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View Full Version : D&D 3.x Class The Shield of Faith a.k.a. Aegis mixed with Inquisitor



JoseDeburo
2014-02-23, 06:01 AM
I pulled a page from multiclass production and mashed together two classes. I mashed the Psionic class Aegis and Inquisitor. I call it the Shield of Faith and would like peoples opinions. I apologize in advance for the wrong name usage in the ability description.

The Shield of Faith

Primary class: Aegis
Secondary Class: Inquisitor

Hit Die: d10

Class Skills: Bluff, Climb, Craft, Diplomacy, Disguise, Heal, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (nature), Knowledge (planes), Knowledge (religion), Perception, Profession, Ride, Sense Motive, Spellcraft, Stealth, Survival, Swim, and 3 skills from the Aegis skill list.

Skill Ranks per level: 6 + Int modifier

{table]Level| BAB| FORT | REF | WILL | Special |
1 | +1 | +2 | +0 | +2 | Form astral suit, stern gaze, Judgement 1/day, orisons|
2 | 2 | 3 | 0 | 3 | DR2/-,Detect alignment, track|
3 | 3 | 3 | 1 | 3 | Invigorating suit, Reconfigure 1/day|
4 | 4 | 4 | 1 | 4 | augment suit 1|
5 | 5 | 4 | 1 | 4 | DR3/-, reconfigure 2/day, bane, discern lies|
6| 6 | 5 | 2 | 5 | judgement 2/day|
7 | 7 | 5 | 2 | 5 | Reconfigure 3/day|
8 | 8 | 6 | 2 | 6 | augment suit 2, DR4/-|
9 | 9 | 6 | 3 | 6 | reconfigure 4/day|
10 | 10 | 7 | 3 | 7 | judgement 3/day, second judgement|
11 | 11 | 7 | 3 | 7 | DR5/-, reconfigure 5/day, stalwart|
12 | 12 | 8 | 4 | 8 | augment suit 3, cannibalize suit, greater bane|
13 | 13 | 8 | 4 | 8 | reconfigure 6/day, judgement 4/day|
14 | 14 | 9 | 4 | 9 | DR6/-, Exploit weakness|
15 | 15 | 9 | 5 | 9 | Reconfigure 7/day|
16 | 16 | 10 | 5 | 10 | augment suit 4|
17 | 17 | 10 | 5 | 10 | DR7/-, reconfigure 8/day|
18 | 18 | 11 | 6 | 11| judgement 5/day|
19 | 19 | 11 | 6 | 11 | reconfigure 9/day|
20 | 20 | 12 | 6 | 12 | augment suit 5, DR8/-, perfect merger, true merger[/table]

Customization points
{table]1st lvl |2 |
2nd lvl |3 |
3rd lvl |4 |
4th lvl |6|
5th lvl |7 |
6th lvl |8|
7th lvl |9|
8th lvl |10 |
9th lvl |12 |
10th lvl |13 |
11th lvl |14 |
12th lvl |15 |
13th lvl |16 |
14th lvl |17 |
15th lvl |18 |
16th lvl |19 |
17th lvl |20 |
18th lvl |21 |
19th lvl |23 |
20th lvl |24[/table]

Power Points
{table]1st lvl| 1|
2nd lvl| 2|
3rd lvl |3|
4th lvl |4|
5th lvl |6|
6th lvl |8|
7th lvl |10|
8th lvl |12|
9th lvl |14|
10th lvl |16|
11th lvl |18|
12th lvl |20|
13th lvl |23|
14th lvl |26|
15th lvl |29|
16th lvl |33|
17th lvl |37|
18th lvl |41|
19th lvl |45|
20th lvl |50[/table]

