Although they generally follow the rules for
magic weapons,
psionic weapons differ from mundane and
magic weapons in their design. Most possess some crystal components, and some are composed entirely of crystal. Many also sport intricate traceries along the blade or haft, which flicker now and then as if channeling flows of
psychic energy.
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.
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. Such a weapon cannot be concealed from creatures within 15 feet when it is drawn, nor can its mental "soundtrack" be curbed.
Activation: Usually a character benefits from a
psionic weapon in the same 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 a
command thought (a
standard action).
Table: Psionic Melee Weapon Special Abilities
|
Minor
|
Medium
|
Major
|
Special Ability
|
Base Price Modifier
|
01-15
|
01-10
|
-
|
Psychokinetic
|
+1 bonus1 |
16-45
|
11-25
|
01-09
|
Dissipater
|
+1 bonus1 |
46-55
|
26-30
|
10-12
|
Lucky
|
+1 bonus1 |
56-70
|
31-40
|
13-17
|
Sundering
|
+1 bonus1 |
71-80
|
41-46
|
18-21
|
Power storing
|
+1 bonus1 |
81-99
|
51-56
|
22-30
|
Collision
|
+2 bonus1 |
-
|
57-65
|
31-37
|
Mindcrusher
|
+2 bonus1 |
-
|
66-71
|
38-41
|
Psychokinetic burst
|
+2 bonus1 |
-
|
72-75
|
42-49
|
Suppression
|
+2 bonus1 |
-
|
76-78
|
50-58
|
Psibane
|
+2 bonus1 |
-
|
79-81
|
59-61
|
Parrying
|
+8,000 gp |
-
|
82-85
|
62-65
|
Manifester
|
+16,000 gp |
-
|
86-88
|
66-71
|
Bodyfeeder
|
+3 bonus1 |
-
|
89-91
|
72-77
|
Mindfeeder
|
+3 bonus1 |
-
|
92-93
|
78-83
|
Soulbreaker
|
+3 bonus1 |
-
|
94
|
84-86
|
Psychic
|
+35,000 gp |
-
|
95
|
87-90
|
Coup de grace
|
+5 bonus1 |
100
|
96-100
|
91-100
|
Roll again twice2 |
- |
1 Add to enhancement bonus to determine total market price. |
2 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you've already rolled, or if the extra ability puts you over the +10 limit. A weapon's enhancement bonus and special ability bonus equivalents can't total more than +10. |
Table: Psionic Ranged Weapon Special Abilities
|
Minor
|
Medium
|
Major
|
Special Ability
|
Base Price Modifier
|
01-20
|
01-15
|
-
|
Teleporting
|
+1 bonus1 |
21-40
|
16-30
|
-
|
Psychokinetic
|
+1 bonus1 |
41-100
|
31-45
|
01-30
|
Collision
|
+2 bonus1 |
-
|
46-50
|
31-40
|
Suppression
|
+2 bonus1 |
-
|
51-66
|
41-65
|
Psychokinetic burst
|
+2 bonus1 |
-
|
67-74
|
66-69
|
Psibane
|
+2 bonus1 |
-
|
75-78
|
70-73
|
Manifester
|
+16,000 gp |
-
|
79-82
|
74-79
|
Dislocator
|
+3 bonus1 |
-
|
83-98
|
80-90
|
Great dislocator
|
+4 bonus1 |
-
|
-
|
91-97
|
Coup de grace
|
+5 bonus1 |
-
|
99-100
|
98-100
|
Roll again twice2 |
- |
1 Add to enhancement bonus to determine total market price. |
2 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you've already rolled, or if the extra ability puts you over the +10 limit. A weapon's enhancement bonus and special ability bonus equivalents can't total more than +10. |
Psionic Weapon Special Ability Descriptions
Collision:
Collision weapons psionically increase their own mass at the end point of each swing or shot. Such weapons deal an extra 5 points of
damage on each successful strike, in addition to the weapon's enhancement bonus. Bows, crossbows, and slings bestow the extra
damage upon their ammunition.
Coup de Grace:
Coup de grace weapons are exceptionally dangerous. On a successful critical hit, the foe must succeed on a DC 27 Will save or be paralyzed for 1 round. While this ability does work on creatures that are immune to extra
damage from critical hits, it does not work on creatures without an Intelligence score. Bows, crossbows, and slings bestow this ability on their ammunition.
