Chance for Normal Damage 25% 75% 100%
Market Price +1 bonus +3 bonus +5 bonus
Manifester Level: 13th; Prerequisites: Craft Psionic Arms and Annor, 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.
WEAPONS Although they generally follow the rules for magic weapons, psionic weapons can differ from mundane and magic weapons in their design. Most possess some crystal components, and some are completely composed of crystal. Many also sport intricate traceries along the blade or haft, which flicker now and then as if channeling flows of psychic energy. 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 (for example, daggers) 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. The rules for bonus damage dice, ranged weapons and ammunition, hardness, and hit points for psionic weapons are the same as for magic weapons as described in Chapter 8 of in the DUNGEON MASTER‘s Guide. 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.
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Reinforcement Type Minor Medium Greater
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.
PSIONIC ITEMS
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); +5 bonus (PR 19). Quickness: This armor increases the wearer's speed by 5 feet. Thus, a character whose normal speed in armor is 20 feet moves 25 feet in armor of quickness. 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 6o-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: This suit of armor or shield produces a psionic force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on me wearer, there is a chance that the critical or sneak attack is negated and damage is instead rolled normally: