Psionic Items
ARMOR AND SHIELDSPsionic armor and shields differ from standard and magical equivalents in that psionic armor and shields incorporate one or more crystals into their construction. Particularly powerful armor and shields may be entirely composed of brightly hued or transparent crystals. Special Qualities: Roll d%. An 01 result indicates the item is intelligent, an 02-31 result indicates that the command thought (if any) is psionically imprinted and whispers itself into the user’s mind on acquisition, and 32-100 indicates no special qualities. Intelligent items have extra abilities and sometimes also
extraordinary powers and special purposes. Substitute manifesting
for spellcasting as required. Psionic Armor and Shield Special Ability DescriptionsMost psionic armor and shields have only enhancement bonuses. Such items can also have one or more of the special abilities detailed below. Armor or a shield with a special ability must have at least a +1 enhancement bonus.Aporter: As a standard
action, a suit of aporter armor or an aporter shield transports
the wearer and her equipment to any spot within 800 feet that she
can visualize or specify, as the psionic dimension door power. The
armor or shield can transport the wearer in this fashion twice
per day. Averter: On command,
up to three times per day, any creature to whom the wearer
presents an averter shield must succeed on a DC 14 Will save or
be overcome by a powerful aversion to the wielder (actually the
shield), and will not approach within 30 feet. This is a
mind-affecting compulsion effect, as the aversion power. Ectoplasmic: As a
standard action, ectoplasmic armor converts itself, its wearer,
and all the wearer’s equipment into ectoplasmic form for up
to 5 minutes once per day, as the power of the same name. In this
semisolid state, the wearer gains damage reduction
10/psionics. Floating: This kind of
armor is psionically buoyant in water or a similar liquid,
negating the normal penalty for wearing armor when making
Swim checks. Additionally, it
grants a +4 circumstance bonus on Swim checks. Gleaming: This kind of
armor is usually made of crystal, though it doesn’t have to
be. Gleams and flashes from the armor give the wearer and his
armor a “fuzzy” appearance, granting the wearer
concealment. Heartening: This kind
of shield grants the wearer up to 5 temporary hit points per day
on command. These temporary hit points fade after 4 minutes. The
wearer can activate this power as an immediate action at any
time. Landing: A suit of
armor with this capability allows the wearer to ignore any damage
dealt by the first 60 feet of a fall. Regardless of the height of
a fall, the wearer always lands on her feet. Linked: This kind of
armor or shield allows the wearer to form a telepathic bond with
other wearers of linked armor or shields within 10 miles. This
ability is otherwise similar to the mindlink power. Manifester: This kind
of shield generates 3 power points once per day that the wearer
can use when manifesting a power he knows. These power points
must all be used on the same power. As usual, a psionic character
cannot pay a power’s cost with power points from more than
one source, so the power points in the shield must be used for
discrete manifestations. Mindarmor: This kind
of armor or shield grants the wearer a +3 insight bonus on Will
saving throws to resist all mind-affecting and/or compulsion
powers. Phasing: The wearer of
this kind of armor can move through wooden, plaster, or stone
walls, but not other materials. The wearer can call on this
special ability as a standard action. When the phasing ability is
active, the wearer can pass through a wall or some other kind of
appropriate object for a total distance of 60 feet per day (see
below), breaking this distance up into several smaller passages
or one long one, as desired. A wearer who exceeds this daily
distance limit while inside solid material is ejected from the
material at the point of entry, ending up prone in front of the
now impassable barrier. Power Resistance: This
kind of armor or shield grants the wearer power resistance while
it is worn. The power resistance can be 13, 15, 17, or 19,
depending on the amount that was built into the armor or
shield. Quickness: This kind
of armor increases the wearer’s speed by 5 feet. Thus, a
character whose normal speed in armor is 20 feet moves 25 feet in
armor of quickness. Radiant: The wearer of
this kind of armor gains resistance 10 against energy
attacks (acid, cold, electricity, fire, or sonic). The armor
absorbs the first 10 points of damage dealt by any such attack,
and this absorption causes it to radiate light for a number of
rounds equal to the points of damage absorbed. This light is
sufficient to illuminate a 60-foot-radius area. Ranged: The wielder of
a ranged shield can throw it in combat, with a range increment of
30 feet. While in the air, the shield is treated in all ways as a
ranged weapon and cannot be blocked or grabbed except by those
with appropriate feats. No matter the size of the wielder, a
buckler or light shield deals 1d6 points of damage and a heavy
one 1d8 points. (A tower shield cannot be created with this
special ability.) The wielder’s Strength modifier and the
shield’s enhancement bonus add to the base damage. Seeing: This kind of
armor grants a wider than normal field of vision, so that
opponents flanking the wearer gain only a +1 bonus on their
attack rolls instead of +2 (rogues still get their full sneak
attack damage because the wearer is still flanked). The wearer
gains a +1 enhancement bonus on Spot checks but takes a -2
penalty on saves against gaze attacks. Time Buttress: This
kind of shield gives the wielder a chance to avoid telling blows
by using time itself as a shield. Once per day, the wielder can
use timeless body as though
manifesting the power. Vanishing: On command,
this suit of armor or shield renders its wearer and all the
wearer’s equipment invisible to the minds of others, as if
he had manifested the power cloud mind. The wearer can use
this ability twice per day. Wall: As a standard
action once per day, the wielder can drop this kind of shield at
his feet and command a wall of ectoplasm (as the power)
to come into being, with the shield as the point of origin for
the effect. This effect forms a wall whose area is up to twelve
10-foot squares or a sphere or hemisphere with a radius of up to
12 feet. The wall dissipates after 7 minutes, or sooner if the
wielder of the shield reclaims it (thus dismissing the
effect). WEAPONS
