This material is Open Game Content, and is licensed for
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v1.0a.
PSIONIC ITEMS
Using Items
A psionic item must be activated for use, although sometimes activation
simply means holding the item. Some items, once donned, function constantly. In
most cases, though, using an item requires an activate psionic item action that
does not provoke attacks of opportunity. However, the use of power trigger items
(see below) is treated just like manifesting powers in combat.
Activating a
psionic item is a standard action unless the item description indicates
otherwise. The manifestation time of a psionic power is the time required to
activate the same power in an item, unless the item description specifically
states otherwise.
The three ways to activate psionic items are:
Power
Trigger: This is the activation method for power stones. It requires the special
knowledge of psionic power manifestation that an appropriate character would
know and forming the appropriate command thought. If a power is on a
character’s power list (either the psion list or the psychic warrior
list), the character knows how to use a power trigger item that stores that
power. The user must still determine what power is stored in the item before
activating it. Activating a power trigger item is a standard action that
provokes attacks of opportunity exactly as manifesting a power does.
Command
Thought: If no activation method is suggested either in the psionic item
description or by the nature of the item, assume that a command thought is
needed to activate it. Command thought activation means that a character
mentally projects a word and the item activates. No other special knowledge is
needed. Activating a command thought psionic item is a standard action that does
not provoke attacks of opportunity.
Sometimes the command thought to activate
an item is mentally encoded within it and is whispered into the mind of a
creature first picking it up. Other items are silent, but Knowledge (psionics)
or Knowledge (history) skills might be useful in helping to identify command
thoughts. A successful check (DC 30) is needed to come up with the command
thought in this case.
The power identify reveals command
thoughts.
Use-Activated: This type of psionic item has to be used to
activate. Use activation is generally straightforward and self-explanatory (the
character must still know or guess what the item does to activate it).
If
using the item takes time before a psionic effect occurs, then use activation is
a standard action. If the item’s activation takes no extra time, use
activation is usually not even an action. Neither provokes attacks of
opportunity unless the use involves taking an action that in itself provokes
them.
Saving Throws against Psionic Item Powers
Psionic items produce psionic powers. The DC of a saving throw against a
power from a psionic item is always 10 + the level of the power or effect + the
ability bonus of the minimum ability score needed to manifest that level of
power. Another way to figure the same number is to multiply the power’s
level by 1.5 and add 10 to the result.
Some item descriptions give saving
throw DCs for various effects, particularly when the effect has no exact power
equivalent.
Damaging Psionic Items
Psionic items should always get a saving throw against powers or spells
that might deal damage to them—even against attacks from which a mundane
item would normally get no chance to save. All types of psionic item
saves—Fortitude, Reflex, and Will—are calculated the same way: The
saving throw bonus equals 2 + one-half its manifester level (round down). The
only exceptions to this are intelligent psionic items, which make Will saves
based on their own Wisdom scores.
A psionic item, unless otherwise noted,
takes damage as a normal item of the same type. A damaged psionic item continues
to function until completely broken (that is, its hit points are
exhausted).
Psionic Item Descriptions
In the following sections, each general type of psionic item gets an
overall description, followed by descriptions of specific items.
General
descriptions include notes on activation, random generation, and other material.
The AC, hardness, hit points, and break DC are given for typical examples of
some types of psionic items. The AC assumes that the item is unattended and
includes a –5 penalty for the item’s effective Dexterity of 0. If a
creature holds the item, use the creature’s Dexterity modifier in place of
the –5 penalty.
Some individual items, notably those that simply store
psionic powers and nothing else, don’t get full-blown descriptions. Simply
reference the power’s description. Assume that the power is manifested at
the minimum level required to manifest it, unless the creator chooses to make it
higher for some reason. Doing so increases the cost of the item.
Items with
full descriptions have their abilities detailed, and each of the following
aspects of the item is summarized at the end of the description.
Manifester
Level: The level of the creator (or the manifester level of the psionic powers
placed within the item, if lower than the actual level of the creator). The
manifester level provides the item’s saving throw bonus, as well as range
and other level-dependent aspects of the powers of the item (if variable). It
also determines the level that must be contended with should the item come under
the effect of a negate psionics power or similar situation.
Prerequisites:
The requirements that must be met in order for a character to make the item.
These include feats, psionic powers, and miscellaneous requirements such as
level, alignment, and race or kind.
Market Price: The going rate if a
character wants to buy the item. Market price is also included on the random
tables for easy reference. The market price for an item that can be constructed
with the item creation feats is usually equal to the base price plus the price
for any components (special materials or experience point
expenditure).
Important: All market prices given for psionic items assume
that the item’s creator used the Metacreative feat in its construction,
unless noted otherwise.
Cost to Create: The cost in gp and XP to create the
item. This entry appears only for items with components (material or XP) that
make their market prices higher than their base prices. The cost to create
includes the costs derived from the base cost plus the cost of the components.
Items without components do not have a “Cost to Create” entry. For
them, the market price and base price are the same. The cost in gp is half the
market price, and the cost in XP is 1/25 the market price.
Weight: An entry
of “—” indicates an item that has no weight worth
noting.
Unless otherwise noted, all psionic items follow the same rules
for pricing and construction as magical items.
Random Psionic Items
Random Psionic Item
Generation
Minor Medium Major Item
01–02 01–05 01–05 Armor
03–04 06–10 06–10 Shields
05–06 11–15 11–15 Melee
weapons
08–09 16–20 16–20 Ranged
weapons
10–40 21–40 21–35 Psionic
tattoos
41–46 41–50 36–45 Crystal
capacitors
47–81 51–68 46–75 Power
stones
82–91 69–83 76–80 Dorjes
92–100 84–100 81–100 Universal
items
Armor and Shields
In general, psionic armor and shields follow the rules for the equivalent
magic items, as far as enhancement bonuses, stacking, and other base abilities
are concerned. An enhancement bonus is an enhancement bonus, regardless whether
magic or psionics created it.
Special Qualities: Roll d%. An 01 result
indicates the item is intelligent, a 02–31 result indicates that the
command thought (if any) is psionically encoded 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.
Table: Armor Special
Abilities
Special Market
Price
Minor Medium Major Ability Modifier
01–30 01–05 01–05 Landing +1
bonus
— 06–07 06–07 Reinforcement, light +1
bonus
31–52 08–19 09 Floating +1
bonus
53–74 20–30 10–11 Quickness +1
bonus
75–96 31–49 12–14 Sight +1
bonus
— 50 15–16 Power resistance (13) +2
bonus
— 51–60 17–21 Phasing +3
bonus
— — 22–23 Crystalline +3
bonus
97–98 61–65 24–27 Reinforcement, +3
bonus
moderate
— 66 28–29 Power resistance (15) +3
bonus
— 67–71 30–31 Mindarmor +3
bonus
— 72–76 32–41 Linked +3
bonus
— 77–81 42–51 Vanishing +3
bonus
— 82–86 52–61 Ectoplasmic +3
bonus
— 87–91 62–64 Aporter +3
bonus
— 92–94 65–67 Power resistance (17) +4
bonus
— 95 68–69 Radiant +5
bonus
— 96–98 70–72 Reinforcement, heavy +5
bonus
— — 73–74 Power resistance (19) +5
bonus
99–100 99–100 75–100 Roll twice again*
*If an
ability is rolled twice, only one counts. If the roll gives two versions of the
same special ability, use the better.
Table: Shield Special
Abilities
Special Market
Price
Minor Medium Major Ability Modifier
01–30 — — Hearten +1
bonus
31–50 — — Ranged +1
bonus
51–60 — — Reinforcement, light +1
bonus
61–99 01–10 — Thought bastion +2
bonus
— 11–16 01–15 Averter +2
bonus
— 17–20 16–20 Power resistance (13) +2
bonus
— 21–25 21–25 Wall +3
bonus
— 26–30 26–35 Reinforcement, +3
bonus
moderate
— 31–40 36–38 Mindarmor +3
bonus
— 41–50 39–41 Linked +3
bonus
— 51–60 42–44 Vanishing +3
bonus
— 61–70 45–47 Manifester +3
bonus
— 71–80 48–50 Aporter +3
bonus
— — 51–55 Power resistance (15) +3
bonus
— — 56–60 Power resistance (17) +4
bonus
— — 61–65 Reinforcement, heavy +5
bonus
— 81–90 66–70 Time buttress +5
bonus
— — 71–80 Power resistance (19) +5
bonus
100 91–100 81–100 Roll twice again*
*If an ability is
rolled twice, only one counts. If the roll gives two versions of the same
special ability, use the better.
Armor and Shield Special Abilities
Descriptions
Most psionic armor and shields only have enhancement bonuses. Such items
can also have the special abilities detailed here. Armor or a shield with a
special ability must have at least a +1 enhancement bonus.
Aporter: As a
move-equivalent action, this suit of armor or shield instantly transports the
wearer and his or her equipment to any spot within 800 feet that he or she can
visualize or specify, as the dimension door power. The armor or shield can
transport the wearer in this fashion twice per day.
Manifester Level: 10th;
Prerequisites: Craft Psionic Arms and Armor, dimension door; Market Price: +3
bonus.
Averter: On command, up to three times per day, any creature to
whom the wearer presents this shield must succeed at a Will save (DC 13) 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.
