The following represent the available augmentations a vanguard can learn. Each one is divided into three parts: prerequisites, effect, and resonance.
Prerequisites: A vanguard must meet all prerequisites in order to learn an augmentation. Typically, this is simply a level requirement, though other requirements may be listed. If the prerequisite lists an ability score requirement, it is referring to the construct companion’s ability scores, not the vanguard’s ability scores.
Effect: The benefits listed under the augmentation’s effect always apply to the construct companion so long as the vanguard has learned that augmentation. Some require action on part of the construct to be used, while others are always active.
Resonance: Each augmentation lists a resonance effect. The effects listed here are only triggered when the vanguard causes a resonance.
A vanguard can only use one of his available resonances at a time. A vanguard cannot select an augmentation more than once, unless otherwise stated. If a resonance affects all allies within a certain area, that includes the construct companion and vanguard, as well.
|Augmentations – Ascension Games, LLC|
|Ability Augmentation (Ex)
||Increase a single ability score of the construct companion.
||Allies within 30 feet gain enhancement bonuses to their ability scores.
|Ablative Shielding (Su)
||Barrier of energy protects companion from harm.
||Barrier’s protection increases and protects nearby allies.
|Armor Empowerment (Su)
||Increase AC bonus of construct companion.
||Nearby allies gain bonuses to AC.
|Disruption Field (Su)
||Increase DC of concentration checks to cast defensively near construct companion.
||Nearby creatures must make concentration checks or fail to cast spells.
|Eldritch Boost (Sp)
||Gain a number of cantrips to cast at-will.
||Grant nearby allies bonuses to concentration checks and caster level checks.
|Eldritch Caster (Sp)
||Charisma 11, Level 4
||Gain a number of 1st-level spells to cast each day.
||Grant nearby allies bonuses on saving throws against spells.
|Eldritch Might (Sp)
||Charisma 12, Eldritch Caster, Level 7
||Gain a number of 2nd-level spells to cast each day.
||Increase the DC of spells cast by nearby allies.
|Eldritch Power (Sp)
||Charisma 13, Eldritch Might, Level 13
||Gain a number of 3rd-level spells to cast each day.
||Grant metamagic effects to spells cast by nearby allies.
|Energy Discharge (Su)
||—||Create beams of energy to attack foes.
||Generate large energy effect between vanguard and companion.
|Energy Shielding (Ex)
||—||Gain resistance to a single energy type.
||Reduce damage of energy effects by half.
|Energy Strike (Su)
||Attacks gain corrosive, flaming, frost, or shock.
||Grant chosen property to nearby allies.
|Extradimensional Arsenal (Su)
||Create extradimensional storage within the companion’s body.
||Teleport items to and from extradimensional storage.
|Mending Touch (Sp)
||—||Touch objects to repair them.
||Heal the companion for 1d6 hit points per two levels.
|Mental Link (Su)
||Communicate telepathically with companion.
||Communicate telepathically with nearby allies for 10 minutes.
|Munitions Generation (Sp)
||Construct constantly generates its own ammunition.
||Create ammunition for nearby allies.
||Construct gains DR/adamantine.
||Grant nearby allies DR/ adamantine.
|Tactical Reposition (Su)
||Teleport short distances as a move action.
||Vanguard and companion can teleport to each other or exchange places.
|Technical Knowledge (Ex)
||Construct gains additional class skills and skill points.
||Grant nearby allies bonuses to skill checks.
|Terrain Adaptation (Ex)
||Companion gains a new method of movement.
||Grant movement to nearby allies.
|Weapon Empowerment (Su)
||—||Weapons bypass certain types of damage reduction.
||Grant allies bonus to attack and damage rolls.
Path of Iron, © 2015, Ascension Games, LLC; Author Christopher Moore