Dislocator: The wielder of this kind of weapon can attempt to dislocate a designated foe up to three times per day. On a successful hit, the foe must succeed on a DC 17 Will save or be teleported 1-100 miles in a random direction. If the weapon misses, the use is wasted. Bows, crossbows, and slings bestow this ability on their ammunition.
Dissipater: This kind of 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 hardness, and treats all successful hits as critical hits.
Great Dislocator: The wielder of this kind of weapon can attempt to greatly dislocate a designated foe up to three times per day. On a successful hit, the foe must succeed on a DC 20 Will save or be cast into a random alternate plane of existence. If the weapon misses, the use is wasted. Bows, crossbows, and slings bestow this ability upon their ammunition.
Lucky: A
lucky weapon offers a
second chance at success. 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: This kind of weapon generates 5
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.
Parrying: A
parrying weapon perceives an instant into the future, and of its own accord resists melee and
ranged attacks aimed at the wielder, granting a +1 insight bonus to the wielder's
Armor Class. The weapon is so adept at
parrying that it even affects incoming powers, granting the wielder a +1 insight bonus on
saving throws. The bonuses are granted whenever the wielder holds the weapon, even if flat-footed.
Power Storing: A
power storing weapon allows a
manifester to store a single targeted power of up to 5
power points in the weapon. (The power must have a
manifesting time of 1
standard 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 swift action if the wielder desires. (This ability is an exception to the rule that manifesting a power from an item takes at least as long as manifesting that power normally.) Once the power is manifested, the weapon is empty, and a
manifester can imbed any other targeted power of up to 5
power points into it. The weapon telepathically whispers to the wearer the name of the power currently stored within it. A randomly generated
power storing weapon has a 50% chance to have a power stored in it already.
Psibane: A
psibane weapon is crafted to oppose
psionic beings. When used against such creatures, its effective enhancement bonus is 2 higher than its actual enhancement bonus. It deals an extra 2d6 points of
damage against
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.
Psychic: A
psychic weapon's power depends on its wielder. In the hands of a nonpsionic creature, the weapon possesses the qualities of a nonmagical, nonpsionic
masterwork weapon. When wielded by a
psionic creature, this weapon has an enhancement bonus based on the wielder's current
power point reserve, as shown on the following table. The weapon's enhancement bonus decreases as the wielder spends
power points, and it increases whenever the wielder gains enough
power points (by any means) to put his
power point reserve into the next higher category.
Power Point Reserve
|
Enhancement Bonus
|
1-4 |
+1
|
5-29 |
+2
|
30-79 |
+3
|
80-129 |
+4
|
130 or higher |
+5
|
Psychokinetic: Upon
command, a
psychokinetic weapon glows from the inside with lethal
psionic energy. The energy does not
harm the hands that hold the weapon. Such a weapon deals an extra 1d4 points of
damage on a successful hit. This extra
damage is
ectoplasmic in nature and is not affected by
damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition.
Psychokinetic Burst: This weapon functions as a
psychokinetic weapon that also releases a blast of destructive
psionic energy upon scoring a successful critical hit. In addition to the extra
damage of the
psychokinetic ability (see above), a
psychokinetic burst weapon deals an extra 1d6 points of
damage on a successful critical hit. If the weapon's critical multiplier is x3, add 2d6 points of extra
damage instead, and if the multiplier is x4, add 3d6 points of extra
damage. This extra
damage is
ectoplasmic in nature and is not affected by
damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition.
Soulbreaker: This weapon has a
special ability that functions only upon scoring a successful critical hit. On a successful critical hit, a
soulbreaker weapon bestows one negative level on the foe. One day after being struck, if the negative levels have not been purged, the subject must succeed on a DC 18 Fortitude save for each negative level or lose a character level.
Sundering: This kind of weapon allows a wielder to attack opponents' weapons as if he had the
Improved Sunder feat.
Suppression: An opponent or object struck by this kind of weapon is subject to a targeted
dispel psionics power. The wielder makes a power check (1d20 + 5 +
manifester level, maximum +15) against a DC of 11 + the
manifester level of the power to be dispelled. Bows, crossbows, and slings bestow this ability upon their ammunition, but can do so only three times per day.
Teleporting: This ability can be imbedded only 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 in the round following the round when it was thrown, just before that creature's turn. It is therefore
ready to use again on that turn.
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