Manifester Level: 12th; Prerequisites: Craft Psionic Arms and
Armor, aversion; Market Price: +2 bonus.
Crystalline: This armor is made
completely of crystal, although it possess all the qualities of armor of its
type. Gleams and flashes within the crystal give the wearer and the armor a
“fuzzy” appearance, granting the wearer one-half concealment. This
concealment translates into a 20% miss chance for each attack.
Manifester
Level: 15th; Prerequisites: Craft Psionic Arms and Armor, displacement; Market
Price: +3 bonus.
Ectoplasmic: As a move-equivalent action, this armor
converts itself, its wearer, and all the wearer’s equipment into
ectoplasmic form for up to 15 minutes per day, similar to the power ectoplasmic
form. In this semiliquid state the wearer gains damage reduction 20/+1. The
wearer can take on ectoplasmic form in increments of up to 5 minutes, but even 1
round spent in ectoplasmic form counts as one such increment.
Manifester
Level: 8th; Prerequisites: Craft Psionic Arms and Armor, ectoplasmic form;
Market Price: +3 bonus.
Floating: This armor is psionically buoyant in
water or similar liquid, negating the normal Swim check penalty for wearing
armor. Additionally, it grants a +4 circumstance bonus on Swim
checks.
Manifester Level: 4th; Prerequisites: Craft Psionic Arms and Armor,
float; Market Price: +1 bonus.
Hearten: This shield grants the owner 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 a free action at any
time.
Manifester Level: 4th; Prerequisites: Craft Psionic Arms and Armor,
verve; Market Price: +1 bonus.
Landing: A suit of armor with this
capability appears normal. The wearer, however, automatically ignores any damage
dealt by the first 20 feet of a fall. Regardless of the height of the fall, the
wearer always lands on his or her feet.
Manifester Level: 4th; Prerequisites:
Craft Psionic Arms and Armor, catfall; Market Price: +1 bonus.
Linked:
The wearer of this armor or shield forms a telepathic bond with other wearers of
linked armor or shields within 10 miles. This ability is otherwise similar to
the mindlink power.
Manifester Level: 6th; Prerequisites: Craft Psionic Arms
and Armor, mindlink; Market Price: +3 bonus.
Manifester: This shield must
have at least one other special quality with a specified number of uses per day.
It allows the wielder to use that ability more often than otherwise allowed. For
each additional use, the wielder pays 5 power points as a standard
action.
Manifester Level: 18th; Prerequisites: Craft Psionic Arms and Armor,
psychic chirurgery; Market Price: +4 bonus.
Mindarmor: This armor or
shield grants the wearer a +4 bonus on Will saving throws to resist all
mind-affecting and/or compulsion powers.
Manifester Level: 5th;
Prerequisites: Craft Psionic Arms and Armor, negate psionics; Market Price: +3
bonus.
Phasing: The wearer of this armor can move through wooden,
plaster, or stone walls, but not other materials. Each day, the wearer can pass
through a total length of 60 feet, breaking this distance up into several
smaller passages or one long one, as desired. A wearer who exceeds this daily
allotment is ejected from the material at the point of entry, ending up prone in
front of the now impassible wall.
Manifester Level: 15th; Prerequisites:
Craft Psionic Arms and Armor, phase door; Market Price: +3 bonus.
Power
Resistance: This ability grants the armor’s wearer power resistance while
the armor is worn. The power resistance can be PR 13, PR 15, PR 17, or PR 19,
depending on the armor.
Manifester Level: 15th; Prerequisites: Craft Psionic
Arms and Armor, power resistance; Market Price: +2 bonus (PR 13); +3 bonus (PR
15); +4 bonus (PR 17); or +5 bonus (PR 19).
Quickness: This armor
increases the wearer’s speed by 5 feet.
Manifester Level: 4th;
Prerequisites: Craft Psionic Arms and Armor, burst; Market Price: +1
bonus.
Radiant: The wearer gains energy resistance 10 against energy
attacks (acid, cold, electricity, fire, and sonic). The armor absorbs the first
10 points of damage dealt by any such attack, causing it to shine for a number
of rounds equal to the points of damage absorbed. This light is sufficient to
illuminate a 60-foot-radius area.
Manifester Level: 18th; Prerequisites:
Craft Psionic Arms and Armor; energy barrier; Market Price: +5
bonus.
Ranged: The wielder of this 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 appropriate feats.
No matter the size of the wielder, a small shield deals 1d6 points of damage and
a large one 1d8. The wielder’s Strength modifier (if within 30 feet of the
target) and the shield’s enhancement bonus, if any, add to the base
damage.
Whether it misses or strikes its target, the shield returns through
the air to the wielder that threw it. It returns on the next move-equivalent
action of the wielder, who can also take a move-equivalent action as the shield
returns. If no clear route exists back to the wielder, the shield falls to the
ground.
Manifester Level: 5th; Prerequisites: Craft Psionic Arms and Armor,
far hand; Market Price: +1 bonus.
Reinforcement: When a critical hit or
sneak attack is scored on the wearer, there is a chance that the critical or
sneak attack is negated and damage is instead rolled normally:
Reinforcement Chance to Market
Type Negate Damage Price
Minor
25% +1 bonus
Medium 75% +3 bonus
Greater 100% +5
bonus
Manifester Level: 13th; Prerequisites: Craft Psionic Arms and
Armor, iron body; Market Price: varies (see above).
Seeing: This 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 sneak attack because the wearer is still partly flanked). The wearer
gains a +1 enhancement bonus on all Spot checks but concurrently suffers a
–2 penalty on saves against all gaze attacks.
Manifester Level: 5th;
Prerequisites: Craft Psionic Arms and Armor, expanded vision; Market Price: +1
bonus.
Thought Bastion: This shield protects the wielder as the Psychic
Bastion feat. While holding the shield, the wielder gains mental hardness +1
against a foe’s successful psionic attack—even id insinuation. This
bonus stacks with other mental hardness bonuses due to the Psychic Bastion feat
or through psionic defense modes.
Manifester Level: 5th; Prerequisites: Craft
Psionic Arms and Armor, Psychic Bastion, thought shield; Market Price: +2
bonus.
Time Buttress: This shield gives the wielder a chance to avoid
telling blows by reliving the last few moments of combat. Once per day, the
wielder can use time regression as though manifesting the power.
Manifester
Level: 15th; Prerequisites: Craft Psionic Arms and Armor, time regression;
Market Price: +5 bonus.
Vanishing: On command, this suit of armor or
shield renders its wearer and all the wearer’s equipment invisible. This
invisibility is broken by the standard methods. The wearer can use this ability
twice per day.
Manifester Level: 5th; Prerequisites: Craft Psionic Arms and
Armor, invisibility; Market Price: +3 bonus.
Wall: As a standard action,
the wielder can hold forth this shield and command a wall of ectoplasm to grow
from the edges of the shield. This forms a wall whose area is up to 120 feet
square or a sphere or hemisphere with a radius of up to 12 feet. The shield
remains part of the wall until the duration elapses or until repossessed by the
wearer, at which time the wall of ectoplasm dissipates.
Manifester Level:
12th; Prerequisites: Craft Psionic Arms and Armor, wall of ectoplasm; Market
Price: +3 bonus.
Weapons
Psionic weapons have enhancement bonuses ranging from +1 to +5. They apply
these bonuses to both attack and damage rolls when used in combat. All psionic
weapons are also masterwork weapons, but their masterwork bonus to attack does
not stack with their enhancement bonus to attack.
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.
Many psionic weapons only have enhancement bonuses.
Such items can also have the special abilities detailed here. A weapon with a
special ability must have at least a +1 enhancement bonus.
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. These telepathic weapons are
obviously psionic. Such a weapon can’t be concealed from creatures within
15 feet when drawn, nor can its mental “soundtrack” be
curbed.
Activation: Usually a character benefits from a psionic weapon in
exactly the 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 the command thought (a standard
action).
Special Qualities: Roll d%. A 01–20 result indicates that the
item produces telepathic “noise” when first drawn or at first blood
(“audible” to all within 15 feet), 21–25 indicates that the
weapon is intelligent, 26–35 indicates that the weapon is both intelligent
and produces telepathic noise, 36–50 indicates that the command thought
(if any) is psionically encoded and whispers itself into the user’s mind
on acquisition, and 51–100 indicates no special qualities.
Table:
Melee Weapon Special Abilities
Special Market
Price
Minor Medium Major Ability Modifier
01–15 01–10 — Lucky +1
bonus
16–45 11–25 01–09 Charged +1
bonus
46–55 26–30 10–12 Dissipater +1
bonus
56–70 31–40 — Impact +1
bonus
71–80 41–50 13–17 Sunderer +1
bonus
81–89 51 18–19 Power storing +1
bonus
90–99 52–56 20–21 Parrying +1
bonus
— 57–65 22–33 Suppression +2
bonus
— 66–71 34–41 Body feeder +2
bonus
— 72–79 42–47 Mind feeder +2
bonus
— 80–85 48–57 Psibane +2
bonus
— 86–88 58–62 Soul feeder +3
bonus
— 89–91 63–67 Mindcrusher +3
bonus
— 92 68–73 Manifester +4
bonus
— 93 74–76 Coup de grace +5
bonus
— 94–95 77–80 Psychic +5
bonus
100 96–100 81–100 Roll again twice* —
*Reroll if
the result is a duplicate special ability, an ability incompatible with an
ability that already rolled, or if the extra ability puts the weapon over the
+10 limit. A weapon’s enhancement bonus and special ability bonus
equivalents can’t total more than +10.