Spells Per Day

{table]CL| 1st| 2nd| 3rd| 4th| 5th| 6th|
1| 0|
2| 1|
3| 2|
4| 2| 0|
5| 3| 1|
6| 3| 2|
7| 3| 2| 0|
8| 3| 3| 1|
9| 4| 3| 2|
10| 4| 3| 2| 0|
11| 4| 3| 3| 1|
12| 4| 4| 3| 2|
13| 4| 4| 3| 2| 0|
14| 4| 4| 3| 3| 1|
15| 4| 4| 4| 3| 2|
16| 4| 4| 4| 3| 2| 0|
17| 4| 4| 4| 3| 3| 1|
18| 4 | 4| 4| 4| 3| 2|
19| 4| 4| 4| 4| 4| 3|
20| 4 | 4| 4| 4| 4| 4[/table]

Class Ability Descriptions
Spells Known
{table]CL| 0| 1st| 2nd| 3rd| 4th| 5th| 6th|
1| 4| 2|
2| 5| 3|
3| 6| 4|
4| 6| 4| 2|
5| 6| 4| 3|
6| 6| 4| 4|
7| 6| 5| 4| 2|
8| 6| 5| 4| 3|
9| 6| 5| 4| 4|
10| 6| 5| 5| 4| 2|
11| 6| 6 | 5 | 4| 3|
12| 6 | 6| 5| 4| 4|
13| 6| 6| 5| 5| 4| 2|
14| 6| 6| 6| 5| 4| 3|
15| 6 | 6| 6| 5| 4| 4|
16| 6 | 6 | 6| 5| 5| 4 | 2|
17| 6 | 6 | 6| 6| 5| 4| 3|
18| 6 | 6| 6| 6| 5| 4 | 4|
19| 6 | 6 | 6| 6| 5| 5| 4|
20| 6 | 6 | 6| 6| 6| 5| 5[/table]

Weapon and Armor Proficiency: A Shield of Faith is proficient with all simple weapons, plus the hand crossbow,
longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor,
medium armor, and shields (except tower shields).

Spells: A Shield of Faith casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any
time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level.

To learn or cast a spell, a Shield of Faith must have a Wisdom score equal to at least 10 + the spell level. The Difficulty
Class for a saving throw against a Shield of Faith is 10 + the spell level + the Shield of Faith's Wisdom modifier.

A Shield of Faith can cast only a certain number of spells of each spell level each day. Her base daily spell allotment
is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the
Pathfinder RPG Core Rulebook).

A Shield of Faith's selection of spells is extremely limited. A Shield of Faith begins play knowing four 0-level spells
and two 1st-level spells of the Shield of Faith's choice. At each new Shield of Faith level, she gains one or more new spells as
indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom
score. The numbers on Table 2–4 are fixed.)

Upon reaching 5th level, and at every Shield of Faith level thereafter (8th, 11th, and so on), a Shield of Faith can
choose to learn a new spell in place of one she already knows. In effect, the Shield of Faith “loses” the old spell in
exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must
be at least one level lower than the highest-level inquisitor spell she can cast. The Shield of Faith may swap out only
a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains
new spells known for the level.

Power Points/Day: A Shield of Faith's ability to manifest some of his abilities is limited by the power points he has available.
His base daily allotment of power points is given on Table: The Shield of Faith. In addition, he receives bonus power points per
day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points), treating his manifester
level for the purposes of bonus power points as equal to his class level. His race may also provide bonus power points
per day, as may certain feats and items.

Class Features:Every Shield of Faith learns to draw forth ectoplasm and form an astral suit around their form. The Shield of Faith can select from two different types when forming his astral suit— skin or armor. An Shield of Faith is always considered to be proficient
with his astral suit, even if he does not have the appropriate armor proficiency. The amount of time forming this astral
suit takes depends on the type of suit being formed. Different astral suit forms grant different free customizations.
These free customizations never count against the Shield of Faith's total number of customization points spent on his astral suit.

The Shield of Faith chooses the appearance of his astral suit, although its shape must reflect the selections the Shield of Faith has chosen:
astral skin would cover the Shield of Faith like a psychoactive skin. An astral suit can be dismissed as a free action.

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

Stern Gaze (Ex): Shield of Faiths's are skilled at sensing deception and intimidating their foes. A Shield of Faith receives a morale
bonus on all Intimidate and Sense Motive checks equal to 1/2 her Shield of Faith level (minimum +1).

