Aegis customizations, settings, and archetypes

## Aegis Suit Forms

Astral Aura

When formed in this way, an astral suit resembles a flowing aura. Forming an astral suit into this form takes a free action. The aegis gains no armor bonus from his astral suit when worn in this fashion, but he gains the following free customizations: brawn, nimble. At 2nd level, the aegis gains the hardy customization as a free customization when the astral suit is in astral skin form. At 5th level, the aegis gains the flight customization as a free customization when the astral suit is in astral aura form. An astral suit in this form does not count as any type of armor.

## Aegis Customizations

Aegis Customizations

The following customizations are usable by any aegis while configuring the functionality of his astral suit. Some customizations may have additional requirements including minimum class levels or other customizations. Customization Saving Throws. If a customization's effect grants a saving throw, the DC is equal to 10 + 1⁄2 the aegis' class level + his Intelligence modifier.

### 1 Point Customizations

#### Balanced

This customization grants a bonus to CMD versus any attempt to move or alter the aegis' position including bull rush, overrun, reposition, or trip based on the astral suit manifested. If the aegis has activated the astral skin, he gains a +2 bonus and if the astral armor is active he gains a +4 bonus. The aegis gains a +6 bonus while the astral juggernaut armor is active. The aegis must spend a move action to voluntarily drop to the prone position.

#### Buoyant

The aegis forms an astral suit filled with micro air bubbles, making it naturally buoyant in water or similar liquids. As a result, he suffers no armor check penalties when swimming in his astral suit. The aegis must be held or weighed down to successfully be submerged.

#### Crystal Claws

The aegis may manifest a set of crystallized claws at the end of his hands as a move action while manifesting his astral suit. The claws are treated as primary natural attacks and cause 1d4 points of damage (1d3 if small or 1d6 if large) and the aegis is considered proficient with them. The aegis may not wield a weapon and claws in the same hand, though the claws may be dismissed as a swift action. If the aegis has the extra arms customization, he must spend customization points for each set of arms he wishes to manifest claws. The aegis may spend an additional customization point at 4th level to increase the damage caused by the claws to 1d6 points of damage (1d4 if small or 1d8 if large). At 10th level, the aegis may spend 2 additional customization points to increase the damage caused by the claws to 1d8 points of damage (1d6 if small or 2d6 if large). Aegis that manifest an astral suit of huge size or larger do commensurate damage with the claws. The aegis may apply the effects of the psionic damage or crystallized weapon customizations, though he must pay 2 power points per claw.

#### Crystal Shield

The aegis may create a non-psionic crystalline shield while manifesting his armor or as a move action if he has already activated his armor. The crystalline shield grants a +1 shield bonus and is treated as masterwork light steel shield. If the aegis drops or loses the shield, the crystal material immediately deteriorates into a worthless heap of debris and is completely dissolved 1 round later. The shield is susceptible to a null-psionics field just as the aegis' armor but may easily be created in the same fashion as his armor.

#### Defensive Stance

The aegis gains a +2 AC bonus to any attacks of opportunity made against him while performing the withdrawal action. If the aegis fights on the defensive, he also gains a +1 circumstance AC bonus, and if he takes the total defense action he gains a +2 circumstance bonus to his AC.

#### Enhance Psicrystal

The aegis must have a psicrystal and be at least 8th level before he may choose this customization. The aegis increases the psicrystal's Dexterity score by 2 points with this customization. He may choose this customization a second time at 12th level and a final third time at 18th level, the bonuses stack for the psicrystal. The psicrystal only gains the benefit of this bonus when its self-propulsion ability is activated.

#### Lesser Radiance

The aegis' astral suit sheds a pale light equal to a torch when manifested, regardless of the form chosen. The aegis may choose the color of the light and he may suppress or re-manifest the light as a swift action.

#### Rending Claws

The aegis must have the crystal claws customization and be at least 6th level before he may choose this customization. When the aegis successfully makes two claw attacks in the same round on the same target, the target is then ripped apart for additional damage equal to the aegis' claw attack plus 1 1⁄2 his Strength modifier. The aegis may only rend once per his turn regardless of the number of claws he may possess.

#### Slick

The aegis' astral suit is coated with a oil that grants a +4 competence bonus to the aegis while making Escape Artist checks. The armor's armor check penalty still applies.

#### Sticky

The aegis' astral suit is covered with a sticky resin that grants a +4 competence bonus to his CMB when initiating or maintaining a grapple as well as his CMD if the opponent tries to break or reverse the grapple.

#### Tail

The aegis' astral suit manifests a thin tail that may be used to aid in his overall balance, granting him a +2 competence bonus on Acrobatic skill checks.

#### Tail Slap

The aegis must have the tail customization and be at least 4th level before he may choose this customization. The aegis may use his tail to attack others as a secondary attack for 1d6 points of bludgeoning damage (1d4 if small, 1d8 if large, and 2d6 if huge) while manifested with his astral suit.

#### Agile Suit

The maximum Dexterity bonus of the aegis' astral armor increases by 1 point when the astral armor or astral juggernaut form is manifested. At 5th level the aegis may spend 1 power point as a swift action to increase the maximum Dexterity bonus which stacks with the initial bonus granted by this customization. The benefit of expending the power point lasts for a number of minutes equal to the aegis'class level. At 10th, 15th, and 20th level, the aegis may spend an additional power point to increase the maximum Dexterity bonus by another point.

#### Crystalline Whip

The aegis may extend a thin crystalline tendril from his primary hand that functions in all ways as a masterwork whip. The aegis is considered to be proficient with this whip and it may be used in the same fashion, including its 15 ft. reach, nonlethal damage, being treated as finessable weapon, and treated as a ranged weapon in regards to provoking attacks of opportunity. Any whip related feats including Whip Mastery, Improved Whip Mastery, and Greater Whip Mastery.

#### Deep Crystal Shot

The aegis treats the non-psionic crystal ammunition fired from his Ranged Attack customization as magic for purposes of overcoming damage reduction.

The aegis may spend 1 power point as a swift action to treat his ammunition fired from his Ranged Attack customization that round as silver as well as magic for purposes of overcoming damage reduction. Or the aegis may spend 2 power points as a swift action to treat the non-psionic crystal ammunition fired that round as cold iron as well as magic for purposes of damage reduction.

By spending 3 points as a swift action, the aegis may choose one aspect of his own alignment and treat the ammunition from his Ranged Attack customization that round as aligned for that aspect for purposes of damage reduction. And by spending 5 points as a swfit action, the aegis may treat his non-psionic crystal ammunition as adamantine for purposes of damage reduction and hardness that round.

The aegis must have the Ranged Attack customization and be at least 5th level before he may choose this customization.

#### Jet

The aegis may spend a full-round action to swim at four times his normal swim rate as long as it is in a straight line. If the aegis is manifesting his astral skin and lightly encumbered, he may swim at five times his normal swim rate in a straight line as a full- round action. The aegis must be last least 2nd level and have the Swim customization before he may choose this customization.

#### Scent

The aegis' astral suit amplifies the aegis olfactory abilities, granting him the scent ability with a base range of 30 ft. If the aegis is upwind, the range doubles and if the aegis is downwind the range is halved, and especially strong or weak scents can also affect the range. The aegis cannot detect the precise location of a creature while using scent, but can detect its presence. If the aegis spends a move action to use this ability, he can also determine the creature's relative direction.

