A
psionic item doesn't need to make a
saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his
saving throw.
Psionic items should always get a save 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 item's
saving throw bonus equals 2 + 1/2 its
manifester level (round down). The only exceptions to this rule 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, but if it is destroyed, all its
psionic power is lost.
Some
psionic items (especially
psionic weapons and shields) may take
damage over the course of an adventure. It costs no more to repair a psionic item with the
Craft skill than it does to repair its nonpsionic counterpart. The
make whole spell can repair a damaged-but not completely broken-
psionic item.