Judgment (Su): Starting at 1st level, a Shield of Faith can pronounce judgment upon her foes as a swift action. Starting when the
judgment is made, the Shield of Faith receives a bonus or special ability based on the type of judgment made.

At 1st level, a Shield of Faith can use this ability once per day. Once activated, this ability lasts until the combat ends, at which point all
of the bonuses immediately end. The Shield of Faith must participate in the combat to gain these bonuses. If she is frightened, panicked,
paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses
do not resume until she can participate in the combat again.

When the Shield of Faith uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment
to another type. If the Shield of Faith is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral Shield of Faith's must
select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The Shield of Faith is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases
by +1 for every three Shield of Faith levels she possesses.

Healing: The Shield of Faith is surrounded by a healing light, gaining fast healing 1. This causes the Shield of Faith to heal 1 point of damage
each round as long as the Shield of Faith is alive and the judgment lasts. The amount of healing increases by 1 point for every three
Shield of Faith levels she possesses.

Justice: This judgment spurs the Shield of Faith to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases
by +1 for every five Shield of Faith levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the Shield of Faith great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on
concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three
Shield of Faith levels she possesses.

Protection: The Shield of Faith is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases
by +1 for every five Shield of Faith levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm
critical hits against the Shield of Faith.

Purity: The Shield of Faith is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus
increases by +1 for every five Shield of Faith levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the Shield of Faith resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses.
At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the Shield of Faith's. If she is neutral,
the Shield of Faith does not receive this increase.

Resistance: The Shield of Faith is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type
(acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three Shield of Faith levels she possesses.

Smiting: This judgment bathes the Shield of Faith's weapons in a divine light. The Shield of Faith's weapons count as magic for the
purposes of bypassing damage reduction. At 6th level, the Shield of Faith's weapons also count as one alignment type (chaotic, evil, good, or lawful)
for the purpose of bypassing damage reduction. The type selected must match one of the Shield of Faith's alignments. If the Shield of Faith is neutral,
she does not receive this bonus. At 10th level, the Shield of Faith's weapons also count as adamantine for the purpose of overcoming damage reduction
(but not for reducing hardness).

Orisons: The Shield of Faith learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other
spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats,
are expended normally.

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

Detect Alignment (Sp): At will, a Shield of Faith can use detect chaos, detect evil, detect good, or detect law. She can only use one of
these at any given time.

Track (Ex): At 2nd level, a Shield of Faith adds half her level on Survival skill checks made to follow or identify tracks.

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

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

Augment Suit: A Shield of Faith learns how to infuse his astral suit with his psionic power, augmenting the capacity of his suit. Beginning at 4th level, the Shield of Faith may spend
up to one power point per four class levels to customize his 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 the Shield of Faith's Intelligence modifier.

Activating this ability again, while already in use, immediately causes the previous duration to end.

A Shield of Faith may end the duration as a free action at any time.

Bane (Su): At 5th level, a Shield of Faith can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the Shield of Faith wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is
returned to the Shield of Faith before the duration expires. This ability lasts for a number of rounds per day equal to the Shield of Faith's level. These rounds do not need to be consecutive.

Discern Lies (Sp): At 5th level, a Shield of Faith can discern lies, as per the spell, for a number of rounds per day equal to her Shield of Faith level.
These rounds do not need to be consecutive. Activating this ability is an immediate action.

Second Judgment (Ex): At 10th level, whenever a Shield of Faith uses her judgment ability, she selects two different judgments, instead of one.
This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Stalwart (Ex): At 11th level, a Shield of Faith can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving
throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the
Shield of Faith is wearing light armor, medium armor, or no armor. A helpless Shield of Faith does not gain the benefit of the stalwart ability.

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

Greater Bane (Su): At 12th level, whenever a Shield of Faith uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of
the selected type increases to 4d6.

Exploit Weakness (Ex): At 14th level, the Shield of Faith learns to take advantage of any opportunity that presents itself. Whenever the Shield of Faith scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the Shield of Faith deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.

