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Harness shard allows you to use a shard, a type of consumable psionic item, without that shard disintegrating as it normally would. Shards give competence bonuses to a single skill: they cannot be used to attack at all, or to improve normal attacks. They only improve skills, and the skill is chosen by whoever created the shard, as is the amount of bonus ...


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There are three ways for an aegis to spend customization points: In order to create his initial astral suit, as well as to recreate it from scratch (recovering all customization points and able to spend them all however he likes, regardless of how they were spent before), he can work on it for 8 hours. This is not sleep—he has to actually be awake and ...


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No, you do not have to change free (“basic”) customizations in order to get the “non-basic” customizations: you get both. So for example, at 1st level, you have 3 customization points, and diehard costs 3 customization points, so you can choose it. Choosing it takes 8 hours. After choosing it, you have 0 customization points left, but your astral suit will ...


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So a 3rd-level aegis has three default options for their astral suit: Astral skin with speed ×2, nimble, and evasion. Astral armor with brawn, improved damage, and flexible suit. Astral juggernaut with fortification, stalwart, and hardy. Any time he forms the astral suit into those, he automatically has those customizations, without paying any ...


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You get all three, for each of the three cases. That means that, at 2nd level, your options are: Astral skin with speed ×2, nimble, and evasion. Astral armor with brawn, improved damage, and flexible suit. Astral juggernaut with fortification, stalwart, and hardy. On top of those free benefits, you also apply any customizations you have chosen and ...


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That’s incorrect. An astral suit can be dismissed as a free action. Astral Skin [...] Forming an astral suit into this form takes a swift action. Astral Armor [...] Forming an astral suit into this form takes a move action. Astral Juggernaut [...] Forming an astral suit into this form takes a full-round action. There is no daily ...


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The mind thrust power doesn't require an attack roll The typical manifester takes a standard action to manifest the 1st-level psion/wilder power mind thrust [telepathy] (Expanded Psionics Handbook 120) and a subject within close range to whom the manifester has both line of sight and line of effect makes a Will saving throw. Failure means that the victim is ...


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Any time the blasting wilder invokes a wild surge, she gains no increase to her manifester level (but) adds one die of damage to her surge blast for each point of the wild surge (and) can expend her psionic focus to use her surge blast as a free action in the same round she used her wild surge (although) she may only do this once per round ...


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I don't believe there is a RAW answer for this combination...however, extrapolating from the Blasting Wilder's interaction with a normal Wild Surge, I would personally rule that rolling a 1 on the d4 for a Chaotic Surge, then you should reduce the damage dice rolled for your Surge Blast by the value of Wild Surge, which would generally result in no damage ...


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Discipline Powers The psion discipline ability is, much like the wizard school specialization option, worded kind of counter-intuitively. Perhaps, in a sense, even more so than school specialization, because the discipline ability doesn’t prevent you from learning any powers. Instead, certain powers are available to psions only through the discipline ...


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There are some issues If you want a guy who shoots lasers, I suggest the standard class warlock from Complete Arcane. A typical human ardent 1/fighter 2/scout 1/shadowcaster 1 isn't very good at this. Here are some things that may've been overlooked. The general feat Improved Skirmish (Complete Scoundrel 78) has as a prerequisite Skirmish +2d6/+1 AC. This ...


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