Psionic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses on both attack and damage rolls when used in combat. This enhancement bonus is effective for the purpose of overcoming creatures with damage resistance that is penetrated by magic. All psionic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls. Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack. In addition to enhancement bonuses, psionic weapons can also have the special abilities detailed here. A weapon with a special ability must have at least a +1 enhancement bonus. The rules for manifester level for weapons (called caster level), additional damage dice, ranged weapons and ammunition, ammunition and breakage, hardness and hit points, critical hits, and weapons for unusually sized creatures for psionic weapons are the same as for magic weapons. Psionic weapons do not have the chance to generate light (though some may be mentally audible; see below). Mentally Audible: Fully 30% of psionic weapons telepathically mutter, croon, recite battle poems, scream, or produce other mental “noises” when first drawn, at first blood, or when they slay a significant enemy. Such a weapon cannot be concealed from creatures within 15 feet when it is drawn, nor can its mental “soundtrack” be curbed. Activation: Usually a
character benefits from a psionic weapon in the same way a
character benefits from a mundane weapon - by attacking with it.
If a weapon has a special ability that the user needs to
activate, then the user usually needs to project a command
thought (a standard action).
Psionic Weapon Special Ability DescriptionsMost psionic weapons have only enhancement bonuses. They can also have the special abilities detailed here. A weapon with a special ability must have at least a +1 enhancement bonus.Bodyfeeder: All feeder
weapons have a special ability that functions only upon scoring a
successful critical hit. A bodyfeeder weapon grants its wielder
temporary hit points equal to the total damage dealt by a
successful critical hit. These temporary hit points last for 10
minutes. Thus, if the wielder of a bodyfeeder weapon successfully
scores a critical hit while the wielder still enjoys temporary
hit points from a previous critical hit, the wielder gains only
the better of the two values: either his current number of
temporary hit points, or the new influx of temporary hit points,
whichever is higher. Collision: Collision
weapons psionically increase their own mass at the end point of
each swing or shot. Such weapons deal an extra 5 points of damage
on each successful strike, in addition to the weapon’s
enhancement bonus. Bows, crossbows, and slings bestow the extra
damage upon their ammunition. Coup de Grace: Coup de
grace weapons are exceptionally dangerous. On a successful
critical hit, the foe must succeed on a DC 27 Will save or be
paralyzed for 1 round. While this
ability does work on creatures that are immune to extra damage
from critical hits, it does not work on creatures without an
Intelligence score. Bows, crossbows, and slings bestow this
ability on their ammunition. Dislocator: The
wielder of this kind of weapon can attempt to dislocate a
designated foe up to three times per day. On a successful hit,
the foe must succeed on a DC 17 Will save or be teleported 1-100 miles in a
random direction. If the weapon misses, the use is wasted. Bows,
crossbows, and slings bestow this ability on their
ammunition. Dissipater: This kind
of weapon is devastating to creatures and objects composed of or
originally formed from ectoplasm (such as astral constructs,
walls of ectoplasm, creatures in ectoplasmic form, and items
created using the metacreativity discipline). Against qualifying
targets, a dissipater weapon ignores damage reduction and
hardness, and treats all successful hits as critical hits. Great Dislocator: The
wielder of this kind of weapon can attempt to greatly dislocate a
designated foe up to three times per day. On a successful hit,
the foe must succeed on a DC 20 Will save or be cast into a
random alternate plane of existence. If the weapon misses, the
use is wasted. Bows, crossbows, and slings bestow this ability
upon their ammunition. Lucky: A lucky weapon
offers a second chance at success. Once per day, the wielder can
reroll a failed attack roll (whether a single attack or one in a
series of multiple attacks) as a free action. The rerolled attack
uses the same bonuses or penalties as the missed roll. Manifester: This kind
of weapon generates 5 power points once per day that the wearer
can use when manifesting a power he knows. These power points
must all be used on the same power. As usual, a psionic character
cannot pay a power’s cost with power points from more than
one source, so the power points in the shield must be used for
discrete manifestations. Mindcrusher: Any
psionic creature struck in combat by a mindcrusher weapon loses a
number of power points equal to half the amount of hit point
damage the weapon deals (only the base damage of the weapon
contributes to the power point loss; additional damage from high
Strength or other sources does not cause additional power point
loss). A psionic creature that is out of power points (or has
none) must succeed on a DC 17 Will save or take 1d2 points of
Wisdom damage. Mindfeeder: All feeder
weapons have a special ability that functions only upon scoring a
successful critical hit. Once per day, a mindfeeder weapon grants
its wielder temporary power points equal to the total lethal
damage dealt by a successful critical hit. The wielder must
decide to use the mindfeeder ability after successfully
confirming a critical hit, but prior to rolling critical hit
damage. These temporary power points last for 10 minutes. The
wielder may not exceed his natural maximum power points per day
using the mindfeeder ability. The wielder gains power points even
if the target has none (effectively, its hit point damage is
converted to power points). Constructs and undead are not subject
to mindfeeder weapons. As with temporary hit points, temporary
power points do not stack with each other; they overlap. Thus, if
a mindfeeder weapon successfully scores a critical hit while the
wielder still enjoys temporary power points from a previous
critical hit, the wielder gains only the better of the two
values: either her current number of temporary power points, or
the new influx of temporary power points, whichever is
higher. Parrying: A parrying
weapon perceives an instant into the future, and of its own
accord resists melee and ranged attacks aimed at the wielder,
granting a +1 insight bonus to the wielder’s Armor Class.