This customization does not negate concealment, and the aegis is still denied his Dexterity bonus to AC against creatures he cannot see or perceive. This customization does give the aegis a +4 circumstance bonus to track creatures that have a scent. The aegis must be last least 3rd level before he may choose this customization.

#### Tentacle

The aegis grows a tentacle from his mid- section and it may be used to make a secondary bludgeoning attack as part of a full-attack action. The tentacles causes 1d4 points of damage, plus the aegis' Strength modifier.

The aegis may grow more than one tentacle, by spending an additional customization point per extra tentacle, though the aegis may only have one tentacle per five class levels.

The aegis may expend 1 power point per tentacle as a swift action to increase their reach by 5 ft. until the beginning of his next turn.

The aegis may spend a standard action to manifest or remove the tentacles from his armor, though removing them does not remove the customization.

### 2 Point Customizations

#### Bleeding Claws

The aegis must have the crystal claws customization and be at least 5th level before he may choose this customization. The aegis claw attacks also cause 1 point of bleed damage with each successful strike.

#### Empowered Psicrystal

The aegis must have a psicrystal as well as the energy blast customization before he may choose this customization. If the aegis' psicrystal may deliver touch attacks, he may use it to channel his energy blast through the psicrystal as a touch attack. Other customizations that enhance the energy blast may also be used when using the psicrystal in this fashion. The aegis may spend another customization point when using this customization to grant the psicrystal the benefits of the Weapon Finesse feat for use with this customization.

#### Environmental Resistance

This customization grants the aegis the effects of Endure Elements spell while the astral suit is active.

#### Floating

The aegis' astral suit prevents him from falling any distance and effectively treats him as if he were affected by the Feather Fall spell as long as he has at least 1 power point, which is automatically expended when this power is activated.

#### Heavy Crystal Shield

The aegis may create a large non-psionic crystalline shield while manifesting his armor or as a standard action if his armor has already been manifested. The crystalline shield grants a +2 shield bonus and is treated as a masterwork heavy steel shield. If the aegis drops or loses the shield, the crystal material immediately deteriorates into a worthless heap of debris and is completely dissolved 1 round later. The shield is susceptible to a null-psionics field just as the aegis' armor but may easily be created in the same fashion as his armor.

#### Ichorus Coating

Any creature that bites that aegis while he is manifesting his astral suit must make a Fortitude save or become sickened for 1 round. If the aegis is grappled by the creature, he gains a +4 circumstance bonus in any attempt to escape the grapple. If the creature swallows the aegis, it must make a Fortitude save at the start of each turn while the aegis is alive while inside or the creature becomes nauseated for 1 round. The creature may vomit up the aegis as a standard action to avoid this effect. This is a poison effect and the aegis must have the sticky customization before he may choose this one.

#### Nature's Sheath

The aegis' astral armor and astral juggernaut grant a natural armor bonus rather than an armor bonus when manifested as they are composed of living plant material rather than crystal. Otherwise the armor is identical to the masterwork version of the astral suit. Any armor worn by the aegis is subsumed by his astral suit and grants no additional AC bonuses while manifesting the astral armor or astral juggernaut. The armor has hardness of 5 and is susceptible to spells that affect plants.

#### Psicrystal Coordination

The aegis must have a psicrystal in order to choose this customization and be at least 4th level. The aegis may absorb the psicrystal into his astral suit as a move action, retaining all of the benefits of the psicrystal, though the psicrystal itself loses any type of movement and associated powers. If the psicrystal is still absorbed when the astral suit is dismissed, it goes inert until the astral suit is re-manifested. If the astral suit is destroyed or temporarily suppressed, the psicrystal is suppressed as well until the aegis may reform the astral suit.

While the psicrystal is absorbed in the astral suit and the aegis is manifesting the astral suit, he treated as having the Two-Weapon Fighting feat. At 6th level, the aegis may spend 1 additional customization point each to gain the benefits of the Improved Two-Weapon Fighting feat and/or the Double Slice feat. At 12th level, the aegis may spend 2 additional customization points when adding the effects of the Double Slice and Improved Two-Weapon Fighting feats to gain the effects of the Two-Weapon Rend feat. At 15th level, the aegis may spend 3 and additional customization points to gain the Greater Two-Weapon Fighting feat if he has also spent customization points to gain the benefits of the Improved Two-Weapon Fighting feat.

This customization does not qualify in regards to prerequisites for other feats that require and of the feats this customization emulates.

#### Psicrystal Fragment

The aegis forms a psicrystal when choosing this customization. The aegis is treated as having the Psicrystal Affinity feat, though his effective manifester level is equal to 1⁄2 his class level. The aegis gains all of the benefits of the psicrystal, and the psicrystal exists and may serve the aegis even when he isn't currently manifesting his astral suit. The aegis may also absorb the psicrystal into his astral suit as a move action, retaining all of the benefits of the psicrystal, though the psicrystal itself loses any type of movement and associated powers. If the psicrystal is still absorbed when the astral suit is dismissed, it goes inert until the astral suit is re-manifested. If the astral suit is destroyed or temporarily suppressed, the psicrystal is suppressed as well until the aegis may reform the astral suit.

The aegis must choose the psicrystal's personality when configuring his astral suit customizations. He may only change the personality of the psicrystal during the normal 8 hour process of reconfiguring the armor or using his ability to reconfigure the armor at a cost of 1 customization point as part of the reconfiguration.

This customization does not qualify for any other feats that require Psicrystal Affinity. If the aegis has the Psicrystal Affinity feat, he gains no further benefit from this customization. The aegis may not use this customization when using his augment suit class feature.

The aegis must be at least 6th level before he may choose this customization.

#### Radiance

This customization functions as lesser radiance, but he aegis may cause the armor to increase the strength of the light equal to a Daylight spell as a standard action. He may generate a total number of hours of this bright light equal to his class level, though they need not be consecutive (but must be in 1 hour increments).

The aegis must have the lesser radiance customization and be at least 6th level before he may choose this customization.

#### Toxic Resistance

This customization grants the aegis a +3 resistance bonus on saving throws versus poisons while the suit is active. The aegis may suppress the effects of a poison by spending 1 point per hour the poisonous effects are to be ignored, though he may not spend more power points in a day then his class level.

The aegis must be at least 4th level to take this customization.

#### Tripping Tail

The aegis must have the tail customization before he may choose this customization. The aegis may attempt to trip an opponent as part of a full attack or as a single standard action with his tail, gaining a +4 bonus to his Combat Maneuver Bonus in the attempt. Unless the aegis has the Improved Trip feat, using his tail in this fashion will provoke an attack of opportunity against the target he is trying to trip.

#### Weapon Graft

The aegis may envelop the handle of a light or one-handed melee weapon he is wielding with his astral suit as a move action. The aegis cannot be disarmed as the weapon is treated as part of his astral suit and the weapon is treated as both a manufactured weapon and a natural attack for purposes of any enhancements placed upon it while grafted. The aegis may release the astral suit's hold on the weapon as a free action.

The aegis must have the psionic attacks customization and be at least 3rd level before he may choose this customization.

#### Bolstered Agility

The aegis may generate an aura of fortifying energy that grants himself and all allies within 30 ft. a circumstance bonus to a Reflex saving throw as an immediate action. The aegis must spend power points to grant the bonus, and a +1 bonus is granted per 3 power points spent. The bonus lasts until the beginning of the aegis' next turn.