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

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

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

True Judgment (Su): At 20th level, a Shield of Faith can call true judgment down upon a foe during combat. Whenever a Shield of Faith uses her judgment ability, the Shield of Faith can invoke true judgment on a foe as a swift action. Once declared, the Shield of Faith can make a single melee
(or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude
save or die. The DC of this save is equal to 10 + 1/2 the Shield of Faith's level + the Shield of Faith's Wisdom modifier. Regardless of whether or not the save
is made, the target creature is immune to the Shield of Faith's true judgment ability for 24 hours. Once this ability has been used, it cannot be used again
for 1d4 rounds.



Armor Customization:Astral Skin

When formed in this way, an astral suit resembles a psychoactive skin. Forming an astral suit into this form takes a swift action. The Shield of Faith gains no armor bonus from his astral suit when worn in this fashion, but he gains the following free customizations: speed (2), nimble. At 2nd level, the Shield of Faith gains the evasion customization as a free customization when the astral suit is in astral skin form. At 12th level, the Shield of Faith gains the improved evasion customization as a free customization when the astral suit is in astral skin form. An astral suit in this form does not count as any type of armor, but does count as a
psychoactive skin and follows all the rules of a psychoactive skin.

Astral Armor

When formed into astral armor, an astral suit resembles masterwork chainmail and is treated as such for all mechanical purposes. Should the Shield of Faith be wearing armor when forming his astral suit in this fashion, the astral suit encloses the armor and the Shield 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 move action. The Shield of Faith gains the following free customizations: brawn, improved damage. At 2nd level, the Shield of Faith gains the flexible suit customization as a free customization when the astral suit is in astral armor form. At 8th level, the astral suit resembles and is treated as a masterwork breastplate for all mechanical purposes.

Customizations

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

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

Customizations are grouped by their cost in customization points. A Shield of Faith only gains the benefits of a customization when he is wearing his astral suit. Unless specified otherwise, a customization may not be selected multiple times.

1-Point Customizations

The following customizations cost 1 point from the Shield of Faith's customization pool.

Darkvision

The Shield of Faith gains darkvision out to a range of 60 feet.

Active Energy Type
Although the Shield of Faith is not a true manifesting class, he can still gain an active energy type (cold, electricity, fire, or sonic) just like any other psionic
character when he gains psionic focus.

Energy Resistance

The Shield of Faith gains resist 5 against his active energy type. This resistance increases by 5 for every 5 levels the Shield of Faith possesses, to a maximum of 15 at 10th level. This customization can be selected multiple times. Each time beyond the first, the Shield of Faith selects an energy type (cold, electricity, fire, or sonic) to gain resistance to, in addition to his active energy type. If the Shield of Faith's active energy type is the same as one he has selected, the effects do not stack.

Evasion

As long as the Shield of Faith is wearing the astral suit, if the Shield of Faith 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 Shield of Faith must be at least 2nd level before selecting this customization.

Extra Arms, Lesser

The Shield of Faith's astral suit has an extra pair of arms with limited function. Each arm can hold, but not use, any one item that can normally be held in one hand.
Items held in this way count toward the Shield Faith's carrying capacity. The Shield of Faith can retrieve any item held by his extra arms as a swift action. The Shield of Faith does not gain any mechanical benefit from items held by these arms, such as a shield bonus to armor class.

Flexible Suit

The Shield of Faith's armor check penalty is reduced by 1 (to a minimum of 0). The Shield of Faith may also sleep in his astral suit without becoming fatigued, if he was not already able to do so (such as if in astral skin form).

Hardened Strikes

The Shield of Faith is considered to be armed even when unarmed, does not provoke attacks of opportunity when making unarmed strikes, and his unarmed strikes deal lethal damage. In addition, the Shield of Faith's unarmed strikes can deal slashing or piercing damage, chosen at the time the customization is selected, instead of bludgeoning damage.