The weapon is so adept at parrying that it even affects incoming
powers, granting the wielder a +1 insight bonus on saving throws.
The bonuses are granted whenever the wielder holds the weapon,
even if flat-footed. Power Storing: A power
storing weapon allows a manifester to store a single targeted
power of up to 5 power points in the weapon. (The power must have
a manifesting time of 1 standard action.) Any time the weapon
strikes a creature and the creature takes damage from it, the
weapon can immediately manifest the power on that creature as a
swift action if the wielder desires. (This ability is an
exception to the rule that manifesting a power from an item takes
at least as long as manifesting that power normally.) Once the
power is manifested, the weapon is empty, and a manifester can
imbed any other targeted power of up to 5 power points into it.
The weapon telepathically whispers to the wearer the name of the
power currently stored within it. A randomly generated power
storing weapon has a 50% chance to have a power stored in it
already. Psibane: A psibane
weapon is crafted to oppose psionic beings. When used against
such creatures, its effective enhancement bonus is 2 higher than
its actual enhancement bonus. It deals an extra 2d6 points of
damage against psionic opponents. It bestows one negative level
on any psionic creature attempting to wield it. This negative
level remains as long as the weapon is in hand and disappears
when the weapon is no longer wielded. This negative level never
results in actual level loss, but it cannot be overcome in any
way while the weapon is wielded. Psibane bows, crossbows, and
slings bestow this ability upon their ammunition. Psychic: A psychic weapon’s power depends on its wielder. In the hands of a nonpsionic creature, the weapon possesses the qualities of a nonmagical, nonpsionic masterwork weapon. When wielded by a psionic creature, this weapon has an enhancement bonus based on the wielder’s current power point reserve, as shown on the following table. The weapon’s enhancement bonus decreases as the wielder spends power points, and it increases whenever the wielder gains enough power points (by any means) to put his power point reserve into the next higher category.
Strong clairsentience; ML 17th; Craft Psionic Arms and Armor, reality revision; Price +35,000. Psychokinetic: Upon
command, a psychokinetic weapon glows from the inside with lethal
psionic energy. The energy does not harm the hands that hold the
weapon. Such a weapon deals an extra 1d4 points of damage on a
successful hit. This extra damage is ectoplasmic in nature and is
not affected by damage reduction. Bows, crossbows, and slings
bestow this ability upon their ammunition. Psychokinetic Burst:
This weapon functions as a psychokinetic weapon that also
releases a blast of destructive psionic energy upon scoring a
successful critical hit. In addition to the extra damage of the
psychokinetic ability (see above), a psychokinetic burst weapon
deals an extra 1d6 points of damage on a successful critical hit.
If the weapon’s critical multiplier is x3, add 2d6 points
of extra damage instead, and if the multiplier is x4, add 3d6
points of extra damage. This extra damage is ectoplasmic in
nature and is not affected by damage reduction. Bows, crossbows,
and slings bestow this ability upon their ammunition. Soulbreaker: This
weapon has a special ability that functions only upon scoring a
successful critical hit. On a successful critical hit, a
soulbreaker weapon bestows one negative level on the foe. One day
after being struck, if the negative levels have not been purged,
the subject must succeed on a DC 18 Fortitude save for each
negative level or lose a character level. Sundering: This kind
of weapon allows a wielder to attack opponents’ weapons as
if he had the Improved Sunder feat. Suppression: An
opponent or object struck by this kind of weapon is subject to a
targeted dispel psionics power. The
wielder makes a dispel check (1d20 + 5 + manifester level,
maximum +15) against a DC of 11 + the manifester level of the
power to be dispelled. Bows, crossbows, and slings bestow this
ability upon their ammunition, but can do so only three times per
day. Teleporting: This
ability can be imbedded only in weapons that can be thrown. A
teleporting weapon returns through the Astral Plane to the
creature that threw it. It teleports into the throwing
creature’s empty hand in the round following the round when
it was thrown, just before that creature’s turn. It is
therefore ready to use again on that turn. |