The aegis must be at least 3rd level before he may choose this customization.

#### Bolstered Endurance

The aegis may generate an aura of fortifying energy that grants himself and all allies within 30 ft. a circumstance bonus to a Fortitude saving throw as an immediate action. The aegis must spend power points to grant the bonus, and a +1 bonus is granted per 3 power points spent. The bonus lasts until the beginning of the aegis' next turn.

The aegis must be at least 3rd level before he may choose this customization.

#### Bolstered Mental Fortitude

The aegis may generate an aura of fortifying energy that grants himself and all allies within 30 ft. a circumstance bonus to a Will saving throw as an immediate action. The aegis must spend power points to grant the bonus, and a +1 bonus is granted per 3 power points spent. The bonus lasts until the beginning of the aegis' next turn.

The aegis must be at least 3rd level before he may choose this customization.

#### Deep Crystal Sheathing

The aegis gains a +1 enhancement to his AC when manifesting his astral armor or astral juggernaut.

The aegis must be at least 4th level before he may choose this customization. The may spend another 2 customization points at 8th level and every four levels thereafter to increase the enhancement bonus by +1 (maximum of +5 at 20th level). This bonus does not stack with other enhancement bonuses to armor class including the psionic item Crystal Spaulders, though the additional effects of such magic items still apply.

#### Extended Range Attack

The aegis must have the Ranged Attack customization and be at least 6th level before he may take this customization. The range increment of the aegis non-psionic crystal increases to 60 ft. The extended range does not apply to the Energy Blast customization.

The aegis may spend power points to extend the range as listed in the expanded aegis customization description for the Ranged Attack customization.

#### Frightful Strike

When an aegis successfully strikes an opponent with a melee attack, he may make a free attempt to demoralize the opponent. This is a mind-affecting fear based effect. Once an opponent has been subject to the aegis' Frightful Strike, the DC required by the aegis to demoralize the opponent increases by +1 for the duration of the encounter.

#### Grappling Tentacles

The aegis must have the tentacles customization and be at least 4th level before he may choose this customization. While the aegis has manifested his tentacles, he is treated as having the Improved Grapple feat and does not provoke attacks when attempting to grapple an opponent. The aegis may attempt a full-attack action to grapple with his tentacles, and his CMB for grappling increases by +2 per tentacle.

Once he reaches 8th level, the aegis may spend 1 power point for each tentacle attack made as a free action to attempt a grab attack if the tentacle successfully strikes the target, though no additional bonus is granted to the CMB for the tentacle itself.

#### Improved Crystalline Musculature

The aegis gains the benefits of the Power Attack feat. He does not gain the actual feat and this customization cannot be used as a prerequisite for other feats. The aegis gains no additional benefit from this customization if he has the Power Attack feat. The aegis must have the Brawn customization before he may choose this customization.

#### Improved Crystalline Reflexes

The aegis gains the benefits of the Combat Expertise feat. He does not gain the actual feat and this customization cannot be used as a prerequisite for other feats. The aegis gains no additional benefit from this customization if he has the Combat Expertise feat. The aegis must have the Nimble customization before he may choose this one.

#### Slip Glide

The aegis may move over a liquid surface as if it was solid ground. The surface of the liquid affects the aegis normally, including any environmental damage such as walking over lava. The aegis must be at least 9th level and have the buoyant customization before he may choose this customization.

### 3 Point Customizations

#### Bolstered

The aegis must choose a single creature type (or subtype in the case of humanoids or outsiders) when choosing this customization. If the aegis is attacked by that creature type while wearing his astral armor or astral juggernaut armor, he gains a +4 circumstance bonus to his AC. The aegis also gains a +2 bonus to his DR regardless of the astral suit worn. The aegis may only change the creature type by spending the normal 8 hours in concentration reconfiguring the suite, spending 1 power point as a full round action that does not provoke attacks of opportunity, or while using his reconfigure class ability(he must meet any requirements for the reconfiguration of the armor).

The aegis must be at least 9th level before he may use this customization, and the aegis' astral suit may only be bolstered against one type of creature at a time.

#### Channel Psicrystal

The aegis must have a psicrystal as well as the energy blast customization and be at least 15th level before he may choose this customization. This customization uses the psicrystal's channel power ability and if the aegis' effective manifester level is not sufficient to grant the psicrystal that ability, he cannot choose this customization.

The aegis may fire his energy blast from his psicrystal, using his own base attack bonus and other modifiers and benefits from feats possessed while making the attack as a standard action. Any other customizations that affect his energy blast may be applied as well.

#### Cognizance Battery

The aegis may absorb a single cognizance crystal within his armor as a standard action. Once absorbed, the cognizance crystal is immediately attuned to the aegis. The aegis may use the cognizance crystal as long as he has this customization is chosen, even if he is not manifesting the astral suit. The power points from the cognizance crystal may be used to augment the aegis' astral suit as the class feature or to empower other customizations that require power points to function. As with normal use of the cognizance crystal, the aegis may not spend both points from his own reserve and the cognizance crystal for the same power manifestation. The aegis may freely transfer power points from his own reserve to the cognizance crystal even if the astral suit is not manifested. If the aegis loses this customization while possessing an absorbed cognizance crystal, the crystal becomes inert but remains with the armor until this customization is utilized again.

The aegis must be at least 10th level before he may choose this customization.

#### Crystal Shield Wall

The aegis may create a non-psionic crystalline tower shield while manifesting his armor or as a full-round action if his armor has already been manifested. The crystalline shield grants a +4 shield bonus and is treated as a masterwork tower shield with which the aegis is considered to have proficiency. The aegis may also use the shield to provide cover as a normal tower shield, though - as with other shields - if the aegis drops or loses the shield, it immediately deteriorates into a worthless heap of debris and is completely dissolved 1 round later.

The tower shield is susceptible to a null-psionics field just as the aegis' armor but may easily be created in the same fashion as his armor.

#### Environmental Protection

This customization grants the aegis +3 resistance bonus on saving throws versus diseases while exposed when the suit is active. If the aegis is already diseased, he suffers no further effects from the disease while wearing his astral suit. He may spend 1 power point to suppress the effects of a disease for one hour while his astral suit is manifested, though he may not spend more power points per day then his class level. The aegis must be at least 8th level before he may choose this customization.

#### Greater Darkvision

The aegis must have darkvision — either as a racial trait or as the customization — and be at least 9th level before he may choose this customization. The aegis may see through any type of magical darkness (including Deeper Darkness) while manifesting his astral suit with a distance granted by his darkvision.

#### Greater Radiance

This customization functions as the radiance customization, but the aegis may cause the armor to flash as a standard action by spending 3 power points. Everyone within 30 feet must make a Fortitude save or be blinded for 1d4 rounds. Even if the creature makes its saving throw, it is dazzled for 1 round. Creatures that do no rely on sight are not affected by this effect.

The aegis must have the Radiance customization and be at least 9th level to choose this customization.

#### Taking Root

The aegis may spend a move action to become rooted to the ground while manifesting his astral armor or astral juggernaut armor. While rooted, the aegis gains a +4 natural armor bonus (in addtion to the natural bonus granted by the nature's sheath customization), but cannot move out of his current space. The aegis cannot be tripped, bull rushed, or repositioned while rooted. The aegis may remove the rooted condition with a move action as well.

The aegis must be at least 12th level to choose this customization and it must be used with the Nature's Sheath customization.

#### Disarming Magnetism

The aegis' melee attacks are magnetically aligned, making it easier to disarm others. The aegis gains a +2 competence bonus to his CMB while attempting to disarm an opponent or to the aegis' CMD when an opponent attempts to disarm him. While this customization is active, the aegis does not provoke attacks of opportunity when attempting to disarm an opponent.

The aegis may spend 2 power points when attempting to disarm an opponent while this customization is active to increase the magnetic field's power, causing the weapon to be knocked 15 ft. away in a random direction. The aegis may also spend a number power points equal to has class level to gain an additional +1 bonus per three points spent to the competence bonus granted by this customization. Both effects may be combined, though the aegis may not spend more power points than his class level. The power points are spent regardless of the success of the disarm attempt.

The aegis must be at least 8th level and possess the Improved Crystalline Reflexes customization before he may choose Disarming Magnetism. This customization does not count as a prerequisite for other feats that require Improved Disarm.

#### Dusting Ejection

The aegis may cause a light coating of crystalline dust to erupt from his hands as part of a Dirty Trick combat maneuver. The aegis gains a +2 competence bonus to his CMB while attempting to temporarily blind an opponent with the dust or to the aegis' CMD when an opponent attempts to subject him to a dirty trick. The aegis does not provoke an attack of opportunity when attempting to temporarily blind an opponent with this customization. The aegis may spend 2 power points to make his crystalline dust more resilient, causing blindness for 1d4 rounds plus an additional round per 5 points by which his Dirty Trick CMB result exceeds the opponent's CMD. The victim must spend a standard action to remove the dust before the dust dissolves. The aegis may also spend a number power points equal to has class level to gain an additional +1 bonus per three points spent to the competence bonus granted by this customization. Both effects may be combined, though the aegis may not spend more power points than his class level. The power points are spent regardless of the success of the dirty trick attempt.

The aegis must be at least 8th level and possess the Improved Crystalline Reflexes customization before he may choose Dusting Ejection. This customization does not count as a prerequisite for other feats that require Improved Dirty Trick.

#### Empowered Rush

The crystalline coating over the aegis' legs allow him to more easily overrun his opponents.. The aegis gains a +2 competence bonus to his CMB while overrunning an opponent or to the aegis' CMD while being subjected to an overrun. While this customization is active, the aegis does not provoke attacks of opportunity when attempting to overrun an opponent.

The aegis may spend 2 power points when attempting to overrun an opponent while this customization is active, and if the opponent is knocked prone from the overrun, the opponent provoke attacks of opportunity from the aegis' allies (but not the aegis). The aegis may also spend a number power points equal to has class level to gain an additional +1 bonus per three points spent to the competence bonus granted by this customization. Both effects may be combined, though the aegis may not spend more power points than his class level. The power points are spent regardless of the success of the overrun attempt.

The aegis must be at least 8th level and possess the Improved Crystalline Musculature customization before he may choose Empowered Rushing. This customization does not count as a prerequisite for other feats that require Improved Overrun.

#### Kinetic Bounding

The aegis' armor provides a kinetic push when bull rushing an opponent. The aegis gains a +2 competence bonus to his CMB while bull rushing an opponent or to the aegis' CMD while being targeted by a bull rush. While this customization is active, the aegis does not provoke attacks of opportunity when making a bull rush.

The aegis may spend 2 power points when attempting to bull rush an opponent while this customization is active, causing the opponent's movement to provoke attacks of opportunity from the aegis' allies (but not the aegis). The aegis may also spend a number power points equal to has class level to gain an additional +1 bonus per three points spent to the competence bonus granted by this customization. Both effects may be combined, though the aegis may not spend more power points than his class level. The power points are spent regardless of the success of the bull rush.

The aegis must be at least 8th level and possess the Improved Crystalline Musculature customization before he may choose Kinetic Bounding. This customization does not count as a prerequisite for other feats that require Improved Bull Rush. This customization does work in conjunction with the Push customization.

#### Kinetic Dragging

The aegis' armor produces a kinetic attraction wave making it easier to drag an opponent. The aegis gains a +2 competence bonus to his CMB while attempting the Drag maneuver against an opponent and to the aegis' CMD when an opponent attempts to drag him. While this customization is active, the aegis does not provoke attacks of opportunity when attempting to drag an opponent.

The aegis may spend 2 power points when attempting to drag an opponent while this customization is active, causing the opponent's movement to provoke attacks of opportunity from the aegis' allies (but not the aegis). The aegis may also spend a number power points equal to his class level to gain an additional +1 bonus per three points spent to the competence bonus granted by this customization. Both effects may be combined, though the aegis may not spend more power points than his class level. The power points are spent regardless of the success of the drag attempt.

The aegis must be at least 8th level and possess the Improved Crystalline Reflexes customization before he may choose Kinetic Dragging. This customization does not count as a prerequisite for other feats that require Improved Drag.

#### Kinetic Repositioning

The aegis' armor is specifically balanced to make it easier to physically move others. The aegis gains a +2 competence bonus to his CMB while attempting the Reposition maneuver against an opponent and to the aegis' CMD when an opponent attempts to reposition him. While this customization is active, the aegis does not provoke attacks of opportunity when attempting to reposition an opponent.

The aegis may spend 2 power points when attempting to reposition an opponent while this customization is active, causing the opponent's movement to provoke attacks of opportunity from the aegis' allies (but not the aegis). The aegis may also spend a number power points equal to has class level to gain an additional +1 bonus per three points spent to the competence bonus granted by this customization. Both effects may be combined, though the aegis may not spend more power points than his class level. The power points are spent regardless of the success of the repositioning attempt.

The aegis must be at least 8th level and possess the Improved Crystalline Reflexes customization before he may choose Kinetic Repositioning. This customization does not count as a prerequisite for other feats that require Improved Reposition.

#### Kinetic Tripping

The aegis' armor provides crystal protrusions on his arms and melee weapon designed to trip others. The aegis gains a +2 competence bonus to his CMB while attempting to Trip an opponent and to the aegis' CMD when an opponent attempts to trip him. While this customization is active, the aegis does not provoke attacks of opportunity when attempting to trip an opponent.

The aegis may spend 2 power points when attempting to trip an opponent while this customization is active, causing the opponent's fall to provoke attacks of opportunity from the aegis' allies (but not the aegis). The aegis may also spend a number power points equal to has class level to gain an additional +1 bonus per three points spent to the competence bonus granted by this customization. Both effects may be combined, though the aegis may not spend more power points than his class level. The power points are spent regardless of the success of the trip attempt.

The aegis must be at least 8th level and possess the Improved Crystalline Reflexes customization before he may choose Kinetic Tripping. This customization does not count as a prerequisite for other feats that require Improved Trip.

#### Sundering Shards

The aegis may envelope his melee attack with volatile crystalline shards designed to destroy inanimate objects. The aegis gains a +2 competence bonus to his CMB when attempting to Sunder an item held or worn by an opponent and to the aegis' CMD when an opponent attempts to sunder the aegis weapon, armor, or other carried equipment. While this customization is active, the aegis does not provoke attacks of opportunity when attempting to sunder and item carried or worn by an opponent.

The aegis may spend 2 power points when attempting the sunder maneuver while this customization is active, and any damage that exceeds the object's hit points are applied to the object's wielder. The aegis may also spend a number power points equal to has class level to gain an additional +1 bonus per three points spent to the competence bonus granted by this customization. Both effects may be combined, though the aegis may not spend more power points than his class level. The power points are spent regardless of the success of the sunder attempt.

The aegis must be at least 8th level and possess the Improved Crystalline Musculature customization before he may choose Sundering Shards. This customization does not count as a prerequisite for other feats that require Improved Sunder.

### 4 Point Customizations

#### Energy Burst

The aegis may cause his astral suit to burst forth in a 30 ft. radius, causing energy damage based on his active energy type as a standard action. Anyone within range (other than the aegis) must make a Reflex save or suffer energy damage equal up to a number of d6 equal to 1⁄2 his class level. Making a successful save reduces the damage by half. The aegis may also increase the damage of the blast if he has the empowered blast customization, though the additional damage cannot exceed the number of dice granted by this customization. By activating this customization, the astral suit discorporates and must be reformed by the aegis on his next turn. Once used, the aegis must slowly build up his reserve again, and the customization cannot be used again for a number of rounds equal to the number of damage dice caused from the previous burst.

#### Exploding Psicrystal

The aegis must have a psicrystal and the empowered blast and improved energy blast customizations as well as being at least 15th level before taking this customization. The aegis may direct his psicrystal to explode as a swift action, causing energy damage within a 30 ft. radius based on his active energy type. Those within the area (including the aegis) must make a Reflex save or suffer 1d6 points of energy damage. The aegis may also employ the effects of the empowered blast as well to increase the damage threshold. A psicrystal employed in this way cannot be recreated for at least 24 hours after it exploded and rules regarding replacement psicrystals apply. As the aegis is purposely destroying a part of himself, he must make a Will save or take 1d2 points of Wisdom damage that can be healed normally over time.

#### Harness Dorje

The aegis may meld or remove a single dorje with his astral suit as a move action. He may then activate the dorje in one of two methods. He may attempt to force the dorje to trigger by relying on his Use Magic Device skill, gaining a bonus to his Use Magic Device skill check equal to 1⁄2 his class level. The second option allows the aegis to become temporarily attuned to the dorje by spending a number of his power points that is normally required to manifest the power of the dorje. The aegis is still limited in regard to his ability to spend no more power points than his class level. Regardless of how the aegis triggers the dorje, it still consumes a charge. Dorjes that are melded with the astral suit may be kept with the suit even when it is dismissed. If this customization is lost, any dorje melded with the astral suit stay with the armor but are inert and inaccessible until this customization is chosen again.

The aegis may spend an additional customization points to gain the ability to store additional dorje at a cost of 2 customization points for each additional one, though he may only maintain a total number of dorjes with his astral suit equal to his Intelligence modifier. He may select which dorje he wishes to use as a free action and activate it as stated above as a standard action. Dorjes melded with armor are immune to damage, even if the astral suit is temporarily destroyed.

The aegis must be at least 15th level to choose this customization.

#### Internal Breath

By choosing this customization, the aegis' astral suit grants him an internal air supply for a total number of hours per day equal to his class level. The aegis may go without air while the astral suit has its own air supply and he may activate or dismiss this function as a free action, though the usage is broken down into 1 hour increments. The aegis may also expend a power point to increase the duration of the air by 1 hour as desired once the initial air supply is exhausted.

The aegis must be at least 12th level before he may choose this customization.

#### Psi-Crown Infusion

The aegis may infuse a single psicrown as part of his astral suit. The aegis treats his class level as his effective manifester level for the purpose of using the psicrown. When the psicrown is melded with his astral suit, the aegis is considered to have access to the powers of the psicrown for the purpose of recharging it. The aegis must still trigger the psicrown though his Use Magic Device skill, though he may spend his own power points to trigger the crown at the same cost without having to make a UMD check. The psicrown consumes its own power points required to trigger it regardless of how the aegis chooses to activate the power.

The aegis must be at least 15th level before he may choose this customization.

#### Psicrystal Flurry

The aegis must have a psicrystal in order to choose this customization and his effective manifester level for determining the psicrystal's abilities be at least 12th level as well as possessing the ranged attack customization. The aegis' psicrystal gains the ability to fire a piercing projectiles as if it had the ranged attack customization. The attack uses the aegis' base attack bonus, but the psicrystal's Dexterity modifier. The psicrystal gains no additional benefits from other customizations that may be used with the ranged attack customization, though there are other customizations that grant further benefits such as channel psicrystal and empowered psicrystal.

#### Quadruped

The aegis armor grows an extra set of legs. The aegis gains a +4 circumstance bonus to his CMD versus bull rush, overruns, reposition, and trip maneuvers. In addition, as a full round action, the aegis may attempt to trample opponents that is at least one size smaller than himself. This grants him the ability to overrun opponents without requiring a CMB check causing 1d8 points of damage + the aegis' Strength modifier (for a medium sized creature, the base damage is increased to 2d6 for large armors and 3d6 for huge armors) and are knocked prone. Those being trampled are allowed an attack of opportunity with a -4 penalty before being damaged and knocked prone. Rather than making an attack of opportunity, those being trampled may attempt a Reflex save instead to reduce the damage by half and stay on their feet. Targets may be subject to the aegis' trample attack once per round regardless of how many times he moves over the target's area.

The Improved Overrun feat does not prevent attacks of opportunity while trampling opponents, but the penalty to strike the aegis increases to -6.

The aegis must be at least 15th level before he may take this customization. If the aegis already has four or more legs, he gains no additional benefits of this customization.

#### Astral Regeneration

The aegis may spend three or more power points as a swift action to initiate the suit's ability to grant the aegis Fast Healing. The amount of healing granted is equal to 1 for every three power points spent. The healing effect lasts for a number of rounds equal to the aegis' class level and he may only instantiate one active use at a time. This effect does not grant the aegis the ability to regrow or reattach limbs, nor does it restore hit points lost due to environmental effects (such as starvation, thirst, or suffocation).

The aegis must have the Diehard customization and be at least 12h level before he may choose this customization.

## Alternate Aegis Options

### Astral Suit Vulnerabilities

The aegis may choose to gain additional customization points by accepting flaws for his armor. Once chosen, vulnerabilities may not be removed until the next time the aegis reconfigures his armor. The aegis may use his reconfigure class ability to remove vulnerabilities, though he loses any additional customizations granted from the vulnerability. Once the aegis gains access to the augment suit class ability, he may spend power points to temporarily remove vulnerabilities while retaining the additional customizations granted by the vulnerabilities.

#### Brittle

Benefit: +2 Customization Points

Cost: The aegis' astral armor or astral juggernaut armor is treated a fragile. The aegis may repair the armor while wearing it by spending a full round action that does provoke attacks of opportunity. If the armor is dismissed and then re-manifested, it is fully restored. If the astral suit has the broken condition, all customizations that alter movement or grant bonuses to attacks or skill checks are lost until the armor is repaired.

#### Energy Vulnerability

Benefit: +2 Customization Points

Cost: The aegis chooses one energy type when configuring his suit that cannot be the same as his active energy type. When the aegis is subject to damage from that energy type he suffers 1.5 times the normal damage caused by that energy. The aegis may not take the Energy Resistance, Improved Energy Resistance, or Energy Immunity customizations for the energy type chosen for this vulnerability.

