collective wearing an astral suit with this customization can convert it into healing power in the same way as your Cannibalize Suit ability. Only the member wearing the suit can trigger this ability.
The member cannot reform the suit on his own and must rely on the aegis to reform it for him. You cannot reform the suit again for one minute after a member uses this ability.
The aegis must be at least 12th 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 as long as he has line of effect to the target. The aegis must possess the blindsense customization to take this customization. The aegis must 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.
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.