Table: Ranged Weapon Special
Abilities
Special Market
Price
Minor Medium Major Ability Modifier
01–20 01–15 — Teleporting +1
bonus
21–40 16–30 — Impact +1
bonus
41–100 31–45 01–30 Charged +1
bonus
— 46–50 31–40 Suppression +2
bonus
— 51–66 41–65 Psychokinetic burst +2
bonus
— 67–74 66–70 Psibane +2
bonus
— 75–82 71–75 Dislocator +3
bonus
— 83–98 76–85 Great dislocator +4
bonus
— — 86–90 Manifester +4
bonus
— — 91–97 Coup de grace +5
bonus
— 99–100 98–100 Roll again twice* —
*Reroll
if the result is a duplicate special ability, an ability incompatible with an
ability that already rolled, or if the extra ability puts the weapon over the
+10 limit. A weapon’s enhancement bonus and special ability bonus
equivalents can’t total more than +10.
Psionic Weapon Special Abilities
Descriptions
Most psionic weapons only have 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.
Body Feeder: All feeder weapons have a
special ability that functions on scoring a successful critical hit. A body
feeder weapon grants its wielder temporary hit points equal to the total damage
dealt by a successful critical hit. These temporary hit points last 10
minutes.
Manifester Level: 10th; Prerequisites: Craft Psionic Arms and Armor,
claws of the vampire, metaphysical weapon; Market Price: +2
bonus.
Charged: Upon command, this weapon glows from the inside with
lethal psionic energy. The energy does not harm the hands that hold the weapon.
Charged weapons deal +1d4 points of bonus damage on a successful hit. Bows,
crossbows, and slings bestow the energy upon their ammunition.
Manifester
Level: 10th; Prerequisites: Craft Psionic Arms and Armor, Psionic Weapon,
metaphysical weapon; Market Price: +1 bonus.
Coup de Grace: Once per day,
the wielder can use a full attack action to make one attack that, if it hits,
strikes the foe as if the wielder had delivered a coup de grace. On a miss, the
use is wasted for the day. Bows, crossbows, and slings bestow this power on
their ammunition.
Manifester Level: 18th; Prerequisites: Craft Psionic Arms
and Armor, Deep Impact, greater domination; Market Price: +5
bonus.
Dislocator: The wielder of this weapon can attempt to dislocate a
designated foe up to three times per day. On a successful hit, the foe must
succeed at a Will save (DC 17) or be teleported 1–100 miles in a random
direction. If the weapon misses, the use is wasted. Bows, crossbows, and slings
bestow this power on their ammunition.
Manifester Level: 12th; Prerequisites:
Craft Psionic Arms and Armor, teleport; Market Price: +3 bonus.
Dissipater: This 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 treats all successful hits as critical hits.
Manifester Level: 12th; Prerequisites: Craft Psionic Arms and Armor, dismiss
ectoplasm; Market Price: +1 bonus.
Great Dislocator: The wielder of this
weapon can attempt to dislocate a designated foe up to three times per day. On a
successful hit, the foe must succeed at a Will save (DC 20) or be cast into a
random alternate plane of existence (such as the Astral Plane, the Plane of
Shadow, or even the Abyss). If the weapon misses, the use is wasted. Bows,
crossbows, and slings bestow their effects upon their ammunition.
Manifester
Level: 18th; Prerequisites: Craft Psionic Arms and Armor, plane shift; Market
Price: +4 bonus.
Impact: Impact weapons deal +2 points of bonus damage on
each successful strike, in addition to the weapon’s enhancement bonus.
Bows, crossbows, and slings bestow the bonus damage upon their
ammunition.
Manifester Level: 10th; Prerequisites: Craft Psionic Arms and
Armor, matter rearrangement; Market Price: +1 bonus.
Lucky: 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 Level: 8th;
Prerequisites: Craft Psionic Arms and Armor, fate of one; Market Price: +1
bonus.
Manifester: This weapon must have at least one other special
quality with a specified number of uses per day. It allows the wielder to use
that ability more often than otherwise allowed. For each additional use, the
wielder pays 5 power points as a standard action. Power storing weapons (see
below) with this quality do not lose the power stored—unless the wielder
so desires—but instead allow the wielder to manifest that power over and
over by paying power points commensurate with the level of the power stored.
Bows, crossbows, and slings bestow this ability upon their ammunition if the
wielder makes the same power point payment.
Manifester Level: 18th;
Prerequisites: Craft Psionic Arms and Armor, psychic chirurgery; Market Price:
+4 bonus.
Mindcrusher: Any psionic creature struck in combat by this
weapon loses a number of power points equal to the points of damage dealt. A
creature that is out of power points, or a psionic creature that freely
manifests its powers, must succeed at a Will save (DC 17) or take 1d2 points of
temporary Wisdom damage.
Manifester Level: 14th; Prerequisites: Craft Psionic
Arms and Armor, disarm mind; Market Price: +2 bonus.
Mind Feeder: A mind
feeder weapon grants its wielder temporary power points equal to the total
damage dealt by a successful critical hit. These temporary power points last 10
minutes. The wielder gains power points even if the target has none (its hit
points are converted).
Manifester Level: 12th; Prerequisites: Craft Psionic
Arms and Armor, metaphysical weapon, psychic vampire; Market Price: +2
bonus.
Parrying: The weapon grants a +1 insight bonus to the
wielder’s Armor Class. The bonus is granted whenever the wielder holds the
weapon, even if flat-footed.
Manifester Level: 5th; Prerequisites: Craft
Psionic Arms and Armor, combat precognition; Market Price: +1
bonus.
Power Storing: A power storing weapon allows a manifester to store
a single targeted psionic power of up to 3rd level in the weapon. (The power
must have a manifestation time of 1 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 free action if the wielder desires.
(This ability is a special exception to the general rule that manifesting a
power from an item takes at least as long as manifesting that power normally.)
Once the power has been manifested, the weapon is empty, and a manifester can
imbed any other targeted power of up to 3rd level into it. The weapon
telepathically whispers to the wearer the name of the power currently stored
within it. A randomly rolled power storing weapon has a 50% chance to have a
power stored in it already. Psionic attack modes cannot be stored.
Manifester
Level: 8th; Prerequisites: Craft Psionic Arms and Armor, creator must be a
manifester of at least 12th level; Market Price: +1 bonus.
Psibane: A
psibane weapon deals +2d6 points of bonus damage against all 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.
Manifester Level: 7th; Prerequisites: Craft Psionic Arms and
Armor, concussion; Market Price: +2 bonus.
Psychic: A psychic
weapon’s power depends on its wielder. In the hands of a nonpsionic
creature, it possesses the qualities of a mundane weapon of its type. When
wielded by a psionic creature, however, the weapon’s abilities are
revealed and become functional, based on the wielder’s current power point
reserve. The enhancement bonus and special abilities noted below do not stack: A
wielder with 15+ power points doesn’t also have access to powers revealed
at lower reserves.
Available abilities cannot exceed a +2 bonus to market
price, as noted below. The DM chooses or rolls randomly on Table: Melee Weapon
Special Abilities. Once a bonus ability is revealed, it is “locked
in.”
Power Point Enhancement
Reserve Bonus Special
Ability
1+ +1 None
5+ +1 One +1 bonus ability
15+ +2 One +1 bonus
ability
30+ +2 Two +1 bonus abilities
50+ +3 Two +1 bonus
abilities
80+ +3 Two +1, one +2 bonus abilities
130+ +4 Two +1, one +2
bonus abilities
Manifester Level: 18th; Prerequisites: Craft Psionic Arms and
Armor, emulate power, metaphysical weapon, and powers specifically imprinted;
Market Price: +5 bonus.
Psychokinetic Burst: This weapon releases a blast
of destructive psionic energy upon striking a successful critical hit.
Psychokinetic burst weapons deal +1d10 points of bonus damage on a successful
critical hit. If the weapon’s critical multiplier is x3, add +2d10 points
of bonus damage instead, and if the multiplier is x4, add +3d10 points of bonus
damage. Bows, crossbows, and slings bestow the energy upon their
ammunition.
Manifester Level: 10th; Prerequisites: Craft Psionic Arms and
Armor, concussion, metaphysical weapon; Market Price: +2 bonus.
Soul
Feeder: On a successful critical hit, a soul feeder weapon bestows one negative
level on the foe. One day after being struck, the subject must succeed at a
Fortitude save (DC 18) for each negative level or lose a character
level.
Manifester Level: 14th; Prerequisites: Craft Psionic Arms and Armor,
metaphysical weapon, mindwipe; Market Price: +3 bonus.
Sundering: This
weapon allows a wielder with the Sunder feat to attack opponents’ weapons
as if with the Great Sunder feat. Only one such attempt is allowed per
round.
Manifester Level: 8th; Prerequisites: Craft Psionic Arms and Armor,
Great Sunder, lesser metaphysical weapon; Market Price: +1
bonus.
