Sneak Attack (2d6)
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hitwith a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks(minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
A rogue cannot choose a ninja trick with the same name as a rogue talent.
Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her× Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose herDexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Fast Stealth (Ex)
Benefit: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Terrain Mastery (Ex)
Benefit: A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.
Special: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.
Manifesting
At 3rd level, a gifted blade gains the ability to manifest a small number of psionic powers, which are drawn from the gifted blade power list.
A gifted blade chooses his powers from the gifted blade power list. At 3rd level, a gifted blade knows one gifted blade power of your choice. He learns new powers as indicated on Table: The Gifted Blade. A gifted blade can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a gifted blade can manifest per day is limited only by his daily power points.
A gifted blade never needs to prepare powers ahead of time; he draws them from his mind when needed. When a gifted blade recovers his daily power points after resting, he may choose to rotate one or more powers he knows for new ones. These powers must always be chosen from the gifted blade power list, and the maximum number of powers the gifted blade may know at any one time in this fashion is listed on Table: The Gifted Blade. If a gifted blade learns a power through other means, such as the Expanded Knowledge feat, the Mental Power blade skill, or psychic chirurgery, this power is known in addition to his normal powers. He may never exchange it for another power from the gifted blade list when he chooses his powers known, and it doesn't count against his limit of powers known at any one time.
The Difficulty Class for saving throws against gifted blade powers is 10 + the power's level + the gifted blade's Wisdom modifier.
Through 2nd level, a gifted blade has no manifester level. At 3rd level and higher, a gifted blade's manifester level is equal to his soulknife level – 2.
A gifted blade gains the ability to learn 1st-level powers at 3rd level. Every four levels thereafter (7th, 11th, etc), a gifted blade gains the ability to master more complex powers, up to 4th level powers at level 15.
To learn or manifest a power, a gifted blade must have a Wisdom score of at least 10 + the power's level.
A gifted blade's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Gifted Blade. In addition, he receives bonus power points per day if he has a high Wisdomscore. His race may also provide bonus power points per day, as may certain feats and items. If a gifted blade has power points from a different class, those points are pooled together and usable to manifest powers from either class.
This ability replaces the psychic strike class feature normally gained by soulknives. The gifted blade never gains the psychic strike class feature.
Manifester level 5
Powers known
Talents (0th level powers)
Detect psionics
Sense poison
1st level powers
Prevenom weapon
2nd level powers
Body Adjustment
Body Purification
Power points per day 26
Form Mind Shield (Su)
At 1st level, a shielded blade gains the× Shield blade skill, gaining a +2 shield bonus to AC as long as she has a hand free. Unlike any other soulknife who takes the× Shieldblade skill, a shielded blade can use the mind shield as if it was in all ways (except visually) a masterwork heavy steel shield, including making shield bashes, although she does not suffer the× Check penalty or Arcane Spell Failure for using a heavy steel shield. The shielded blade's mind shield is affected like a mind blade in all other ways (breaking, null psionics fields, etc). A shielded blade still applies the shield'sshield bonus to her AC when performing a shield bash.
A shielded blade may (and eventually must) choose special abilities for the mind shield, just as she does for the mind blade. She chooses special abilities for the mind shield from the table below.
A shielded blade is always considered proficient with her mind shield.
This ability replaces the bonus feat gained at 1st level.
Improved Shield
A shielded blade of 2nd level gains her choice of either the Shield or Tower Mind Shield blade skill. This ability replaces the blade skill gained at 2nd level
Focused Offense
As long as the soulknife maintains psionic focus, she adds her Wisdom modifier to her attack and damage rolls instead of her Strength modifier.
Full Enhancement
When forming her mind blade into multiple items, the soulknife suffers no reduction in enhancement bonus.
Astral Repair (Ps)
An aegis is capable of repairing mundane items, restoring 2 hit points of damage to the touched item as a standard action usable at will. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Form Astral Suit (Su)
Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit— skin, armor, or juggernaut. An aegis is always considered to be proficient with his astral suit, even if he does not have the appropriate armor proficiency. The amount of time forming this astral suit takes depends on the type of suit being formed. Different astral suit forms grant different free customizations. These free customizations never count against the aegis's total number of customization points spent on his astral suit.