#### Slow and Steady

Benefit: +1 Customization Point

Cost: The aegis' speed is reduced by 10 ft. The aegis may not choose this vulnerability if he has chosen the speed customization. His speed cannot be reduced to below 10 ft. and if this customization would reduce it to less than 10 ft. he may not choose it.

#### Stiffened Crystalline Form

Benefit: +1 Customization Point

Cost: When manifesting the astral armor or astral juggernaut, the aegis' armor check penalty increases by +1 (negating the masterwork status of the armor). The aegis may not choose Flexible Suit customization when choosing this vulnerability.

### Dual Configuration

At 3rd level, the aegis may choose to create two separate configurations for his astral suit, dividing his customization points between the two configurations. The aegis may spend a full round action to switch between the two configurations as desired, and this action does not provoke attacks of opportunity.

At 5th level the aegis may choose a customization that costs 1 customization point that is shared between two configurations. This point is subtracted from the number of points that are divided between the two configurations. At 7th level and every two levels thereafter, this shared pool increases by 1 customization point.

At 7th level, the aegis may use a standard action to switch between the two configurations. At 11th level, the configurations may be swapped with a move action. And at 15th level, the aegis may swap between the two configurations as a swift action.

This functionality replaces the aegis' reconfigure class feature. While this is not an archetype as such, it cannot be used with an archetype that alters the aegis' reconfigure class option.

## New Feats

The following two feats allow the aegis to beef up his suit in time of need.

#### Additional Augmentation

You are very adept and changing your astral suit to meet any situation

Prerequisites: Augment suit class feature, base attack bonus +5 or greater.

Benefit: You gain one additional daily use of your Augment Suit class feature.

Special: You may choose this feat multiple times, but only once per +5 bonus you gain as part of your total base attack bonus.

#### Bolstered Reconfiguration

You have the ability to trick out your astral suit customizations more efficiently.

Prerequisites: Reconfigure class feature.

Benefit: You may reconfigure one extra customization point when using your reconfigure class ability.

Special: You may take this feat multiple times, though you may not exceed twice your Intelligence score on the total number of customization points that may be reconfigured at one time.

## Aegis Archetypes

### The Armintinne

Aegis Archetype

While the manifestation of the psyche as armor is a formidable feat of power, there are some whose discipline goes beyond the ability to manifest ectoplasm as a solid suit of armor. The armintinne devotes more of his mind in the pursuit of power and the ability to manifest his powers through other means.

Class Abilities

The armintinne gains the following class abilities as he progresses in level.

Psionic Manifestation

At 3rd level, the armintinne’s psionic potential comes into play. He gains the ability to chose a single known first level power, treating his manifester level equal to his class level -2. The armintinne must have an Intelligence of 10 + the power’s level in order to be able to learn and manifest it. The DC for any saving throws granted from powers manifested by the armintinne is equal to 10 + the power’s level + his Intelligence modifier. The total number of power points that armintinne may use when manifesting a power cannot exceed his class level -2.

The armintinne draws from the Armintinne Power List, and he gains a new known power at 6th level and every three levels thereafter. The armintinne may choose to swap out a single lower level power at 9th and 18th level while gaining a new power. Otherwise, once a power is chosen, it cannot be changed.

The armintinne may initially may only choose from first level powers. He gains access to second level powers at 7th level, third level powers at 11th level, and fourth level powers at 15th level. The armintinne may not learn any powers higher than fourth level.

This feature replaces the aegis’ Reconfigure class ability.

Armintinne Power List

First Level

Absorb Weapon, Burst, Call Weaponry, Catfall, Claws of the Beast, Corrosive Aura, Detect Psionics, Expansion, Fortify, Grip of Iron, Hammer, Metaphysical Weapon, Defensive Precognition, Offensive Precognition, Tactical Precognition, Offensive Prescience, Prevenom Weapon, Skate, Stomp, and Synesthete

Second Level

Body Adjustment, Body Equilibrium, Body Purification, Deflect, Dimension Swap, Dissolving Weapon, Endorphin Surge, Specified Energy Adaptation, Heightened Vision, Prowess, Psionic Scent, Shocking Strike, and Sustenance

Third Level

Dimension Slide, Empathic Feedback, Evade Burst, Graft Weapon, Mental Barrier, Physical Acceleration, Psionic Lion’s Charge, Sharpened Edge, Ubiquitous Vision, and Vampiric Blade

Fourth Level

Claw of Energy, Energy Adaptation, Fold Space, Immovability, Shrapnel Burst, Slip the Bonds, Thundering Step, Truevenom Weapon, and Weapon of Energy

### The Fearairm

Aegis Archetype

The best defense is a good offense. The fearairm chooses to focus on mastering the use of weapons over learning how to create them. As a result, he is quite adept with a handful of weapons at the expense of knowing how to create or imbue his weapons or other equipment.

Class Abilities

The fearairm gains the following class abilities as he progresses in level.

Weapons Expertise (Ex)

At 2nd level, the fearairm chooses one weapon group. He gains a +1 bonus to attack and damage rolls with any weapon found in that group. At 10th level, the fearairm may choose another weapon group to gain the +1 bonus to attack and damage rolls, and the bonuses for the weapons group chosen at 2nd level increases by +1. At 18th level, the fearairm chooses a third weapons group to gain the +1 bonus to attack and damage rolls. In addition, the bonus for the weapon groups chosen at 2nd and 10th level both increase by +1.

This feature replaces the aegis Craftsman class ability gained at 2nd level and the additional bonuses gained at 6th level and every four levels thereafter.

Weapons Mastery (Ex)

At 5th level, the fearairm may choose a bonus feat from the list provided on the Advanced Weapon Training Feat List based on the weapons group chosen at 2nd level. The fearairm must meet any prerequisites for the chosen feat.

This feature replaces the aegis Master Craftsman class ability gained at 5th level.

Advanced Weapon Training Feat List

Axes or Hammers: Cleave, Cleaving Finish, Great Cleave, and Improved Sunder

Blades, Heavy: Dazzling Display, Furious Focus, and Weapon Focus

Blades, Light: Break Guard, Combat Expertise, Improved Disarm, and Two-Weapon Fighting

Bows: Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot

Close: Combat Expertise, Disengaging Feint, Improved Feint, and Improved Steal

Crossbows: Crossbow Mastery, Point-Blank Shot, Precise Shot, and Rapid Reload

Double: Double Slice, Two-Weapon Defense, and Two-Weapon Fighting

Flails: Combat Expertise, Combat Reflexes, Improved Disarm, and Improved Trip

Pole Arms: Combat Expertise, Improved Trip, and Outflank

Spears: Charge Through, Furious Focus, Improved Overrun, and Power Attack

Thrown: Charging Hurler, Close- Quarters Thrower, Distance Thrower, and Point-Blank

Unarmed: Deflect Arrows, Improved Grapple, and Improved Unarmed Strike

### The Ionsaígne

Aegis Archetype

While bending your mind to manifest ectoplasm as a protective coating is a marvelous feat, being able to also produce a weapon of telekinetic energy is just as cool that can shock the most jaded of opponents. The ionsaígne learns to funnel some of the power usually endowed within his armor to generate a fearsome and powerful weapon as well.

Class Abilities

The ionsaígne gains the following class abilities as he progresses in level.