Suppression: An opponent or object struck by this weapon is
subject to a targeted negate psionics power. The wielder makes a power check at
1d20+5 + manifester level (maximum +15) against a DC of 11+the power to be
negated’s manifester level. Bows, crossbows, and slings bestow the
negating effect upon their ammunition but may only do so three times per
day.
Manifester Level: 12th; Prerequisites: Craft Psionic Arms and Armor,
negate psionics; Market Price: +2 bonus.
Teleporting: This ability can
only be imbedded 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 on the round following the round that it
was thrown, just before that creature’s turn. It is therefore ready to use
again that turn.
Manifester Level: 7th; Prerequisites: Craft Psionic Arms and
Armor, dimension door; Market Price: +1 bonus.
Crystal Capacitors
Crystal capacitors store power points that psionic characters can use to
pay for manifesting their powers.
Physical Description: A crystal capacitor
consists of a core crystal and two or three smaller crystals, arranged on
strands of wire, in specific positions around it. The crystals give off a faint
glow. A typical crystal capacitor weighs approximately 1 pound, has an AC of 7,
10 hit points, a hardness of 8, and a break DC of 16.
Activation: The user
must project a command thought to unlock power points stored in a crystal
capacitor. This allows the use of the points to manifest psionic powers the user
knows.
The maximum number of points a crystal capacitor can store is always
an odd number, and is never more than 17. It can never store more power points
than its original maximum, set at the time of its creation. Once a crystal
capacitor’s power points are used up, its crystals dim. However, the user
can recharge it by paying power points on a 1-for-1 basis. While this depletes
the user’s own power point reserve for the day, those power points remain
available in the crystal capacitor until used.
A user cannot directly
replenish personal power points from those stored in a crystal capacitor, nor
can the user draw power points from more than one source to manifest a power or
attack/defense mode.
Random Generation: To generate crystal capacitors
randomly, roll on Table: Crystal Capacitors.
Special Qualities: Roll d%. A
01–25 result indicates that the command thought is mentally encoded and
whispers itself into the user’s mind on acquisition, and 26–100
indicates no special qualities.
Table: Crystal Capacitors
Maximum
Power
Minor Medium Major Point Storage Market
Price
01–100 01–40 — 1 1,000
gp
— 41–74 — 3 4,000
gp
— 75–89 01–39 5 9,000
gp
— 90–98 40–59 7 16,000
gp
— 99–100 60–69 9 25,000
gp
— — 70–70 11 36,000
gp
— — 80–89 13 49,000
gp
— — 90–95 15 64,000
gp
— — 96–100 17 81,000 gp
Dorjes
A dorje is a slender crystal that contains a single power. Each dorje has
50 charges when created, and each charge expended allows one use of that power.
A dorje that runs out of charges is just a simple crystal.
Physical
Description: A typical dorje is an elongated crystal of one color (or
colorless), between 8 inches and 10 inches long and about 1/2 inch thick, and
can weigh up to 1/4 pound. Occasionally, a dorje is decorated with carvings or
inscribed runes along a face of the crystal. A typical dorje has an AC of 7, 7
hit points, a hardness of 8, and a break DC of 18.
Activation: Dorjes use the
command thought activation method, so manifesting a power from a dorje is
usually a standard action that doesn’t provoke attacks of opportunity. (If
the power being manifested has a longer manifestation time than 1 action,
however, it takes that long to manifest the power from a dorje.) The user must
have the power on his or her class list, even if he or she knows the command
thought. Additionally, to activate a dorje, a character must hold it in hand and
point it in the general direction of the target or area.
Random Generation:
To generate dorjes randomly, roll on Table: Dorjes.
Special Qualities: Roll
d%. A 01–30 result indicates that the command thought is mentally encoded
and whispers itself into the user’s mind on acquisition, and 31–100
indicates no special qualities.
Table:
Dorjes
Minor Medium Major Power Level* Market
Price**
01–25 — — 0 375
gp
26–50 — — 1st 750
gp
51–95 01–05 — 2nd 4,500
gp
96-100 06–65 — 3rd 11,250
gp
— 66–95 01–05 4th 21,000
gp
— 96–100 06–50 5th 33,750
gp
— — 51–70 6th 49,500
gp
— — 71–85 7th 68,250
gp
— — 86–95 8th 90,000
gp
— — 96–100 9th 114,750 gp
*Dorjes could have
higher manifester levels than the minimum, which would give them commensurately
highter costs. Unlike magical wands, dorjes can hold powers up to 9th
level.
**Any dorje that stores a psionic power with an XP cost also carries a
commensurate cost above that noted here.
Power Stones
A power stone stores a psionic power (or collection of powers). A stored
power can be used only once, “flushing” the stone. Using a power
stone is basically like manifesting a psionic power.
Physical Description: A
power stone is a thumb-sized chunk of crystal, which possesses a barely
detectable interior glow while it holds a power. A stone encoded with more than
one power or higher-level powers glows more brightly, but never enough to
provide illumination in its own right. A typical power stone has an AC of 7, 5
hit points, a hardness of 8, and a break DC of 20.
Activation: To activate a
power stone, a manifester must mentally contact it. Doing so involves several
steps and conditions.
Address the Stone: The power stone must be
“hailed” before a character can use it or know exactly what power it
contains. This requires a successful Psicraft check (DC 15 + power level). Once
a particular power stone has been addressed, it is not necessary to do so again.
Addressing a power stone in advance lets a character proceed directly to the
next step when the time comes to use it.
Activate the Power: Activating a
power stone requires holding the stone and willing the power’s
manifestation, as if manifesting a power normally. Activating a power stone is
subject to disruption just as manifesting a normally manifested power would
be.
Additionally, the user must meet the following
requirements:
• The user must have the power on his or her class
list.
• The user must have the requisite ability score.
If the user
meets these requirements and has a manifester level at least equal to that
required to manifest the power, he or she can automatically activate the power
without a check. If he or she meets both requirements but his or her own level
is below the power stone’s manifester level, then he or she has to make a
manifester level check (1d20 + user’s level), against a DC equal to the
power stone’s manifester level +1, to manifest the power successfully. On
a failure, the user must succeed at a Wisdom check (DC 5) to avoid brainburn
(see below). A natural roll of 1 always fails, whatever the
modifiers.
Determine Effect: A power successfully activated from a power
stone works exactly as if manifested normally. Assume the power stone’s
manifester level is always the minimum level required to manifest the power for
the character who encoded the stone (usually twice the power’s level),
unless the creator specifically desires otherwise.
A power stone’s glow
fades when its power is flushed.
Brainburn: When things go awry, the user of
a psionic item sometimes improperly manifests the stored power. The resultant
psionic surge persists for 1d4 rounds, unless the power stone is flung 15 feet
or feet away or destroyed. The surge deals 1d4 points of electricity damage per
power stored per round and arcs across multiple targets, similar to biocurrent:
The user is the primary target, and one nearby ally is the secondary target
(chosen at random).
Random Generation: To generate power stones randomly,
first determine how many powers are encoded in the stone, according to Table:
Powers Encoded in a Power Stone. For each encoded power, roll on Table: Stone
Power Levels to determine its level, then choose the specific power of a given
level.
Table: Powers Encoded in a Power Stone
Power Stone Type Number
of Powers
Minor 1d3 powers
Medium 1d4 powers
Major 1d6
powers
Table: Stone Power Levels
Minor Medium Major Power
Level Market Price*
01–25 — — 0 25
gp
26–50 — — 1st 25
gp
51–95 01–05 — 2nd 150
gp
96–100 06–65 — 3rd 375
gp
— 66–95 01–05 4th 700
gp
— 96–100 06–50 5th 1,125
gp
— — 51–70 6th 1,650
gp
— — 71–85 7th 2,275
gp
— — 86–95 8th 3,000
gp
— — 95–100 9th 3,825 gp
*Any power stone that
encodes a psionic power with an XP cost also carries a commensurate cost above
that noted here.
Psionic Tattoos
Psionic tattoos are designs scribed on the skin that manifest powers on
their wearers. The wearer doesn’t get to make any decisions about the
tattoo’s effect—the manifester who scribed it has already done
so.
Psionic tattoos may vary in size, but a creature can only wear a total of
seventeen tattoos—adding one more causes all the scribed tattoos to
simultaneously “go off.” A psionic tattoo fades away after
use.
Physical Description: A typical psionic tattoo is a colorful pattern of
hundreds of tiny, interlacing lines within a larger design. Once scribed, the
tattoo’s design does not change. A psionic tattoo usually covers an area
of skin no more than 5 inches in diameter (larger ones could be designed, but
would have no added effect).
Scribing and Transferring Tattoos: The
manifester level for a psionic tattoo is the minimum level required to manifest
the scribed power. A psionic tattoo can contain only powers of level 0 to
3.
A psionic tattoo inscribed on a wearer is potentially more mobile than a
mundane tattoo. As a standard action, the wearer can will the tattoo to a
different part of his or her body or onto the skin of any willing (or
unconscious) living creature he or she touches. If the wearer of a psionic
tattoo is rendered unconscious or is slain, another sentient creature can touch
the tattoo and will it to leave the previous wearer and apply itself to the new
creature as a standard action. Psionic tattoos cannot overlay one another.
