Psionic Items
UNIVERSAL ITEMSPhysical Description: Varies. Activation: Usually command thought, but details vary from item to item. Universal Item DescriptionsUniversal items can be configured to do just about anything.Standard universal items are described below. Amulet of Catapsi:
This copper amulet aids the wearer against other psionic
characters. Once per day, the wearer can mentally command the
catapsi power, which blankets a
30-foot-radius area surrounding the wearer in telepathic noise
for 9 rounds. Each time other psionic characters within this
range attempt to manifest a power, they must succeed on a DC 17
Will save or pay 4 more points than they otherwise would for each
power manifestation. The limit on the number of power points a
subject can spend on a power remains in effect, so the subject
may not be able to manifest his or her highest-level
powers. Boots of Landing:
These boots allow the wearer to recover instantly from a fall and
can absorb some damage from falling once per day. The wearer
lands on her feet no matter how far she falls, and takes 2 fewer
dice of damage from the fall than normal. Boots of Skating:
These boots allow the wearer to slide along the ground at will as
if using the skate power. Boots of Stomping:
These boots allow the wearer to use stomp as the power three times
per day (Reflex save DC 13) when the wearer stomps her
feet. Boots of Temporal
Acceleration: These boots allow the wearer to speed up his
own time frame for 2 rounds as if using the power temporal acceleration. The wearer
can use this power once per day. Crawling Tattoos: Crawling tattoos resemble standard psionic tattoos, but their effects are often harmful rather than beneficial. Like a psionic tattoo, a crawling tattoo can be scribed only with a power of no higher than 3rd level that targets one or more creatures. Exceptions are the body adjustment power, which can be scribed even though it affects only the manifester, and telepathy (compulsion) powers, which cannot be scribed at all. Powers that normally have an area affect only one target if scribed in a crawling tattoo. Powers with an experience point requirement cannot be scribed into a crawling tattoo. Otherwise, crawling tattoos are treated as psionic tattoos until they are activated by the wearer. The wearer of a crawling tattoo can tap the tattoo as a standard action that provokes attacks of opportunity, mentally specifying a target (to which the wearer must have line of sight). Instead of manifesting its stored power, the tattoo animates, drops to the ground, and scuttles toward the target. The original wearer need no longer concentrate on the tattoo once animated. The animated tattoo moves toward its designated target in the same round when it is activated. Treat it as a Fine construct that has AC 18, 10 hit points, a hardness of 5, speed 30 feet, and a bonus on attack rolls equal to the wearer’s manifester level + his key ability modifier. Crawling tattoos, unlike true constructs, are subject to illusions, darkness, fog, and similar effects. Should the target be killed, teleport away, or otherwise absent itself before the animated tattoo reaches it, the wearer can reclaim the tattoo. If it is destroyed, a crawling tattoo shatters and evaporates. A crawling tattoo must enter the target’s square to attack and thus provokes attacks of opportunity as it passes through the target’s threatened area. The tattoo makes one touch attack? per round thereafter until it strikes its target or is destroyed. On a successful attack, the power scribed in the crawling tattoo affects the target if the target fails the appropriate saving throw; however, powers that normally allow a Reflex saving throw automatically affect the touched target. Crawling tattoos can ferry beneficial powers as well as harmful ones, and a target can allow the tattoo’s touch attack to succeed if he or she desires. Two examples of crawling tattoos are described below; many more types are possible. Market Price: The cost of a crawling tattoo
depends on the level of the power scribed in it.
Crawling Tattoo of
Concussion: This crawling tattoo delivers a concussion effect, dealing 1d6
points of damage to a creature hit by its touch attack. Crawling Tattoo of Energy
Bolt: Each of these tattoos is keyed to one energy type:
cold, electricity, fire, or sonic. This crawling tattoo delivers
the energy bolt power, dealing 5d6
points of damage of its energy type. Crystal Anchor: A crystal anchor is a shaft of transparent crystal 4 to 5 feet in length, with a sharpened, spearlike head on one end. It ensnares the minds of those within range who manifest powers of a specified psionic discipline. The triggering discipline is specified at the time of creation. A crystal anchor is activated by plunging the sharp head into the ground, leaving the shaft freestanding. It projects an invisible, 30-foot-radius field. If a power from the specified discipline is manifested within this range, the manifester must succeed on a Will save (DC 15 + power level) or become subject to an effect similar to brain lock, except that the effect is permanent until dispelled or dismissed by the individual who initially drove the crystal anchor into the earth. Any anchor can be pulled out of the ground and reused at a later time. When a crystal anchor successfully ensnares a target, a slender filament of insubstantial ectoplasm connects the victim to the shaft, even one outside the original area of the field. A crystal anchor can attempt to ensnare a victim only five times per day. Previously caught targets can remain caught day after day and do not count against this daily limit on attempts. An anchor’s owner can designate certain creatures to be unaffected by the anchor; such creatures need not make a saving throw and do not count against the daily limit on attempts. One crystal anchor can ensnare multiple targets simultaneously, and multiple crystal anchors can share overlapping fields. Anchors that activate when a specific power is manifested in range are also possible, but are rarer. A crystal anchor has AC 7, 15 hit points, a hardness of 8, and a break DC of 20. Body Crystal Anchor:
Those who manifest psychometabolism powers are affected as
described above. Comprehension Crystal
Anchor: Those who manifest clairsentience powers are
affected as described above. Creation Crystal
Anchor: Those who manifest metacreativity powers are
affected as described above. Energy Crystal
Anchor: Those who manifest psychokinesis powers are
affected as described above. Ghost Crystal Anchor:
Those who manifest remote viewing are affected as
described above. Mind Crystal Anchor:
Those who manifest telepathy powers are affected as described
above. Travel Crystal
Anchor: Those who manifest psychoportation powers are
affected as described above. Crystal Masks: Each of the various types of crystal masks fits over the face of any Medium or Small humanoid, with slits for eyes and nostrils. The mask is transparent, although it distorts the wearer’s features. Leather straps attached to small holes on the sides of a mask enable the owner to affix the mask to his face. Crystal masks confer special abilities or improved skills on their wearers. A crystal mask is treated as eyewear or goggles for the purpose of determining which items can be worn on the body. Crystal Mask of
Detection: The wearer of a crystal mask of detection can
make Search checks with a +10
competence bonus. Crystal Mask of
Discernment: The wearer of a crystal mask of discernment
can make Sense Motive checks with a +10
insight bonus. Crystal Mask of
Dread: The wearer of a crystal mask of dread can attempt
to frighten other beings to her will. The wearer makes all
Intimidate checks with a +10
competence bonus. Crystal Mask of Insightful
Detection: The wearer of a crystal mask of insightful
detection can make Search checks and Spot
checks checks with a +9 insight bonus. Crystal Mask of
Knowledge: Each of the various crystal masks of knowledge
grants the wearer a +5 competence bonus on a specific type of
Knowledge check. Crystal Mask of
Languages: Each of the various crystal masks of language
grants the wearer the ability to speak and write five different
languages. Crystal Mask of
Mindarmor: A crystal mask of mindarmor grants the wearer a
+4 insight bonus on all Will saving throws. Crystal Mask of Psionic
Craft: The wearer of a crystal mask of psionic craft makes
all Psicraft checks with a +10
competence bonus. Eyes of Expanded
Vision: These crystal lenses fit over the user’s
eyes to expand his field of vision. Flanking opponents gain only
a +1 bonus when attacking the user 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. Eyes of Power Leech:
These crystal lenses fit over the user’s eyes. Once per
day, the wearer is able to drain power points from another
psionic creature or character by meeting its gaze as if using
power leech. A selected target
within 40 feet must succeed on a DC 16 Will save, or a connection
of crackling energy is formed between the wearer and the victim.
The connection drains 1d6 power points from the target for every
round in which the wearer maintains concentration (to a maximum
of 7 rounds). The wearer gains 1 power point from those drained
from the target each round (subject to his normal maximum; points
he cannot gain immediately are lost). Eyes of Power Leech,
Vampiric: As eyes of power leech, except the wearer gains
drained power points from the subject even if doing so would
bring him over his normal maximum. The wearer of vampiric eyes of
power leech can maintain concentration for up to 13 rounds. Power
points the wearer gains in excess of his maximum fade after 8
hours if they are not spent before that time. Gloves of Object
Reading: While wearing these gloves, the user can learn
the details of an inanimate object’s previous owner if he
handles the object, as if manifesting the object reading power. Gloves of Titan’s
Grip: While wearing these oversize gloves, the user gains
a +8 enhancement bonus on grapple checks. The power
is activated when the user enters a grapple. The enhancement
bonus lasts for a maximum of 7 rounds per use, up to three uses
per day. Mirror of Mind Switch:
This small hand mirror manifests its power once per day against a
creature that sees its reflection within it, as a gaze attack
with a range of 30 feet. Potential victims can attempt to avert
their eyes or look away as they would from a normal gaze attack.
A creature meeting its own gaze in the mirror must succeed on a
DC 19 Will save, or its mind and the mind of the mirror’s
wielder switch, as if by the mind switch power. Because the
mirror is small, only a single creature can meet its own gaze.
The wielder of the mirror is not affected by seeing
himself. Mirror of Suggestion:
This small hand mirror manifests its power up to twice per day
against creatures that see their reflections within it, as a gaze
attack with a range of 30 feet. Potential victims can attempt to
avert their eyes or look away as they would from a normal gaze
attack. A creature meeting its own gaze in the mirror must
succeed on a DC 13 Will save or be affected by a suggestion chosen by the
mirror’s wielder. Because the mirror is small, only a
single creature can meet its own gaze each round. The wielder of
the mirror is not affected by seeing herself. Mirror of Time Hop:
This small hand mirror manifests its power up to twice per day
against creatures that see their reflections within it, as a gaze
attack with a range of 30 feet. Potential victims can attempt to
avert their eyes or look away as they would from a normal gaze
attack. A creature meeting its own gaze in the mirror must
succeed on a DC 14 Will save or be pushed forward in time by 5
rounds, as if subject to the time hop power. Because the
mirror is small, only a single creature can meet its own gaze
each round. The wielder of the mirror is not affected by seeing
herself. Pearl, Brain Lock:
This tiny pearly sphere speeds toward its target when hurled by
its owner. He can hurl the pearl at any target within 130 feet
that he can see and to which he has line of effect. If the target
fails a DC 13 Will saving throw, the pearl seems to impact and
then enter the flesh of the target. The target stands mentally
paralyzed, as if by brain lock, for 3 rounds.
The use destroys the item. Pearl, Breath Crisis:
This tiny pearly sphere speeds toward its target when hurled by
its owner. He can hurl the pearl at any target within 150 feet
that he can see and to which he has line of effect. If the target
fails a DC 14 Will saving throw, the pearl seems to impact and
then enter the flesh of the target. The target is affected as if
by crisis of breath for 5 minutes.