The aegis chooses the appearance of his astral suit, although its shape must reflect the selections the aegis has chosen: astral skin would cover the aegis like a psychoactive skin, astral juggernaut would appear to cover the aegis like plate armor, etc.
An astral suit can be dismissed as a free action.
An astral suit does not function in areas where psionics do not work, such as a null psionics field. Dismiss ectoplasm can be used against an astral suit; treat the manifester level as the aegis's class level, although the aegis can simply form his astral suit again on his next turn.
Craftsman
Beginning at 2nd level, an aegis gains a +1 bonus to any one Craft skill of his choice. At 6th level and every four levels thereafter, this bonus increases by 1.
Damage Reduction
Starting at 2nd level, when an aegis is wearing his astral suit, he gains damage reduction 2/-, regardless of what type of astral suit he is wearing. At 5th level and every three levels thereafter, this damage reduction improves by 1.
Invigorating Suit (Su)
An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitutionchecks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
Reconfigure
Starting at 3rd level, an aegis can reconfigure up to his Intelligence modifier in customization points on his astral suit once per day as a standard action. Every two levels thereafter, he can use this ability an additional time per day.
Astral Juggernaut
When formed into astral juggernaut, an astral suit resembles masterwork half-plate and is treated as such for all mechanical purposes. Should the aegis be wearing armor when forming his astral suit in this fashion, the astral suit encloses the armor and the aegis gains the benefits of only his astral suit and not that from his armor, even if his armor would confer better benefits. Forming an astral suit into this form takes a full-round action. The aegis gains the following free customizations: fortification, hardy. At 2nd level, the aegis gains the stalwart customization as a free customization when the astral suit is in astral juggernaut form. At 7th level, the astral suit resembles and is treated as masterwork full plate for all mechanical purposes.
Free customization points
Fortification (25% percent chance to ignore critical hits and sneak attack damage)
Hardy (+2 con)
Stalwart (Evasion but for Fort and Will saves)
10 customization points
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.
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.
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
Psionic Damage
The aegis’s melee attacks deal an additional 1 point of damage
Flexible Suit
The aegis’s armor check penalty is reduced by 1 (to a minimum of 0). The aegis may also sleep in his astral suit without becoming fatigued, if he was not already able to do so (such as if in astral skin form).
2 points
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.
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.
Crystallized Mind Blade (Su)
A metaforge is able to combine the ectoplasm he uses to form his astral suit and the psionic energy he uses to shape his mind blade into a crystallized form of his mind blade. Creating a crystallized mind blade works the same as forming a mind blade, and the weapon functions in all ways mechanically as the metaforge's mind blade, except as follows. The weapon's hardness and hit points are increased by 1 for each level the metaforge has. In addition as a swift action, the weapon can be charged with 1 power point, increasing its enhancement bonus by 1 for one round. At 5th level, the weapon can instead be charged with 2 power points, increasing its enhancement bonus by 2 for one round. At 9th level, the weapon can instead be charged with 3 power points, increasing its enhancement bonus by 3 for one round.
Transfer Enhancement (Su)
Starting at 2nd level, a metaforge can spend one minute in concentration to reduce his mind blade's enhancement bonus or weapon special abilities by 1 (or a +1 equivalent ability) and gain an armor special ability of equal value added to the astral suit. This transfer lasts until the metaforge spends another minute to either revert his mind blade to its full power or to alter the armor special ability granted to his astral suit.
A metaforge may only have one such transfer in effect at any given time and may not reduce his mind blade to a +0 enhancement bonus. Every two levels thereafter, the enhancement bonus that the metaforge can transfer is increased by 1, to a maximum of +5 at 10th level.
Dual Summon (Su)
Upon achieving 3rd level, the metaforge has learned to bring about his weapon and armor at the same time. While maintaining his psionic focus, the metaforge can form both mind blade and astral suit at the same time. The action needed to do this is whichever action takes the longer between the two abilities. For example, for a soulknife with the Quick Draw feat and using Astral Juggernaut form, using this ability requires a full-round action, as that is how long it takes to form an astral suit in Astral Juggernaut form. For Astral Skin form, it would instead take a swift action.
The metaforge may alternatively expend his psionic focus to summon both his mind blade and his astral suit. The action needed to do this is whichever action takes the shorter between the two abilities.