Identifying Psionic Tattoos: In addition to the standard methods of
identification, the wearer of a tattoo can concentrate on it and attempt to gain
some sense of how it would feel if activated. A successful Intelligence check
(DC 13) provides a hint to the tattoo’s effect.
Activation: A psionic
tattoo produces its effect when touched by its wearer and willed to do so (this
is called “tapping”). Tapping a tattoo is a standard action. A
psionic tattoo fades away after use.
The following rules govern the use of
psionic tattoos:
• A creature must have an appropriate physical surface
on which to scribe the pattern (thus, incorporeal creatures cannot use psionic
tattoos).
• Tapping a psionic tattoo provokes attacks of opportunity. A
successful attack (including grappling attacks) against the wearer forces a
Concentration check. A wearer who fails this check cannot concentrate
effectively on the tattoo to use it. The tattoo remains untapped, and the wearer
can make another attempt.
• A character can trigger the effects of
another’s psionic tattoo if the other wearer is unconscious. It is a
full-round action to find, touch, and concentrate on the unconscious
creature’s tattoo.
Random Generation: To generate psionic tattoos
randomly, roll on Table: Psionic Tattoos, then choose the specific power of a
given level.
Table: Psionic Tattoos
Minor Medium Major Power
Level Market Price
01–25 — — 0 25
gp
26–47 01–08 — 1st 50
gp
47–98 09–75 01–50 2nd 300
gp
99–100 76–100 51–100 3rd 750 gp
Universal Items
This is a catch-all category for anything that doesn’t fall into the
other groups. Anyone can use a universal item (unless specified otherwise in the
description).
Physical Description: Varies.
Activation: Usually use a
command thought, but details vary from item to item.
Random Generation: To
generate universal items randomly, roll on Table: Universal Psionic
Items.
Special Qualities: Roll d%. An 01 result indicates the universal item
is intelligent, 02–31 indicates that the command thought is mentally
encoded and whispers itself into the user’s mind on acquisition, and
32–100 indicates no special qualities.
Table: Universal Psionic
Items
Minor Medium Major Item Market
Price
01–02 — — Shard (+1) 20
gp
03–04 — — Shard (+2) 30
gp
05–07 — — Shard (+3) 40
gp
08–09 — — Crawling tattoo (0-level) 50
gp
10–11 — — Shard (+4) 60
gp
12–14 — — Crawling tattoo (1st-level) 100
gp
15–16 — — Shard (+5) 100
gp
17–18 — — Shard (+6) 140
gp
19–21 — — Shard (+7) 200
gp
22–23 — — Shard (+8) 250
gp
24–25 — — Shard (+9) 320
gp
26–28 — — Shard (+10) 400
gp
29–30 — — Crystal mask of knowledge 500
gp
31–32 — — Crystal mask of language 500
gp
33–35 — — Crawling tattoo (2nd-level) 600
gp
36–37 — — Brain lock pearl 1,000
gp
38–39 — — Psionic restraints, lesser 1,000
gp
40–42 — — Powerleech pearl 1,000
gp
43–44 — — Boots of stomping 1,200
gp
45–46 — — Crawling tattoo (3rd-level) 1,400
gp
47–49 — — Boots of skating 2,000
gp
50–51 — — Gloves of object reading 2,000
gp
52–53 — — Psionatrix of Clairsentience 2,000
gp
54–55 — — Psionatrix of Metacreativity 2,000
gp
56–58 — — Psionatrix of psionic attack 2,000
gp
59–60 — — Psionatrix of psionic defense 2,000
gp
61–62 — — Psionatrix of Psychokinesis 2,000
gp
63–65 — — Psionatrix of Psychometabolism 2,000
gp
66–67 — — Psionatrix of Psychoportation 2,000
gp
68–69 — — Psionatrix of Telepathy 2,000
gp
70–72 — — Ring of stabilization 2,000
gp
73–74 — — Ring of self–sufficiency 2,000
gp
75–76 — — Skin of nimbleness 2,000
gp
77–78 — — Third eye, perceive 2,000
gp
79–81 — — Third eye, concentrate 2,000
gp
82–83 — — Amulet of Psychic Bastion 2,000
gp
84–85 — — Crystal mask of mind armor 4,000
gp
86–88 — — Third eye, aware 4,000
gp
89–90 — — Third eye, penetrate 4,000
gp
91–92 — — Skin of the chameleon 4,500
gp
93–95 — — Crystal anchor (0-level) 5,000
gp
96–97 — — Psionic restraints, average 6,000
gp
98–100 — — Eyes of powerleech 7,200
gp
— 01–05 — Crystal anchor (1st level) 10,000
gp
— 06–10 — Torc of psionic might 10,000
gp
— 11–15 — Crystal anchor (2nd level) 10,400
gp
— 16–20 — Third eye, assimilate 11,200
gp
— 21–25 — Crystal anchor (3rd level) 11,300
gp
— 26–30 — Amulet of catapsi 12,000
gp
— 31–35 — Crystal mask of detection 12,000
gp
— 36–40 — Psionic restraints, greater 12,000
gp
— 41–45 — Mirror of suggestion 12,000
gp
— 46–50 — Third eye, expose 12,000
gp
— 51–55 — Third eye, open 12,000
gp
— 56–60 — Torc of free will 12,000
gp
— 61–65 — Torc of power 12,000
gp
— 66–70 — Crystal anchor (4th level) 12,600
gp
— 71–75 — Crystal anchor (5th level) 14,300
gp
— 76–80 — Skin of the claw 16,000
gp
— 81–85 — Crystal anchor (6th level) 16,400
gp
— 86–90 — Skin of the spider 20,000
gp
— 91–95 — Psionic restraints, damping 24,000
gp
— 96–100 — Skin of striking 24,000
gp
— — 01–08 Skin of the defender 32,000
gp
— — 09–15 Third eye, view 42,000
gp
— — 16–24 Third eye, negate 44,600
gp
— — 25–32 Crystal mask of fear 56,000
gp
— — 33–41 Eyes of vampiric powerleech 61,000
gp
— — 42–49 Skin of the hero 68,000
gp
— — 50–58 Skin of the psion 66,000
gp
— — 59–66 Third eye, conceal 90,000
gp
— — 67–75 Skin of proteus 90,000
gp
— — 76–83 Skin of the troll 90,000
gp
— — 84–92 Third eye, dominate 96,000
gp
— — 93–98 Reverse capacitor 182,000
gp
— — 99–100 Skin of iron 240,000 gp
Universal Item Descriptions
Amulet of Catapsi: This amulet aids the wearer against other psionic
characters. Three times per day, the wearer can trigger the catapsi power, which
blankets a 100-foot radius in telepathic noise for 10 minutes. Each time other
psionic characters within this range attempt to manifest a psionic power, they
must succeed at a Will save (DC 17) or pay double the normal power point
cost.
Manifester Level: 10th; Prerequisites: Craft Universal Item, catapsi;
Market Price: 12,000; Weight: —.
Amulet of Psychic Bastion: When
worn, this amulet protects the wearer as the Psychic Bastion feat. The wearer
gains mental hardness +1 against a foe’s successful psionic attack. This
bonus does not stack with that granted by Psychic Bastion, but either bonus
alone stacks with mental hardness bonuses from psionic defense
modes.
Manifester Level: 10th; Prerequisites: Craft Universal Item, Psychic
Bastion; Market Price: 2,000 gp; Weight: —.
Brain Lock Pearl: When
hurled at a target, this tiny pearllike sphere bursts into a shower of yellow
sparks. Treat this as a ranged touch attack. A target that is hit stands dazed
as if by brain lock for 4 rounds. Brain lock pearls are grenadelike weapons, so
a miss can potentially deal splash damage against all creatures within 5 feet,
affecting them for 1 round. The burst destroys the item.
Manifester Level:
4th; Prerequisites: Craft Universal Item, brain lock; Market Price: 1,000 gp;
Weight: —.
Boots of Skating: These boots allow the wearer to slide
along the ground at will as if using the skate power. This benefit counts as an
enhancement bonus.
Manifester Level: 3rd; Prerequisites: Craft Universal
Item, skate; Market Price: 2,000 gp; Weight: 1 lb.
Boots of Stomping:
These boots allow the wearer to use stomp as the power three times per day
(Reflex save DC 12).
Manifester Level: 3rd; Prerequisites: Craft Universal
Item, stomp; Market Price: 1,200 gp; Weight: 1 lb.
Crawling Tattoos:
These resemble standard psionic tattoos, but their effects are often offensive
rather than beneficial. Like psionic tattoos, a crawling tattoo can be scribed
only with powers of level 0 to 3 that target a creature or creatures. The
exceptions are body adjustment powers, which can be scribed despite their effect
being personal, and compulsion powers, which cannot be scribed at all. Powers
that normally have an area, such as whitefire, only affect one target if scribed
in a crawling tattoo. Otherwise, crawling tattoos are treated in all ways as
psionic tattoos (see “Psionic Tattoos” above) until they are
activated by the wearer.
The wearer of a crawling tattoo can tap the tattoo
as a standard action that draws an attack of opportunity, mentally specifying a
target (to which the wearer must have line of sight). The designated target
could be an object. Instead of triggering its stored power, this animates the
tattoo, which drops to the floor and scuttles toward the target. The original
wearer need no longer concentrate on the tattoo once animated.
