5 minute read

Table 7-4: Shield Special Abilities Table 7-5: Melee Weapon Special

Next Article
Cerebrilith

Cerebrilith

TABLE 7–4: SHIELD SPECIAL ABILITIES Special

Minor Medium Major Ability 01-30 — — Hearten

Advertisement

Market Price Modifier* +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, moderate +3 bonus — 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** *Add to enhancement bonus on Table 8-3 in Chapter 8 of the

Dungeon Master’s Guide to determine total market price. **If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.

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. Use the roles in Chapter 8 of the DUNGEON MASTER‘s Guide for defining intelligent items, substituting psionic manifestation for spellcasting as required. However, an intelligent item should have a unique flavor—don't be afraid to give it interesting psionic capabilities. For example, a psionic helmet might have the ability to manifest psionic powers in its own right: Metacreativity, Telepathy, and Clairsentience are all possible (disciplines keyed to physical abilities such as Strength are not eligible). Or a shield could grant additional protection against specified psionic beings, such as githyanki.

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 her equipment to any spot within 800 feet that 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 his 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 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 (see the entry in Chapter 5: Powers for more details). 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 Anns 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 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

This article is from: