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 treated the same way regardless of whether magic or
psionics created it.
Psionic armor and shields differ from standard and magical equivalents in that
psionic armor and shields incorporate one or more crystals into their construction. Particularly powerful armor and shields may be entirely composed of brightly hued or transparent crystals.
Special Qualities: Roll d%. An 01 result indicates the item is intelligent, an 02-31 result indicates that the
command thought (if any) is psionically imprinted 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. Substitute manifesting for spellcasting as required.
Table: Psionic Armor Special Abilities
|
Minor
|
Medium
|
Major
|
Special Ability
|
Base Price Modifier
|
01-30
|
01-07
|
01-03
|
Quickness
|
+1 bonus1 |
31-74
|
08-30
|
04-05
|
Landing
|
+4,000 gp |
75-80
|
31-46
|
06-10
|
Floating
|
+4,000 gp |
81-96
|
47-55
|
11-20
|
Linked
|
+6,000 gp |
97
|
56-66
|
21-30
|
Seeing
|
+6,000 gp |
98
|
67-75
|
31-40
|
Power resistance (13) |
+2 bonus1 |
99
|
76-83
|
41-50
|
Ectoplasmic
|
+10,800 gp |
-
|
84-89
|
51-60
|
Gleaming
|
+3 bonus1 |
-
|
90-94
|
61-70
|
Power resistance (15) |
+3 bonus1 |
-
|
95-98
|
71-77
|
Vanishing
|
+3 bonus1 |
-
|
99
|
78-83
|
Mindarmor
|
+24,000 gp |
-
|
-
|
84-89
|
Power resistance (17) |
+4 bonus1 |
-
|
-
|
90-94
|
Radiant
|
+4 bonus1 |
-
|
-
|
95-96
|
Aporter
|
+40,320 gp |
-
|
-
|
97-98
|
Power resistance (19) |
+5 bonus1 |
-
|
-
|
99
|
Phasing
|
+65,520 gp |
100
|
100
|
100
|
Roll twice again2 |
- |
1 Add to enhancement bonusto determine total market price. |
2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better. |
Psionic Armor and Shield Special Ability Descriptions
Averter: On
command, up to three times per day, any creature to whom the wearer presents an
averter shield must succeed on a DC 14 Will save 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.
Floating: This kind of armor is psionically buoyant in water or a similar liquid, negating the normal penalty for wearing armor when making
Swim checks. Additionally, it grants a +4 circumstance bonus on
Swim checks.
Gleaming: This kind of armor is usually made of crystal, though it doesn't have to be. Gleams and flashes from the armor give the wearer and his armor a "fuzzy" appearance, granting the wearer
concealment.
Landing: A suit of armor with this capability allows the wearer to ignore any
damage dealt by the first 60 feet of a fall. Regardless of the height of a fall, the wearer always lands on her feet.
Linked: This kind of armor or
shield allows the wearer to form a
telepathic bond with other wearers of
linked armor or shields within 10 miles. This ability is otherwise similar to the
mindlink power.
Manifester: This kind of
shield generates 3
power points once per day that the wearer can use when manifesting a power he knows. These
power points must all be used on the same power. As usual, a
psionic character cannot pay a power's cost with
power points from more than one source, so the
power points in the
shield must be used for discrete manifestations.
Mindarmor: This kind of armor or
shield grants the wearer a +3 insight bonus on Will
saving throws to resist all mind-affecting and/or compulsion powers.
Phasing: The wearer of this kind of armor can move through wooden, plaster, or stone
walls, but not other materials. The wearer can call on this
special ability as a
standard action. When the
phasing ability is active, the wearer can pass through a
wall or some other kind of appropriate object for a total distance of 60 feet per day (see below), breaking this distance up into several smaller passages or one long one, as desired. A wearer who exceeds this daily distance limit while inside solid material is ejected from the material at the point of entry, ending up prone in front of the now impassable barrier.
Phasing through a
wall that separates two adjacent squares on the grid counts as 5 feet of distance.
Phasing through a
wall or barrier of any greater thickness counts as a distance equal to the barrier's thickness plus 5 feet.
feet of distance.
Quickness: This kind of 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.
Radiant: The wearer of this kind of armor gains
resistance 10 against energy attacks (acid, cold, electricity, fire, or sonic). The armor absorbs the first 10 points of
damage dealt by any such attack, and this absorption causes it to radiate
light for a number of rounds equal to the points of
damage absorbed. This
light is sufficient to illuminate a 60-foot-radius area.
If the armor absorbs more
damage while it is radiating
light, the newer
radiant effect overlaps (does not stack with) the effect that was already in place.
Ranged: The wielder of a
ranged 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 those with appropriate feats. No matter the size of the wielder, a buckler or
light shield deals 1d6 points of
damage and a heavy one 1d8 points. (A tower
shield cannot be created with this
special ability.) The wielder's Strength modifier and the
shield's enhancement bonus add to the base
damage.
A
ranged shield flies through the air back to the creature that threw it. It returns to the wielder just before the creature's next turn (and is therefore
ready to use again in that turn).
Catching a
ranged shield when it comes back is a
free action. If the wielder can't catch it, or if the wielder has moved since throwing it, the
shield drops to the ground in the square from which it was thrown.
Seeing: This kind of 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 full sneak attack
damage because the wearer is still flanked). The wearer gains a +1 enhancement bonus on
Spot checks but takes a -2 penalty on saves against
gaze attacks.
Time Buttress: This kind of
shield gives the wielder a chance to avoid telling blows by using time itself as a
shield. Once per day, the wielder can use
timeless body as though manifesting the power.
Vanishing: On
command, this suit of armor or
shield renders its wearer and all the wearer's equipment invisible to the minds of others, as if he had manifested the power
cloud mind. The wearer can use this ability twice per day.
Wall: As a
standard action once per day, the wielder can drop this kind of
shield at his feet and
command a
wall of ectoplasm (as the power) to come into being, with the
shield as the point of origin for the effect. This effect forms a
wall whose area is up to twelve 10-foot squares or a sphere or hemisphere with a radius of up to 12 feet. The
wall dissipates after 7 minutes, or sooner if the wielder of the
shield reclaims it (thus dismissing the effect).
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