Harness Power Stone

The aegis can manifest a single 1st-level power from a power stone stored in his power stone repository as if it were a known power, with an effective manifester level
of 1. This effective manifester level does not make an aegis eligible for feats and prestige classes requiring a manifester level, nor does it allow him to activate
other power stones without a Use Magic Device check. The aegis may manifest the chosen power as many times as his power point pool will allow, but changing to a
different power (either within the same power stone, or within another power stone in the repository) requires a move action and flushes the old power from the
power stone (so power stones with multiple powers lose one power, but the rest are unaffected; power stones with only a single power are flushed and dissolved).
If this customization is lost or removed, any applicable attuned power is flushed from the power stone. The aegis must be at least 3rd level and have the Power
Stone Repository customization to select this customization. This customization may be selected a second time beginning at 5th level; doing so allows the aegis to
manifest a second 1st-level power from a power stone (either a second stone, or a second power in an already-selected stone). The aegis may freely alternate between
these two powers (or any others gained via Harness Power Stone customizations) when manifesting, but trading out either power for a new power flushes out the
sacrificed power as usual.

Harness Shard

The aegis is able to place a single shard into the astral suit as a move action. By spending one power point as a standard action, he can gain one use of the
shard without the shard disintegrating. This customization may be selected multiple times. Each time, it allows the aegis to store an additional shard within the
astral suit, although each shard must be activated separately.

Improved Armor

The astral suit thickens and strengthens, increasing the aegis’s Armor bonus by +1. This customization can be taken 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.

Power Stone Repository

The aegis may absorb power stones into his astral suit, causing them to appear and disappear whenever the suit does. The aegis may choose to have the absorbed power
stones visible (much like embedded gems), or may decide to keep any or all of them concealed. The aegis may store one power stone per class level in this fashion;
adding or removing a power stone takes 1 minute per stone (any power stone that is completely flushed and powerless dissolves immediately and is not counted against the aegis’s limit).
The aegis may activate any power stone stored in his repository as if he were holding it in hand; this follows all of the standard rules for using power stones, except
the aegis gets a bonus equal to the number of stored power stones to any Use Magic Device checks he makes for this purpose. If the aegis loses this customization for
any reason, any power stones stored in the astral suit are inert but unharmed until removed or this customization is regained.

Psionic Attacks

The aegis’s astral suit encompasses his melee attacks. All of the aegis’s melee attacks are treated as if they were magic for the purpose of overcoming damage reduction.
In addition, any melee weapons wielded by the aegis are treated as masterwork if they are not already.

Psionic Damage

The aegis’s melee attacks deal an additional 1 point of damage. The aegis must have the psionic attacks customization and must be at least 5th level to select this customization.

Pull

The aegis’s astral suit envelopes his weapon and grants him the ability to pull creatures closer with a successful melee attack. Whenever the aegis makes a successful
melee attack, he can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the aegis. This ability only works on creatures
of a size equal to or smaller than the aegis. Creatures pulled in this way do not provoke attacks of opportunity. The aegis must have a reach of 10 feet or more to select this
customization. If there is insufficient room for the target to move closer to the aegis, the attempt automatically fails.

Push

The aegis gains the ability to push creatures away with a successful attack. Whenever the aegis makes a successful melee attack, he can attempt a free combat maneuver check.
If successful, the target of the attack is pushed 5 feet directly away from the aegis. This ability only works on creatures of a size equal to or smaller than the aegis.
Creatures pushed in this way do not provoke attacks of opportunity. If there is insufficient room for the target to be pushed away, the attempt automatically fails.

Ranged Attack

The aegis gains the ability to propel a non-psionic crystal, formed from the astral suit, at a target as a ranged attack that deals 1d8 points of piercing damage and has a
range increment of 30 ft.

Retaliate

The aegis gains the ability as an immediate action and by expending psionic focus to make a melee attack against an enemy that has successfully hit him with a melee attack.
This counts as an attack of opportunity and the aegis must be able to reach the enemy. An aegis must be at least 8th level before selecting this customization.

Speed

The aegis’s base land speed is increased by 5 feet. This customization can be selected up to five times. Its effects stack.

Spoked Carapace

The astral suit is covered in sharp spikes as if equipped with armor spikes.

Stalwart

As long as the aegis is wearing the astral suit,if the aegis is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he ignores
the effect if he makes a successful saving throw. The aegis must be at least 2nd level before selecting this customization.