The use destroys the item. Pearl, Mind Seed: This
tiny pearly sphere instantly takes on the skin tone and texture
of whatever creature handles it. It speeds toward its target when
hurled by its owner. He can hurl the pearl at any target within
150 feet that he can see and to which he has line of effect. If
the target fails a DC 22 Will saving throw, the pearl seems to
impact and then enter the flesh of the target. The target is
affected as if by a mind seed power, with the
pearl’s wielder acting as the manifester. The use destroys
the item. Pearl, Personality
Parasite: This tiny pearly sphere speeds toward its target
when hurled by its owner. He can hurl the pearl at any target
within 130 feet that he can see and to which he has line of
effect. If the target fails a DC 16 Will saving throw, the pearl
seems to impact and then enter the flesh of the target. The
target is affected as if by personality parasite for 5
rounds. The use destroys the item. Psionatrix: Each of these multifaceted crystals is worn as an amulet. Unless noted otherwise, a psionatrix adds a +1 enhancement bonus to the save DC when the wearer uses powers of the discipline to which the psionatrix is keyed. Psionatrix of
clairsentience: Blue light glimmers in this
crystal’s heart. Psionatrix of
metacreativity: Green light glimmers in this
crystal’s heart. Psionatrix of
psychokinesis: Red light glimmers in this crystal’s
heart. Psionatrix of
psychometabolism: Violet light glimmers in this
crystal’s heart. Psionatrix of
psychoportation: Yellow-red light glimmers in this
crystal’s heart. Psionatrix of
telepathy: Piercing yellow light shines from this
crystal’s heart. Psionic Restraints:
Each of the various psionic restraints is an iron cuff that
cunningly locks around the wrist (DC 27 Open
Lock check). The cuff limits the total number of power points
a psionic creature wearing it can use in 1 round (regardless of
the creature’s total power point reserve), or completely
damps the ability to use psionics. All types of psionic
restraints prevent the free manifesting of powers.
Strong psychokinesis; ML 16th; Craft Universal Item, bend reality, dispel psionics; Weight 1 lb. Psychoactive Skins: Psychoactive skins (also sometimes called ectoshells) are fistsized globs of psionically charged ectoplasm. As a standard action, a psychoactive skin spreads over and covers a Medium or smaller creature that projects the proper command thought; the same command thought causes the skin to shrink back down to its former size. Each of the various psychoactive skins is charged with one of a wide array of powers that constantly affect the wearer. A deployed skin completely covers the wearer and all his equipment like a second skin, allowing the wearer to see, hear, and breathe normally. It rolls away from various parts of the body as needed, such as when the wearer needs to eat or access a backpack. Held items or items specifically excluded are not covered by a psychoactive skin. Up to three skins can be worn simultaneously, although only the outermost is active in any given round (the powers of hidden skins cannot be manifested). Skin layers can be changed with a command thought as a standard action, which causes a lower-layer skin to come to the surface. Skin of the
Chameleon: This psychoactive skin adjusts to surrounding
textures and colors, continually granting the wearer a +10
enhancement bonus on Hide checks. Skin of the Claw:
This psychoactive skin benefits only a wearer who has levels in
psychic warrior. If such a character wears this skin, he can
activate the claws of the beast power at
will, as a free action that does not provoke attacks of
opportunity. He can also dismiss the claws equally quickly. Skin of the Defender:
This psychoactive skin continually grants the wearer a +4 bonus
to natural armor. Skin of Fiery
Response: This psychoactive skin answers the first attack
made against the wearer in each round with an automatically
manifested and targeted “ectoburst” against the
attacker. The burst ejects from the skin on the wearer’s
turn, making a ranged touch attack as described in the energy retort power, but the
energy type chosen is always fire. If the attack hits, the target
takes 2d6 points of fire damage as the ectoburst flames up and is
consumed. This attack does not in any way hinder the wearer,
count against her total actions for the round, or provoke attacks
of opportunity. Skin of the Hero:
This psychoactive skin continually grants the wearer a +3
deflection bonus to Armor Class, a +3 resistance bonus on all
saving throws, and a +3 enhancement bonus on attack rolls. Skin of Iron: This
psychoactive skin affects the wearer as the psionic iron body power up to
three times per day for 15 minutes with each use. When the
skin’s power is not active, it has no protective qualities.