The animated
tattoo begins to move toward its designated target at the beginning of the
original wearer’s next round. Treat it as a Fine construct that has an AC
of 18, 10 hit points, a hardness of 5, speed 30, and an attack bonus of +5.
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 contact, the wearer can reclaim the tattoo. If
destroyed, a crawling tattoo shatters and evaporates.
A crawling tattoo must
enter the target’s square to attack and thus draws an attack of
opportunity as it passes through the target’s threatened area. The tattoo
makes melee touch attacks until it strikes its target or is destroyed. On a
successful attack, the power scribed in the crawling tattoo automatically
affects the target, even if a save is normally allowed. Crawling tattoos can
ferry beneficial powers as well, and the target can allow the touch attack to
succeed if it desires.
Stored Power Level Market Price
0 50
gp
1st 100 gp
2nd 600 gp
3rd 1,400 gp
Manifester Level: 6th;
Prerequisites: Craft Universal Item, power of the appropriate type and level;
Weight: —.
Crystal Anchor: A crystal anchor ensnares the minds of
those who manifest certain psionic powers within range. A crystal anchor can be
configured to ward against powers of 6th level and lower. The triggering power
is specified at the time of creation.
The user activates a crystal anchor by
plunging the sharp head into the ground, leaving the shaft freestanding. It
projects an invisible, 30-foot-radius field. If the specified power is
manifested within this range, the manifester must succeed at a Will save (DC 14
+ power level) or be affected by brain lock for 10 rounds. Someone outside the
area can still be ensnared by manifesting the specified power into or within it.
A crystal anchor can only attempt to ensnare five victims per day. One crystal
anchor can ensnare multiple targets simultaneously, and multiple crystal anchors
can share overlapping fields.
When a crystal anchor successfully ensnares a
target, a slender filament of insubstantial ectoplasm connects the manifester to
the shaft, even one outside the area, up to 300 feet away. (Beyond that
distance, there is no filament, although the anchor does glow to indicate it is
working.) This is only a visual display: Severing the filament does not dispel
the effect.
A crystal anchor has an AC of 7, 15 hit points, a hardness of 8,
and a break DC of 20.
Designated
Power’s Level Market
Price
0 5,000 gp
1st 10,000 gp
2nd 10,400
gp
3rd 11,300 gp
4th 12,600 gp
5th 14,300 gp
6th 16,400
gp
Manifester Level: 10th; Prerequisites: Craft Universal Item, brain lock,
contingency, power to be designated; Weight: 3 lb.
Crystal Masks: Each of
the various types of crystal mask fits over the face of any Medium-size or Small
humanoid creature, with slits for eyes and nostrils. The mask is transparent,
although it distorts the wearer’s features. Small holes on the side admit
leather straps for affixing the mask to the wearer’s face.
Crystal
masks confer special abilities or improved skills on their wearers.
Crystal
Mask of Detection: The wearer of a crystal mask of detection can make Search
checks to detect traps as a rogue can. The mask grants no special bonus on the
wearer’s Search checks.
Manifester Level: 14th; Prerequisites: Craft
Universal Item, creator must have 1 level of rogue; Market Price: 12,000 gp;
Weight: 1 lb.
Crystal Mask of Fear: The wearer of a crystal mask of fear can
terrify other beings. The wearer need merely meet the gaze of a creature as a
standard action. A target who fails a Will save (DC 16) panics, has a 50% chance
to drop what it’s holding, and flees away from you for 10 rounds. This is
a mind-affecting, fear effect.
Manifester Level: 14th; Prerequisites: Craft
Universal Item, emulate power; Market Price: 56,000 gp; Weight: 1 lb.
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.
Manifester Level: 10th; Prerequisites: Craft Universal Item, creator
must have 5 ranks of a Knowledge skill of the appropriate type; Market Price:
500 gp; Weight: 1 lb.
Crystal Mask of Language: Each of the various crystal
masks of language grants the wearer the ability to speak and write a specific
language.
Manifester Level: 10th; Prerequisites: Craft Universal Item,
creator must have the Speak Language skill of the appropriate type; Market
Price: 500 gp; Weight: 1 lb.
Crystal Mask of Mindarmor: A crystal mask of
mind armor grants the wearer a +4 enhancement bonus on saving throws against all
compulsion effects while worn.
Manifester Level: 10th; Prerequisites: Craft
Universal Item, conceal thoughts; Market Price: 4,000 gp; Weight: 1
lb.
Eyes of Powerleech: These crystal lenses fit over the user’s
eyes. The wearer is able to drain power points from psionic characters merely by
meeting their gaze (at the rate of one target per round). The target must
succeed at a Will save (DC 14) or lose 2d10 power points. The eyes of powerleech
have no effect on nonpsionic targets or psionic beings who have exhausted their
power points already (or manifest their powers freely). If the wearer has only
one lens, the DC of the saving throw is reduced to 10. The wearer can attempt a
powerleech attack up to three times per day.
Manifester Level: 11th;
Prerequisites: Craft Universal Item, negate psionics; Market Price: 7,200 gp;
Weight: —.
Eyes of Vampiric Powerleech: These crystal lenses fit
over the user’s eyes, enabling him or her to drain power points from
psionic characters merely by meeting their gaze (at the rate of one target per
round). The target must succeed at a Will saving throw (DC 18) or lose 2d10
power points, which the wearer instantly adds to his or her own power point
reserve, even if these would bring him or her over his or her normal maximum.
Power points in excess of the wearer’s maximum fade after 24 hours. The
eyes of vampiric powerleech have no effect on nonpsionic targets or psionic
beings who have exhausted their power points already (or manifest their powers
freely). If the wearer has only one lens, the DC of the saving throw is reduced
to 10. The wearer can attempt a vampiric powerleech attack up to three times per
day.
Manifester Level: 11th; Prerequisites: Craft Universal Item, negate
psionics, psychic vampire; Market Price: 61,000 gp; Weight:
—.
Gloves of Object Reading: While wearing these gloves, the user
can learn the details of an inanimate object’s previous owner, as if
manifesting the object reading power.
Manifester Level: 3rd; Prerequisites:
Craft Universal Item, object reading; Market Price: 2,000 gp; Weight:
—.
Mirror of Suggestion: This small hand mirror manifests its power
against those who 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 at a Will save (DC 13) 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.
Manifester Level: 5th; Prerequisites: Craft
Universal Item, suggestion; Market Price: 12,000 gp; Weight: 1/2
lb.
Powerleech Pearl: When hurled at a psionic character, this tiny
pearllike sphere bursts into a shower of rainbow-colored sparks. Treat this as a
ranged touch attack. A target who is hit loses 2d4 power points (psionic
creatures, which manifest freely, are not affected). Powerleech pearls are
grenadelike weapons, so a miss can potentially deal splash damage, draining 1
power point from psionic characters within 5 feet. The burst destroys the
item.
Manifester Level: 6th; Prerequisites: Craft Universal Item, negate
psionics; Market Price: 1,000 gp; Weight: —.
Psionatrices: Each of
these multifaceted crystals is worn as an amulet. Any psionatrix adds an
enhancement bonus on the wearer’s roll to set the save DC when using
psionic powers or attack/defense modes, in addition to the other standard
modifiers.
Psionatrix of Clairsentience: A psionatrix of Clairsentience adds
a +1 enhancement bonus on the wearer’s roll when using a Clairsentience
power.
Manifester Level: 10th; Prerequisites: Craft Universal Item, creator
must be a seer; Market Price: 2,000 gp; Weight: —.
Psionatrix of
Metacreativity: A psionatrix of Metacreativity adds a +1 enhancement bonus on
the wearer’s roll when using a Metacreativity power.
Manifester Level:
10th; Prerequisites: Craft Universal Item, creator must be a shaper; Market
Price: 2,000 gp; Weight: —.
Psionatrix of Psionic Attack: A psionatrix
of psionic attack adds a +1 enhancement bonus on the wearer’s roll when
using a specified psionic attack mode.
Manifester Level: 10th;
Prerequisites: Craft Universal Item, any psionic attack mode; Market Price:
2,000 gp; Weight: —.
Psionatrix of Psionic Defense: A psionatrix of
psionic defense adds a +1 enhancement bonus on the wearer’s Will save
using a specified psionic defense mode.
Manifester Level: 10th;
Prerequisites: Craft Universal Item, any psionic defense mode; Market Price:
2,000 gp; Weight: —.
Psionatrix of Psychometabolism: A psionatrix of
Psychometabolism adds a +1 enhancement bonus on the wearer’s roll when
using a Psychometabolism power.
Manifester Level: 10th; Prerequisites: Craft
Universal Item, creator must be an egoist; Market Price: 2,000 gp; Weight:
—.
Psionatrix of Psychoportation: A psionatrix of Psychoportation adds
a +1 enhancement bonus on the wearer’s roll when using a Psychoportation
power.
Manifester Level: 10th; Prerequisites: Craft Universal Item, creator
must be a nomad; Market Price: 2,000 gp; Weight: —.
Psionatrix of
Psychokinesis: A psionatrix of Psychokinesis adds a +1 enhancement bonus on the
wearer’s roll when using a Psychokinesis power.
Manifester Level: 10th;
Prerequisites: Craft Universal Item, creator must be a savant; Market Price:
2,000 gp; Weight: —.
Psionatrix of Telepathy: A psionatrix of Telepathy
adds a +1 enhancement bonus on the wearer’s roll when using a Telepathy
power.
Manifester Level: 10th; Prerequisites: Craft Universal Item, creator
must be a telepath; Market Price: 2,000 gp; Weight: —.
Psionic
Restraints: Each of the various psionic restraints is an iron cuff that locks
around the wrist (DC 27 for Open Lock checks). The cuff limits the total number
of power points a psionic character wearing it can use in a round (regardless of
total power point reserve), or completely damps the ability to use psionics.
Damping psionic restraints even inhibit free manifestation, so they also affect
psionic creatures, which are unaffected by the other types of
restraints.
Allowed Power
Restraints Type Points/Round Market Price
Lesser 5
or fewer 1,000 gp
Average 3 or fewer 6,000 gp
Greater 1 or fewer 12,000
gp
Damping 0 24,000 gp
Manifester Level: 10th; Prerequisites: Craft
Universal Item, negate psionics; Weight: 1 lb.
Psychoactive Skins:
Psychoactive skins are fist-sized globs of psionically charged ectoplasm. As a
standard action, a skin spreads over and covers a Medium-size or smaller
creature who 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 (but not
bulky equipment such as armor, backpacks, and other large items) like a second
skin, allowing the wearer to see, hear, and breathe normally. It rolls away from
various parts of the body as needed. Up to three skins can be worn
simultaneously, although only the outermost is active in any given round (hidden
skins cannot manifest their powers). Skin layers can be changed with a command
thought as a standard action, which causes the current skin to “boil
away” and reveal a lower-layer skin.
Skin of the Chameleon: This
psychoactive skin adjusts to surrounding textures and colors, continually
granting the wearer a +15 circumstance bonus on Hide checks (assuming he or she
doffs heavy armor and bulky equipment).
Manifester Level: 10th;
Prerequisites: Craft Universal Item, chameleon; Market Price: 4,500 gp; Weight:
2 lb.
Skin of the Claw: This psychoactive skin grows massive, sickle-shaped
claws over the wearer’s fingertips. With claws extended, the
wearer’s unarmed
attacks deal a base damage of 1d12 (and do not draw
attacks of opportunity).
Manifester Level: 10th; Prerequisites: Craft
Universal Item, claws of the bear; Market Price: 16,000 gp; Weight: 2
lb.
Skin of the Defender: This psychoactive skin continually grants the
wearer a +4 natural armor bonus.
Manifester Level: 18th; Prerequisites: Craft
Universal Item, natural armor; Market Price: 32,000 gp; Weight: 2 lb.
Skin of
the Hero: This psychoactive skin continually grants the wearer a +3 luck bonus
to AC, a +3 luck bonus on all saving throws, and a +3 luck bonus on attack
rolls.
Manifester Level: 18th; Prerequisites: Craft Universal Item, fate of
one; Market Price: 68,000 gp; Weight: 2 lb.
Skin of Iron: This psychoactive
skin continually affects the wearer as the iron body power.
Manifester Level:
18th; Prerequisites: Craft Universal Item, iron body; Market Price: 240,000 gp;
Weight: 2 lb.
Skin of Nimbleness: This psychoactive skin continually grants
the wearer a +10 competence bonus on Tumble checks.
Manifester Level: 10th;
Prerequisites: Craft Universal Item, creator must have 5 ranks of the Tumble
skill; Market Price: 2,000 gp; Weight: 2 lb.
Skin of Proteus: This
psychoactive skin continually affects the wearer as the metamorphosis power.
While in a form other than his or her natural form, the wearer does not appear
to be wearing the skin.
Manifester Level: 18th; Prerequisites: Craft
Universal Item, metamorphosis; Market Price: 90,000 gp; Weight: 2 lb.
Skin of
the Psion: This psychoactive skin grants the wearer 7 bonus power points per day
and a power resistance of 18.
Manifester Level: 16th; Prerequisites: Craft
Universal Item, psychic chirurgery; Market Price: 66,000 gp; Weight: 2
lb.
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.
Manifester Level: 10th; Prerequisites: Craft
Universal Item, creator must have 5 ranks of the Climb skill, body equilibrium;
Market Price: 20,000 gp; Weight: 2 lb.
Skin of Striking: This psychoactive
skin answers the first attack made against the wearer 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 using the wearer’s base ranged attack bonus (range
increment 10). If hit, the target takes 3d4 points of fire damage as the
ectoburst flames and is consumed. This attack does not in any way hinder the
wearer, count against his or her total actions for the round, or draw an attack
of opportunity.
Manifester Level: 5th; Prerequisites: Craft Universal Item,
burning ray, hustle; Market Price: 24,000 gp; Weight: 2 lb.
Skin of the
Troll: This psychoactive skin continually allows a living wearer to heal 1 point
of damage per level every hour rather than every day. (This ability cannot be
aided by the Heal skill.) Subdual damage heals at a rate of 1 point per level
every 5 minutes. If the wearer loses a limb, an organ, or any other body part
while wearing this skin, the skin regenerates it. In either case, only damage
taken while wearing this skin outermost is regenerated.
Manifester Level:
18th; Prerequisites: Craft Universal Item, true metabolism; Market Price: 90,000
gp; Weight: 2 lb.
Reverse Capacitor: A reverse capacitor doesn’t
store power points—it drains them, to the surprise and chagrin of a
psionic character taken in by its resemblance to a crystal capacitor. Powers
that identify psionic items will incorrectly identify a reverse capacitor as a
crystal capacitor 50% of the time.
A psionic character attempting to use the
power points supposedly stored in a reverse capacitor must succeed at a Will
save (DC 20) or lose 3d6 power points. If this drains more power points than the
psionic character possesses, he or she takes the balance in temporary Charisma
damage on a point-for-point basis. If this Charisma damage is greater than his
or her Charisma score, he or she takes the balance as temporary Constitution
damage.
Manifester Level: 16th; Prerequisites: Craft Universal Item, Disarm
Mind, contingency; Market Price: 182,000 gp; Weight: 1 lb.
Ring of
Stabilization: This crystalline ring continually grants the wearer a +10
competence bonus on Stabilize Self checks.
Manifester Level: 5th;
Prerequisites: Craft Universal Item, creator must have 5 ranks of the Stabilize
Self skill; Market Price: 2,000 gp; Weight: —.
Ring of
Self-Sufficiency: This crystalline ring continually grants the wearer a +10
competence bonus on Autohypnosis checks.
Manifester Level: 5th;
Prerequisites: Craft Universal Item, creator must have 5 ranks of the
Autohypnosis skill; Market Price: 2,000 gp; Weight: —.
Shards:
These are tiny fragments of castoff crystal imprinted with miniscule 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 always grants
a temporary competence bonus to one specific skill, ranging from +1 to +10
inclusive. This bonus lasts until the skill is used or 10 rounds pass, whichever
comes first. Once activated, a shard disintegrates, even if its bonus is not
used.
Competence Bonus Market Price
+1 20 gp
+2 30
gp
+3 40 gp
+4 60 gp
+5 100 gp
+6 140 gp
+7 200
gp
+8 250 gp
+9 320 gp
+10 400 gp
Manifester Level: 10th;
Prerequisites: Craft Universal Item, creator must have ranks of the specified
skill totaling half the encoded bonus (minimum 1 rank); Weight:
—.
Third Eyes: These appear as small crystals, always with at least
one wide, flat facet, and contain a variety of powers. With the proper command
thought, the crystal self-adheres to the center of the wearer’s forehead
(the same command thought causes the third eye to disengage). Only one third eye
can be worn at a time.
Assimilate: While worn, a third eye assimilate allows
the wearer to borrow one power from a psionic target’s repertoire once per
day. This is a ranged touch attack with a ray streaming from the third eye
(range 100 feet), and the wearer can make as many attacks each day as needed
until one succeeds. On a successful attack, the wearer becomes aware of the
victim’s psionic repertoire, chooses one power from among those and
instantly gains it, while the victim loses it. Once the power has been
assimilated, the wearer can manifest it normally if he or she is of sufficient
level to use it. If he or she assimilates a power from a creature that freely
manifests it, the wearer must still pay the appropriate number of power points
to manifest that power. The wearer retains the power for 24 hours, at which time
he or she loses knowledge of the power and the former owner regains it,
regardless of the separation between them. If the former owner is dead, the
wearer still loses the assimilated power.
Manifester Level: 12th;
Prerequisites: Craft Universal Item, forced mindlink; Market Price: 11,200 gp;
Weight: —.
Aware: This third eye continually grants the wearer a +10
competence bonus on Spot and Search checks.
Manifester Level: 5th;
Prerequisites: Craft Universal Item, creator must have 5 ranks of the Spot and
Search skills; Market Price: 4,000 gp; Weight: —.
Conceal: While worn,
a third eye conceal hides the wearer from all powers that attempt to view,
locate, or otherwise detect the wearer, except for the Clairsentience power
metafaculty. But even metafaculty reveals only the name of the
location—not an image, nor any other information regarding the
wearer.