Swim

The aegis gains a swim speed equal to his base speed.

Underwater Breath

The aegis can safely breathe underwater as long as he is wearing his astral suit.

2-Point Customizations

The following customizations cost 2 points from the aegis’s customization pool.

Adhesive Feet

The aegis gains a +4 bonus to CMD against bull rush, trip, and any combat maneuvers that attempt to move him from his current location. He also gains a +4 circumstance bonus
to Climb checks.

Augmented Weapon

The astral suit coats the aegis’s weapon. The weapon is treated as if it was one size category larger for damage purposes. The aegis does not suffer any penalties for wielding
the weapon. This ability does not stack with effects that increase the aegis’s size category, such as expansion. The aegis must be at least 6th level to select this customization.

Brawn

The aegis gains a +2 enhancement bonus to Strength while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third
time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Strength is increased by +2.

Chameleon

The aegis gains a +4 circumstance bonus to Stealth checks. The aegis must be at least 5th level before selecting this customization and this customization can be taken once
for every five levels the aegis possesses.

Climb

The aegis gains a climb speed equal to 1/2 of his base land speed.

Crystallized Weapon

The aegis’s astral suit envelopes his melee weapon. The weapon is treated as if made from deep crystal. This treats the weapon as a masterwork weapon if it was not already,
and the aegis can pay two power points to charge the weapon with psionic energy which deals 2d6 additional points of damage on its next hit. The weapon stays charged for 1
minute or until it successfully hits, whichever comes first.

Energy Resistance, Improved

The energy resistance gained from the Energy Resistance customization doubles. The aegis must have the Energy Resistance customization and be at least 6th level to select
this customization.

Extra Arms

The extra arms on the aegis’s astral suit gain improved functionality. The aegis gains a +2 circumstance bonus to Climb checks and CMD against grapple attempts for each extra
arm that is not holding anything. In addition, one of the arms can wield and use a light or one-handed weapon, a shield, or any other item that can be used with one hand.
Attacks made with this additional arm suffer a -2 penalty to attack rolls in addition to any penalties for using two weapons. These extra arms do not grant any additional
attacks, only alternate arms with which to make the standard attacks. The aegis must be at least 5th level and have the Lesser Extra Arms customization before selecting this customization.

Flight

The aegis uses psychokinetic energy to gain a fly speed equal to its base speed. The aegis’s maneuverability depends on his size. Medium or smaller aegii have good maneuverability.
Large aegii have average maneuverability, while Huge aegii have poor maneuverability. For 2 additional customization points, the aegis’s maneuverability increases to perfect.
The aegis’s fly speed can be increased by spending additional customization points, gaining a 20-foot increase to fly speed for each additional point spent. The aegis must be at
least 5th level before selecting this customization.

Fortification

The aegis gains 25% chance to negate critical hits or sneak attacks (so damage is rolled normally instead). This does not stack with armor with the same special ability.
This ability can be selected again starting at 8th level and at 12th level, increasing the chance to negate critical hits or sneak attacks by an additional 25% for every additional time it is taken.

Hardy

The aegis gains a +2 enhancement bonus to Constitution while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time
starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Constitution is increased by +2.

Harness Power Stone, Improved

The aegis is able to manifest a single 2nd level or lower power from a power stone in his repository as if it were a known power. The aegis’s effective manifester level when manifesting
powers from power stones in this fashion is increased by 3 (this stacks with the effective manifester level gained from Harness Power Stone as well as any effective manifester level
increases granted by any of the other Harness Power Stone customizations). If this customization is lost or removed, any applicable attuned power is flushed from the power stone.
The aegis does not need to have taken any previous Harness Power Stone customizations to take this customization. The aegis must be at least 7th level and have the Power Stone
Repository customization to take this customization. The aegis can take this customization a second time at 9th level; doing so does not increase his effective manifester level,
but allows him to manifest a second 2nd level power from a power stone.

Improved Damage

The aegis’s melee attacks deal additional damage. If wielding a two-handed weapon, the aegis deals 3 additional points of damage on a successful hit. If wielding a one-handed
weapon, the aegis deals 2 additional points of damage on a successful hit. If wielding a light weapon, the aegis deals 1 additional point of damage on a successful hit. If
dual-wielding, each weapon is affected separately.

Improved Damage Reduction

The aegis’s damage reduction from his astral suit increases by 1. This customization can be taken once for every five levels the aegis possesses Its effects stack. The aegis
must be at least 5th level before selecting this customization.

Increased Size

The astral suit grows in size and the aegis and all of his equipment is treated as one size category larger as if affected by expansion. The aegis must be at least 9th level
to select this customization.

Nimble

The aegis gains a +2 enhancement bonus to Dexterity while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third
time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to 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.

Powerful Build

The aegis gains the powerful build trait while wearing his astral suit. Whenever the aegis is subject to a size modifier or special size modifier for a Combat Maneuver Bonus
or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the aegis is treated as one size larger if doing so is advantageous to him.
The aegis is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him.
The aegis can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits
of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Ram

The astral suit forms a hardened shell over the aegis’s head. If the aegis makes a bull rush or overrun attempt, he gains a +2 bonus to his CMB. Alternatively, he can make
a single attack with this shell as part of a charge and deal 2d6 points of damage. This attack is treated as adamantine when used to attack an object. This customization can
be taken once for every five levels the aegis possesses, each additional selection increasing the bonus to CMB by 1 and the damage on a charge by 1d6 points of damage.
The aegis must be at least 5th level before selecting this customization.

Retaliate, Improved

As the Retaliate customization, except the triggering attack does not need to be successful. The aegis must have the Retaliate customization and be at least 16th level
before selecting this customization.

Tremorsense

The aegis gains tremorsense out to a range of 30 feet. This allows the aegis to pinpoint the location of creatures that it cannot see without having to make a Perception
check as long as the creature and the aegis are in contact with the ground, but such creatures still have total concealment from the aegis. Visibility still affects the
aegis’s movement and he is still denied his Dexterity bonus to Armor Class against attacks from creatures he cannot see. The aegis must be at least 7th level before
selecting this customization.

Unlock Psionics

The astral suit is able to emit energy that resonates with psionic items, helping the aegis use them. The aegis gains a +2 bonus to Use Magic Device checks while wearing
his astral suit. If the aegis has 10 ranks in Use Magic Device, this bonus increases to +4.

3-Point Customizations

The following customizations cost 3 points from the aegis’s customization pool.

Blindsense

The astral suit augments the aegis’s senses, giving him blindsense out to a range of 30 feet. This ability allows the aegis to pinpoint the location of creatures that
he cannot see without having to make a Perception check, but such creatures still have total concealment from the aegis. Visibility still affects the aegis’s movement
and he is still denied his Dexterity bonus to Armor Class against attacks from creatures he cannot see. The aegis must be at least 9th level before selecting this customization.

Burrow

The aegis gains a burrow speed equal to 1/2 his base speed. He can use this speed to move through dirt, clay, sand, and earth. He does not leave a hole behind, nor is
his passage marked on the surface. The aegis must be at least 9th level before selecting this customization.

Diehard

When the aegis’s hit point total is below 0, but he is not dead, he automatically stabilizes. He does not need to make a Constitution check each round to avoid losing
additional hit points. He may choose to act as if disabled, rather than dying. He must make this decision as soon as he is reduced to negative hit points (even if it isn’t his turn).
If he does not choose to act as if disabled, he immediately falls unconscious. When under this effect, the aegis is staggered. He can take a move action without further injuring himself,
but if he performs any standard action (or any other action deemed as strenuous, including some swift actions, such as manifesting a quickened power) he takes 1 point of damage
after completing the act. If his negative hit points are equal to or greater than his Constitution score, he immediately dies.