Activating the psionic iron body effect is a standard action that
provokes attacks of opportunity. Skin of Nimbleness:
This psychoactive skin continually grants the wearer a +10
competence bonus on Tumble checks. Skin of Proteus: This
psychoactive skin continually affects the wearer as the metamorphosis power. While in a
form other than his natural form, the wearer does not appear to
be wearing the skin. Skin of the Psion:
This psychoactive skin grants the wearer 7 bonus power points per
day and power resistance 21. Skin of the Spider:
This psychoactive skin continually grants the wearer a +20
competence bonus on Climb checks and continually
affects the wearer as the body equilibrium power. Three
times per day, the wearer can manifest entangling ectoplasm against a
target within 30 feet. Skin of the Troll:
This psychoactive skin continually allows a living wearer to heal
more quickly. The wearer heals 5 points of damage per minute.
Except for the slower rate of healing, this skin affects its
wearer as if the wearer were under the effect of a continual true
metabolism power. Ring of
Self-Sufficiency: This crystalline ring continually grants
the wearer a +10 competence bonus on Autohypnosis checks. Shards: These
universal items are tiny fragments of cast-off crystal imprinted
with minuscule bits of psionic power. Using a shard requires
grasping it and projecting a command thought as a standard action
(most shards telepathically whisper their command word into the
minds of living creatures who handle them). A shard grants a
temporary competence bonus on one specific skill, ranging from +1
to +10. The granted bonus lasts until the skill is used or 10
rounds pass, whichever comes first. Once its effect is activated,
a shard disintegrates immediately, whether or not the bonus
granted by the shard is eventually used. Third Eyes: These objects appear as small crystals, always with at least one wide, flat facet, and contain a variety of powers. When the owner uses the proper command thought, the crystal adheres to the center of his forehead (the same command thought causes the third eye to disengage). Only one third eye can be worn at a time. A third eye is treated as eyewear or goggles for the purpose of determining which items can be worn on the body. Aware: This kind of
third eye continually grants the wearer a +10 competence bonus on
Spot checks. Conceal: While worn,
a third eye conceal protects the wearer from view by all devices,
powers, and spells that detect, inf luence, or read emotions or
thoughts. This power protects against all mind-affecting powers
and effects as well as information-gathering by clairsentience
powers or effects (except for metafaculty); this item affects
the wearer as if he enjoyed the benefit of the psionic mind blank power. Concentrate: This
kind of third eye continually grants the wearer a +10 competence
bonus on Concentration checks. Dominate: The wearer
of a third eye dominate can attempt to dominate a subject as with
the power psionic dominate, augmented
to target any creature type it can affect, once per day (save DC
18). Expose: The wearer of
this kind of third eye always knows when someone lies directly to
him. Gather: This kind of
third eye continually grants the wearer a +10 competence bonus on
Gather Information checks. Penetrate: While
worn, a third eye penetrate grants the wearer a +2 bonus on
manifester level checks to overcome a creature’s power
resistance. Powerthieve: While
worn, a third eye powerthieve allows the wearer to borrow one
power from a psionic target within 40 feet once per day. If the
target fails a DC 16 Will save, it instantly loses one power of
the wearer’s choice, and the wearer instantly gains
temporary knowledge of this power. Repudiate: While
worn, this powerful item allows the wearer to manifest dispel psionics once per day with
a +20 modifier on the dispel check (the wearer uses the +20
modifier in place of his manifester level). Sense: The wearer of
this kind of third eye can manifest clairvoyant sense at will. View: The wearer of
this kind of third eye can spin a quasireal version of himself
and send it over virtually any distance or into other planes of
existence, as if manifesting the remote viewing power, once per
day. Torc of Free Will:
This item is a band inlaid with precious metal, worn around the
neck or upper arm. The wearer of a torc of free will is not
affected by the brain lock power or items
that produce brain lock effects (such as crystal anchors). Torc of Leech Freedom:
This item is a band inlaid with precious metal, worn around the
neck or upper arm. The wearer of a torc of leech freedom
automatically resists up to two uses of power leech against him per
day. Torc of Power
Preservation: This item is a band inlaid with precious
metal, worn around the neck or upper arm. The wearer of a torc of
power preservation manifests all powers by paying power points
equal to the standard cost minus 1 (minimum of 1). |