Mind Blade (Su)

At 1st level, the ionsaígne has the ability to form a physical weapon composed of telekinetic energy through the power of his mind alone as a move action. The weapon’s form must be chosen at 1st level and it may take the form of a light melee weapon, one-handed melee weapon, or two-handed melee weapon and he must choose the type of damage done by the weapon; bludgeoning, piercing, or slashing.

The actual shape of the weapon is up to the ionsaígne but its damage and critical threat is based on the size chosen, 1d6 for light weapons, 1d8 for one-handed weapons, and 1d12 for two-handed weapons (damage listed is based on a medium sized character, scale appropriately if the ionsaígne’s size). The critical threat of the weapon is always 19-20/x2 regardless of the size of the weapon chosen or the type of damage done.

If the ionsaígne chooses a light melee weapon, he may manifest two weapons to make off-handed attacks, though the normal penalties while attacking with two weapons still apply.

The ionsaígne may spend a full round action to either change the weapon’s size or the type of damage it does, though both cannot be altered at the same time. Reconfiguring the blade in this fashion does not provoke attacks of opportunity. The mind blade always takes the form of the previous manifestation, though the ionsaígne may call forth his mind blade while not in combat to configure its size and damage time before hand.

The ionsaígne may apply any known feats that affect attacks with melee weapons to his mind blade, based on the size of the weapon and the type of damage done. The ionsaígne may choose his mind blade for any feat that requires the character to choose a specific weapon.

The mind blade may be broken or destroyed and has a hardness of 10 and 10 hit points (regardless of size), though the ionsaígne may simply remanifest the weapon on his next turn as a move action. The mind blade is always treated as a masterwork weapon and is considered magical for purposes of overcoming damage reduction.

As the mind blade is composed of psionic energy, it is susceptible to effects that dispel or nullify psionics. When someone attempts to dispel the ionsaígne’s mind blade, the DC is equal to 11 + the ionsaígne’s class level. Even if it is dispelled, the ionsaígne may simply remanifest the blade as a move action on his next turn. If subjected to an area that nullifies psionics, the ionsaígne is allowed a DC 20 Will save to maintain his weapon for a number of rounds equal to his class level before another check has to be made. If the ionsaígne fails his save, he may attempt to remanifest his blade as a move action with the same DC 20 Will save.

The ionsaígne’s mind blade is treated as the Psionic Attacks customization in regards to any requirements for other customizations. However, any other customizations that require the Psionic Attacks customization may only apply their effects to the ionsaígne’s mind blade unless the actual Psionic Attacks customization is chosen. If the ionsaígne chooses the Psionic Attacks customization, it grants no further benefit to the ionsaígne’s mind blade.

This feature replaces the aegis’ Astral Repair feature and reduces the total number of customization points he may spend on his astral suit as listed on the Ionsaígne Customization and Enhancement Table.

Enhanced Mind Blade (Sp)

Beginning at 3rd level, the ionsaígne gains a +1 enhancement bonus that is automatically applied to his mind blade when it is manifested. At 5th level and every odd level thereafter, the ionsaígne’s enhancement bonus to his mind blade increased by +1, to a maximum of +9 at 19th level. However, the ionsaígne’s maximum enhancement bonus to attacks is listed on the Ionsaígne Customization and Enhancement Table. Any bonuses granted to the mind blade that exceed the maximum bonuses allowed to the weapon must be used to grant the mind blade a special ability. The ionsaígne chooses any special abilities from the Ionsaígne Special Abilities Table.

The ionsaígne may add any combination of special abilities to his mind blade as long as his total enhancement bonus does not exceed that granted by his class level. The mind blade itself must have at least a +1 enhancement bonus for attacks and damage from the mind blade.

If the ionsaígne is wielding two light weapons, he must enchant each blade separately. The ionsaígne may divide his total enhancement bonus as desired, though the difference in enhancement bonuses between the two blades cannot be greater than +1.

The ionsaígne requires 8 hours of uninterrupted mediation to configure his mind blade(s) with enhancement bonuses and special abilities. This time is not considered normal 8 hours of rest, nor can the ionsaígne combine this time with any time spent reconfiguring his astral suit. This feature replaces the aegis’ Reconfigure class ability.

### Ionsaígne Customizations

The ionsaígne gains access to the following customizations not available to other aegis. The following customizations do not affect the ionsaígne’s mind blade, and cannot be used with it: Psionic Attacks, Psionic Damage, and Crystallized Weapon. These customizations function for any other weapon wielded by the ionsaígne that is normally used with the customization(s) chosen.

### 1 Point Customizations

#### Dual Enhancement

When the ionsaígne creates dual light weapons, he does not have to split his enhancement bonus between the two weapons, but applies any bonus and special abilities to both weapons. The ionsaígne cannot grant different special abilities to either weapon when taking advantage of this customization.

#### Minor Mind Blade Skills

The ionsaígne may choose from following blade skills available to soulknives by spending 1 customization point each.

Alter Blade, Combat Slide, Dazzling Blade, Dueling Blade, Emulate Melee Weapon, Focused Offense, Furious Charge, and Mind Blade Finesse.

The ionsaígne must be at least 2nd level before he may choose this customization.

#### Quickened Mind Customization

The ionsaígne may change the size of his mind blade or the type of damage done as a standard action instead of a full round action. However, he may only change

one aspect at a time as a standard action. This customization cannot be used to alter the enhancement bonus or special abilities assigned to the mind blade.

#### Quickened Mind Reformation

The ionsaígne may create his mind blade(s) with a swift action.

#### Reach Mind Blade

The ionsaígne may manifest the two-handed version of his mind blade as reach weapon. As such, the ionsaígne no longer threatens adjacent space about him, but

he may take a move action to reduce the reach or re-extend the reach by 5 ft. as desired.

#### Throw Mind Blade

The ionsaígne may throw his mind blade if it is configured as a light or one-handed weapon. The light mind blade has a range increment of 20 ft. while the one-handed version has an increment of 15 ft. Once thrown, the mind blade immediately dissipates upon contact with another surface. The ionsaígne may still recreate his mind blade with a move action.

### 2 Point Customizations

#### Improved Quickened Mind Customization

The ionsaígne must have the Quickened Mind Customization and be at least 6th level before he may choose this customization. The ionsaígne may change the size of the mind blade or the type of damage done as a move action. The ionsaígne may only alter one aspect per move action, but he could spend two move actions during his turn to change both aspects of his mind blade.

This customization cannot be used to alter the enhancement bonus or special abilities

assigned to the mind blade.

#### Improved Throw Mind Blade

The ionsaígne may throw the two-handed version of his mind blade with a range increment of 10 ft. and adds 11⁄2 his Strength modifier upon successfully striking a target. In addition, the range increment for throwing his light mind blade increases to 25 ft. and the range increment for throwing his one-handed weapon increases to 20 ft.

The ionsaígne must have the Throw Mind Blade customization before he may choose this customization.

#### Mind Blade Skills

The ionsaígne may choose from the following blade skills available to soulknives by spending 2 customization points.

Additional Configuration, Disrupting Strike, Fire Blade, Ice Blade, Lightning Blade, Thunder Blade, Twin Strike.

The ionsaígne must be at least 8th level before choosing this customization.

#### Special Purpose Mind Blade

The ionsaígne may choose a single special weapon feature for his mind blade determined when he is configuring the enhancement bonuses and special abilities. He may choose from brace, disarm, grapple, sunder, or trip. The ionsaígne may also choose nonlethal, but only while the damage type of his mind blade is bludgeoning.