Extra Arms, Greater

The extra arms on the aegis’s astral suit function at nearly the same capacity as his normal arms. Each arm can now wield or use a light or one-handed weapon, shield, or any
other item that he could normally use. Alternatively, the aegis can use one or both arms when wielding a two-handed weapon, possibly allowing him to wield a pair of two-handed
weapons. The circumstance bonus on Climb checks and CMD against grapple attempts increases to +3 per extra arm that is not holding anything. The aegis must be 8th level and have
the Extra Arms and Lesser Extra Arms customizations before selecting this customization.

Fightful Presence

The aegis makes his astral suit unsettling to his foes, gaining the frightful presence ability. The aegis can activate this ability as part of an offensive action, such as a
charge or attack. Opponents within 30 feet of the aegis must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the aegis’s class level +
the aegis’s Charisma modifier. If the aegis has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the aegis are immune
to this effect. The aegis must be at least 11th level before selecting this customization.

Harness Power Stone, Greater

As Improved Harness Power Stone, except the power is 3rd level or lower, and the effective manifester level increase is +5. The aegis must be at least 11th level and have the
Power Stone Repository customization to take this customization, and be 13th level to take this customization a second time.

Quickened Attacks

When the aegis makes a full attack, he gains one additional attack at his highest attack bonus. This customization does not stack with other sources of extra attacks,
such as haste. The aegis must be at least 10th level before selecting this customization.

Reach

The aegis’s reach increases by 5 feet. The aegis must be at least 7th level before selecting this customization.

4-Point Customizations

The following customizations cost 4 points from the aegis’s customization pool.

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.

Extra Passenger

The aegis can carry one creature of the same size or smaller as the aegis’s base size (powers and effects that increase the aegis’s size do not allow him to carry larger
creatures, although Increased Size and Improved Increased Size customizations do allow the aegis to carry larger passengers). The carried creature is treated as if it has
total concealment and he gains the damage reduction of the astral suit, as well as any environmental customization options, such as that granted from the Energy Resistance
or Underwater Breath customization. The creature carried using this ability remains adjacent to the aegis and moves with the aegis’s move actions. A creature can be
loaded and unloaded into the astral suit as a free action by the aegis, but the creature can take no actions until its next turn. The aegis must be at least 11th level
before selecting this customization.

Harness Power Stone, Superior

As Improved Harness Power Stone, except the power is 4th level or lower, and the effective manifester level increase is +7. The aegis must be at least 16th level and
have the Power Stone Repository customization to take this customization, and be 18th level to take this customization a second time.

Improved Evasion

As long as the aegis is wearing the astral suit, if the aegis is subjected to an attack that normally allows a Reflex save for half damage, he takes no damage if
he makes a successful saving throw and only half damage if the saving throw fails. The aegis must be at least 12th level before selecting this customization.

Improved Stalwart

As long as the aegis is wearing the astral suit, if the aegis is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect,
he can expend his psionic focus as an immediate action to ignore the effect if he makes a successful saving throw and suffers the reduced effect if the saving throw
fails. The aegis must be at least 16th level before selecting this customization.

Increased Size, Improved

The astral suit grows in size and the aegis is treated as two size categories larger as if affected by an augmented expansion. The aegis must be at least 15th level
and have selected the increased size customization to select this customization. This customization does not stack with the increased size customization.

JoseDeburo
2014-02-24, 03:43 AM
Apparently forgot to add in the feel free to comment bit. I'm looking for some feedback as to whether or not this class is OP or just comments in general.

JKTrickster
2014-02-24, 06:19 AM
You need to put the table in a better format. Right now it looks too messy and people won't respond.

Is this a Gestalt between an Inquisitor and Aegis class? Did you add anything new?

JoseDeburo
2014-02-24, 11:33 AM
Im working on trying to make it look nicer. And no its not gestalt. I paired the two classes together, losing some abilities from each of the base classes to make the new one.

JKTrickster
2014-02-25, 08:21 AM
So you didn't add anything new? Only took things away?

Hmmm...meh. It's probably good. Maybe a high Tier 3 at best. Neither the Aegis nor the Inquisitor were particularly strong or overpowered. Even a full on Gestalt wouldn't be that bad.

There probably would be more comments if you actually added your own stuff. As it is now, there's no real need for any comments. You can totally use this if you like.