Manifester Level: 12th; Prerequisites: Craft Universal Item,
sequester; Market Price: 90,000 gp; Weight: —.
Concentrate: This third
eye continually grants the wearer a +10 competence bonus on Concentration
checks.
Manifester Level: 5th; Prerequisites: Craft Universal Item, creator
must have 5 ranks of the Concentration skill; Market Price: 2,000 gp; Weight:
—.
Dominate: The wearer of this third eye can see over virtually any
distance or into other planes of existence, as with the power remote viewing,
and can send and receive silent mental messages to and from the person viewed.
Once per day the wearer may attempt to use lesser domination on the person
viewed (Will save DC 15).
Manifester Level: 5th; Prerequisites: Craft
Universal Item, lesser domination, remote viewing; Market Price: 96,000 gp;
Weight: —.
Expose: The wearer of this third eye always knows when
someone lies directly to him or her.
Manifester Level: 5th; Prerequisites:
Craft Universal Item, Psychic Inquisitor; Market Price: 12,000 gp; Weight:
—.
Negate: While worn, a third eye negate allows the wearer to suppress
the powers of psionic items three times per day. This is a ranged touch attack
with a grainy blue ray that springs from the third eye (range 100 feet). On a
successful attack, the ray suppresses any currently active function of the
target item and has a 75% chance to suppress any other power from that item,
regardless of the level or strength of the power, for 2d4 rounds. To negate
instantaneous effects, the wearer needs to use a ready action. The target item
gets no saving throw and cannot resist this effect. The third eye negate cannot
affect artifacts (even minor ones).
Caster Level: 16th; Prerequisites: Craft
Universal Item, emulate power, negate psionics; Market Price: 44,600 gp; Weight:
—.
Open: The wearer of this third eye can freely manifest
clairaudience/clairvoyance at will.
Manifester Level: 5th; Prerequisites:
Craft Universal Item, clairaudience/clairvoyance; Market Price: 12,000 gp;
Weight: —.
Penetrate: While worn, a third eye penetrate grants the
wearer a +2 bonus on manifester level checks to beat a creature’s power
resistance. This stacks with other applicable bonuses.
Manifester Level: 5th;
Prerequisites: Craft Universal Item, Power Penetration; Market Price: 4,000 gp;
Weight: —.
Perceive: This third eye continually grants the wearer a +10
competence bonus on Sense Motive checks.
Manifester Level: 5th;
Prerequisites: Craft Universal Item, creator must have 5 ranks of the Sense
Motive skill; Market Price: 2,000 gp; Weight: —.
View: The wearer of
this third eye can see over virtually any distance or into other planes of
existence, as with the power remote viewing.
Manifester Level: 5th;
Prerequisites: Craft Universal Item, remote viewing; Market Price: 42,000 gp;
Weight: —.
Torc of Free Will: This is a band inlaid with precious
metal, worn around the neck or upper arm. The wearer is not affected by the
brain lock power or items that produce brain lock effects.
Manifester Level:
6th; Prerequisites: Craft Universal Item, negate psionics; Market Price: 12,000
gp; Weight: 2 lb.
Torc of Power: This is a band inlaid with precious
metal, worn around the neck or upper arm. The wearer is not affected by
powerleech effects.
Manifester Level: 6th; Prerequisites: Craft Universal
Item, negate psionics; Market Price: 12,000 gp; Weight: 2 lb.
Torc of
Psionic Might: This is a band inlaid with precious metal, worn around the neck
or upper arm. The wearer manifests all powers by paying power points equal to
the standard cost –1 (minimum of 1). This does not change the cost of
0-level and 1st-level powers. Psionic creatures that freely manifest their
powers gain no benefit from the torc of psionic might, nor do nonpsionic
creatures.
Manifester Level: 14th; Prerequisites: Craft Universal Item,
emulate power; Market Price: 10,000 gp; Weight: 2 lb.
Cursed Items
Exhausting: The item resembles a normal psionic item with free activation,
but it instead drains the user of power points whenever he or she activates its
ability.
Backfire: The imbedded psionic effect targets the user instead
of its intended target.
Subversive: The item appears identical to one
that would normally grant mental hardness, but when used actually makes the
wearer more vulnerable to psionic attack. (Mental hardness can’t be
reduced below 0.)
Some cursed psionic items may require a power point
expenditure to remove, or to be rendered inactive by matter
manipulation.
Psionic Artifacts
Minor Artifacts
Minor artifacts are not necessarily unique items, Instead, they are psionic
items that no longer can be made, at least by common mortal means.
Sutra
of Tranquil Thought: This monastic tome describes ancient techniques of mental
focus and is highly prized by psionic practitioners. Study of the work requires
one week of solitary contemplation, but upon completion, the psionic character
gains 17 additional power points and experience points sufficient to place him
or her halfway to the into the next level of experience. Nonpsionic beings
cannot benefit from its secrets, and those who use their powers for evil are
punished for their impertinence, losing 5d6x1,000 XP for defiling the book. They
also run the risk of insanity: The reader must make an immediate Will save (DC
15) or become permanently insane as the power. Only psychic chirurgery or
similarly extreme measures can restore sanity.
To anyone without psionic
aptitude, the book’s pages appear to contain nothing but elaborate
patterns and drawings of mysterious beings. Once read, the book vanishes into
the Astral Plane to an unknown destination. Even if it is found again, the same
character cannot benefit twice from perusing its contents.
Major Artifacts
Major artifacts are unique items—only one of each exists. They are
difficult to find and dangerous to handle, but once found, are often even more
difficult to destroy. A major psionic artifact should have only a single,
specific means of destruction.
Annulus: The Annulus is a 1-foot-diameter
ring of silvery material.
Powers: The Annulus has several powers, all of
which require a wielder to tightly grasp the ring with at least one hand. When
it is first grasped, knowledge of the artifact’s powers immediately flood
the wielder’s mind.
The Annulus generates a continuous catapsi effect
within a 100-foot radius of the wielder (who is unaffected). The wielder gains a
+4 enhancement bonus to mental hardness.
Once per day, the wielder can
trigger ultrablast as a standard action.
Three times per day, as a standard
action, the wielder can trigger an effect similar to dimensional anchor that
affects all creatures in a 50-foot radius.
The prime power of the Annulus,
however, is psionic nullification. Once per year, the wielder can trigger this
effect as a special action requiring 10 rounds to complete. The wielder
specifies a target or targets within a 100-foot radius, from a specific psionic
individual or item to a group of psionic beings that share the same philosophy.
The nullification effect follows 10 full rounds of concentrating on the target
and is accompanied by blasts of light, heat, and sound from the Annulus.
Nonpsionic creatures and items are unaffected, as are nontargeted beings, but
the target—regardless of any protection it may possess—disintegrates
with a terrific explosion. Nothing is left but floating dust.
It is
relatively easy to nullify a single target or a small group of targets, but a
more powerful being (such as a demigod or greater entity) or another major
artifact taxes the Annulus to its limits. If used to nullify such a target, the
artifact succeeds but is destroyed in the process and cannot be retrieved by any
means.
Destruction: The Annulus must be used to nullify a demigod or more
powerful being, or another major artifact, as described above.
Creating Psionic Items
Several feats grant psionic characters the ability to create psionic items.
They have everything needed to recreate any of the items described here or
create completely new items.
To calculate the costs involved in creating a
psionic item, refer to Creating Magic Items. Although that information deals
with magic items, the price formulas presented there are identical to those for
psionic items. While the required psionic character level can be higher than a
spellcaster’s level to manifest an equivalent power, anyone serious about
making psionic items has probably taken the Metacreative feat. This ensures that
the average psionic item of a given power level has about the same market value
as a magic item of the same power level.
Special Materials
In addition to psionic items with imbedded powers, some substances have
innate special properties.
Ferroplasm: Mined from secret locations in the
Astral Plane, this malleable metal holds its shape only in the hands of a
psionic being. When an item forged with ferroplasm is unattended or held by a
nonpsionic creature, it melts and temporarily loses all special powers. But when
wielded by a psionic creature, such an item immediately springs back into its
true shape and regains all abilities. In its proper form, a ferroplasm item
glows with a violet light (illuminating a 10-foot-radius), unless the
item’s owner mentally quenches it. In an area where psionic powers do not
function, it collapses as if in the hands of a nonpsionic
creature.
Ferroplasm adds to the quality of a weapon or suit of armor based
on how much of the material is used. Weapons fashioned from ferroplasm have a
natural enhancement bonus to attack and damage. Armor fashioned from ferroplasm
has a natural enhancement bonus to AC. These bonuses do not stack with other
enhancement bonuses. Weapons or armor fashioned from ferroplasm are treated as
masterwork items with regard to creation times, but the masterwork quality does
not affect the enhancement bonus of weapons or the armor check penalty of
armor.
Ferroplasm has hardness 20 and 40 hit points per inch of thickness
when in its true form, and a hardness of 5 and 10 hit points per inch of
thickness when soft.
Enhancement Market
Price
Item Bonus Modifier
Light armor +1 +1,500 gp
Medium
armor +2 +4,000 gp
Heavy armor +3 +8,000
gp
Shield +1 +1,500 gp
Weapon damage 1d4 or 1d6 +1 +2,500
gp
Weapon damage 1d8, 1d10, or 1d12 +2 +7,500 gp