The ionsaígne must be at least 6th level before he may choose this customization.

### 3 Point Customizations

#### Greater Quickened Mind Customization

The ionsaígne must have the Improved Quickened Mind Customization and be at least 12th level before he may choose this customization.

The ionsaígne may alter both the size and type of damage done with his mind blade as a standard action.

The ionsaígne may also convert any special abilities granted his mind blade to an attack and damage enhancement bonus as long as the bonus does not exceed that allowed based upon his class level as a move action. Once special abilities are transferred back to a normal enhancement bonus, the ionsaígne must spend the normal 8 hours required to reconfigure his total enhancement bonus.

#### Greater Throw Mind Blade

The range increment for throwing the ionsaígne’s light mind blade increases to 30 ft., the range increment for throwing his one-handed weapon increases to 25 ft., and the range increment for throwing his jm two-handed weapon increases to 15 ft.

If the ionsaígne makes a full attack by throwing his mind blade, he may remanifest his mind blade as a free action as part of the full attack.

The ionsaígne must have the Improved Throw Mind Blade and Quickened Mind Reformation customizations and be at least 12th level before he may choose this customization.

#### Major MInd Blade Skills

The ionsaígne may choose from the following blade skills available to soulknives by spending 3 customization points.

Deadly Blow, Firestorm, Freezing Ice, Gruesome Riposte, Lightning Arc, Rending Blades, Resounding Thunder, and Trade Blows.

If the ionsaígne has the Special Purpose Mind Blade customization with the trip feature, he may also choose Toppling Strike.

The ionsaígne must be at least 12th level before choosing this customization.

### 4 Point Customizations

#### Superior Quickened Mind Customization

The ionsaígne must have the Greater Quickened Mind Customization and be at least 16th level before he may choose this customization.

The ionsaígne may alter both the size and type of damage done with his mind blade as a move action.

The ionsaígne may also convert any special abilities granted his mind blade to an attack and damage enhancement bonus as long as the bonus does not exceed that allowed based upon his class level as a swift action.

The ionsaígne may also spend a standard action converting his enhancement bonus to a special ability. The cost of the enhancement bonus increases by +1 for the special ability being added in this fashion, and the mind blade still requires at least a +1 enhancement bonus before any special abilities may be added.

Once special abilities or enhancement bonuses are converted with this customization, the ionsaígne must spend the normal 8 hours required to reconfigure his total enhancement bonus.

#### Ultimate Mind Blade Skills

The ionsaígne may choose from the following blade skills available to soulknives by spending 4 customization points.

Bladewind, Exploding Critical, Extended Strike, and Improved Enhancement.

If the ionsaígne has the Greater Throw Mind Blade customization, he may choose the Bladestorm skill.

If the ionsaígne has the Special Purpose Mind Blade customization with the trip feature and the Toppling skill, he may also choose the Improved Toppling Strike skill.

The ionsaígne must be at least 16th level before choosing this customization.

## Expanded Aegis Customizations

Aegis gain power points, but few customizations actually take advantage of them. The following customizations can be found in Dream Scarred Press' Ultimate PsionicsTM, and these options allow the aegis to gain further tactical advantages by expending his power points. As with normal powers, the aegis may not spend more power points than his class level.

### 1 Point Customizations

#### Darkvision

By spending 1 power point, the aegis can extend the range of his darkvision to 90 ft. for a number of minutes equal to his class level. At 5th level and every five levels thereafter, the aegis may spend 1 additional power point to extend the range of his darkvision by another 30 ft.

#### Flexible

At 5th level the aegis may spend 1 power point as a swift action to reduce the armor check penalty by 1 (minimum of 0) which stacks with the initial reduction granted by this customization. The benefit of expending the power point lasts for a number of minutes equal to the aegis' class level. At 10th, 15th, and 20th level, the aegis may spend an additional power point to reduce the armor check penalty by another point (minimum of 0).

#### Psionic Attacks

The aegis may spend 1 power point as a swift action to treat his melee attacks as silver as well as magic for purposes of overcoming damage reduction. Or the aegis may spend 3 power points as a swift action to treat his melee attacks as cold iron as well as magic for purposes of damage reduction.

By spending 7 points as a swift action, the aegis may choose one aspect of his own alignment and treat his melee attacks as aligned for that aspect for purposes of damage reduction. And by spending 11 points as a swift action, the aegis may treat his melee attacks as adamantine for purposes of damage reduction and hardness.

The additional effect lasts for a number of rounds equal to the aegis' class level and only one effect (beyond overcoming damage reduction as magic) may be in effect at a time.

#### Psionic Damage

The aegis may spend power points up to his class level when making a melee attack, and if successful, the attack does additional damage equal to the points spent. The power points are spent regardless of whether or not the attack was successful.

#### Ranged Attack

The aegis can spend 1 power point as a swift action to increase the range increment of the crystal shot by 10 ft. until the beginning of the aegis' next turn. The aegis can increase the range increment additional 10 ft. increments by spending an additional 2 power points for each increment increase.

### 2 Point Customizations

#### Adhesive Feet

The aegis may spend additional power points to increase the bonus by +1 per two points spent as an immediate action that lasts a number of turns equal to 1⁄2 the aegis' class level. This bonus stacks with the initial bonus granted by the customization for the aegis CMD versus any maneuver that attempts to move him from his current position as well as Climb skill checks.

#### Chameleon

The aegis may spend additional power points to increase the bonus by +1 per two points spent as a swift action that lasts a number of turns equal to 1⁄2 the aegis' class level. This bonus stacks with the initial bonus granted by the customization to the aegis' Stealth skill checks.

#### Improved Damage

The aegis may increase the damage potential of a melee weapon strike by spending additional power points. When making an attack with a two-handed weapon, the aegis may spend 3 power points to increase the damage by another 3 points. When attacking with a one- handed weapon, the aegis may spend 2 power points to increase the damage by another 2 points. And when attacking with a light weapon, the aegis may spend 1 power point to increase the damage by1 point.

If wielding two weapons, the aegis must spend the power points for each weapon to gain the increased damage potential. The points must be spent per attack, not per weapon.

Regardless of the success or failure of the attack, the power points are spent and lost until the aegis can rest and regain his power points.

#### Tremorsense

The aegis may extend the range of the tremorsense for a number of minutes equal to his class level by spending power points to enhance this customization as a standard action. For every three power points spent, the range of the aegis' tremorsense increases by 10 ft.

#### Unlock Psionics

The aegis may spend additional power points when attempting to attune himself with psionic items, gaining an additional +1 bonus per two power points spent. This bonus stacks with the initial bonus granted by this customization, but is spent as soon as the Use Magic Device skill check is made.

### 3 Point Customizations

#### Blindsense

The aegis may extend the range of the blindsense for a number of minutes equal to his class level by spending power points to enhance this customization as a standard action. For every three power points spent, the range of the aegis' blindsense increases by 10 ft.

### 4 Point Customizations

#### Blindsight

The aegis may extend the range of the blindsight for a number of minutes equal to his class level by spending power points to enhance this customization as a standard action. For every three power points spent, the range of the aegis' blindsight increases by 10 ft.

#### Frightful Presence

The aegis may spend additional power points to bolster his fearful effect as a swift action. For every three power points spent, the DC for the Will save is increased by 1 point.