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.
Psionic weapons have enhancement
bonuses ranging from +1 to +5. They apply these bonuses on both attack and
damage rolls when used in combat. This enhancement bonus is effective for the
purpose of overcoming creatures with damage resistance that is penetrated by
magic. All psionic weapons are also masterwork weapons, but their masterwork
bonus on attack rolls does not stack with their enhancement bonus on attack
rolls.
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.
In addition to enhancement bonuses,
psionic weapons 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 manifester level for
weapons (called caster level), additional damage dice, ranged weapons and ammunition,
ammunition and breakage, hardness and hit points, critical hits, and weapons
for unusually sized creatures for psionic weapons are the same as for magic
weapons. Psionic weapons do not have the chance to generate light
(though some may be mentally audible; see below).
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).
Bodyfeeder: All feeder weapons have a special
ability that functions only upon scoring a successful critical hit. A bodyfeeder
weapon grants its wielder temporary hit points equal to the total damage dealt
by a successful critical hit. These temporary hit points last for 10 minutes.
Thus, if the wielder of a bodyfeeder weapon successfully scores a critical hit
while the wielder still enjoys temporary hit points from a previous critical
hit, the wielder gains only the better of the two values: either his current
number of temporary hit points, or the new influx of temporary hit points,
whichever is higher.
Strong psychometabolism; ML 12th;
Craft Psionic Arms and Armor, claws of the vampire; Price +3 bonus.
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.
Moderate metacreativity; ML 10th;
Craft Psionic Arms and Armor, matter manipulation; Price +2 bonus.
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.
Strong telepathy; ML 19th; Craft
Psionic Arms and Armor, psionic dominate; Price +5 bonus.
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.
Strong psychoportation; ML 12th;
Craft Psionic Arms and Armor, psionic teleport; Price +3 bonus.
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.
Strong metacreativity; ML 12th; Craft
Psionic Arms and Armor, dismiss ectoplasm; Price +1 bonus.
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.
Strong psychoportation; ML 12th;
Craft Psionic Arms and Armor, psionic plane shift; Price +4 bonus.
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.
Moderate clairsentience; ML 8th;
Craft Psionic Arms and Armor, fate of one; Price +1 bonus.
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.
Moderate clairsentience; ML 8th;
Craft Psionic Arms and Armor, knowledge of any 3rd-level power; Price +16,000
gp.
Mindcrusher: Any psionic creature struck in
combat by a mindcrusher weapon loses a number of power points equal to half the
amount of hit point damage the weapon deals (only the base damage of the weapon
contributes to the power point loss; additional damage from high Strength or
other sources does not cause additional power point loss). A psionic creature
that is out of power points (or has none) must succeed on a DC 17 Will save or
take 1d2 points of Wisdom damage.
Strong psychometabolism; ML 12th;
Craft Psionic Arms and Armor, psychic vampire; Price +2 bonus.
Mindfeeder: All feeder weapons have a special
ability that functions only upon scoring a successful critical hit. A
mindfeeder weapon grants its wielder temporary power points equal to the total
damage dealt by a successful critical hit. These temporary power points last
for 10 minutes. The wielder gains power points even if the target has none
(effectively, its hit point damage is converted to power points). Constructs
and undead are not subject to mindfeeder weapons. As with temporary hit points,
temporary power points do not stack with each other; they overlap. Thus, if a
mindfeeder weapon successfully scores a critical hit while the wielder still
enjoys temporary power points from a previous critical hit, the wielder gains
only the better of the two values: either her current number of temporary power
points, or the new influx of temporary power points, whichever is higher.
Strong psychometabolism; ML 15th;
Craft Psionic Arms and Armor, psychic vampire; Price +3 bonus.
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.
Faint clairsentience; ML 5th; Craft
Psionic Arms and Armor, defensive precognition; Price +8,000 gp.
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.
Strong psychokinesis; ML 12th; Craft
Psionic Arms and Armor, creator must be a manifester of at least 12th level;
Price +1 bonus.
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.
Strong clairsentience; ML 15th; Craft
Psionic Arms and Armor, bend reality; Price +2 bonus.
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 |
Strong clairsentience; ML 17th; Craft
Psionic Arms and Armor, reality revision; Price +35,000.
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.
Moderate psychokinesis; ML
10th; Craft Psionic Arms and Armor, concussion blast; Price +1 bonus.
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.
Strong psychokinesis; ML 12th; Craft
Psionic Arms and Armor, concussion blast; Price +2 bonus.
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.
Strong telepathy; ML 12th; Craft
Psionic Arms and Armor, mindwipe; Price +3 bonus.
Sundering: This kind of weapon allows a wielder
to attack opponents’ weapons as if he had the Improved Sunder feat.
Faint metacreativity; ML 5th; Craft
Psionic Arms and Armor, Great Sunder, metaphysical weapon; Price +1
bonus.
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.
Moderate psychokinesis ML 10th; Craft
Psionic Arms and Armor, dispel psionics; Price +2 bonus.
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.
Faint psychoportation; ML 5th; Craft
Psionic Arms and Armor, psionic dimension door; Price +1 bonus.
Specific Psionic Weapons
Moderate Psychokinesis, ML/11;
Craft Psionic Arms and Armor; telekinetic maneuver; Price: 30705gp, Cost:
15350gp, 1216xp, 40days; 10lbs.
Faint Psychokinesis; ML/5; Craft Psionic Arms and Armor;
Stomp; Cost: 6150gp, 492xps, 7 days; Price 12300gps; Weight: 5lbs.
Ethereal Reaver: This ghostly +2 longsword exists
on both the material plane and the ethereal plane at the same time. As a
standard action, you can cause the sword to illuminate a 5’ radius area around
the blade that allows you to see into the ethereal plane. You can attack any
creature on the ethereal plane as if it were on the material. Likewise, if you
are ethereal, you can attack any creature on the material plane. The blade
exists in both planes but the hilt and pommel only exist on the plane of the
owner. So while it is possible to be disarmed by an opponent on a different
plane, they cannot pick up and wield the weapon.
Moderate Psychoportation; ML/7; Craft Psionic Arms and
Armor; See Invisibility, Psionic; Cost 20000gps, 1600xp, 20 days; Price:
40000gps; Weight: 4lbs.
Flayer: This +2 Heavy Flail has an adamantine shaft and 4
greenish-mauve chains that resemble Illithid tentacles. It functions as a
normal flail until the wielder rolls a natural 20 and confirms the critical
hit. When this occurs, the flail draws out the target’s brain, killing it
instantly. Creatures without brains, illithids, half illithids and those with
the illithid heritage feat are immune to this attack.
Strong Psychometabolism; ML/18; Craft Psionic Arms and
Armor; creator must be an illithid, half illithid, or have the illithid
heritage feat; Cost: 49158gps, 3933xps, 50 days; Price: 98315; Weight: 4lbs.
Moderate Psychometabolism; ML/9th; Craft Psionic
Arms and Armor; Stygian Weapon; Cost 7400gps, 592xps, 8 days; Price: 14800gps
Strong Psychometabolism; ML/13; Craft Psionic Arms and
Armor; stygian disruption; Cost: 25308gp, 2012 Xps, 51 days; Price: 50308;
Weight: 2lbs.
Moderate Psychometabolism; ML/9; Craft Psionic Arms and Armor; stygian erasure; Cost: 26250 gps, 2100xps, 27 days; Price: 52500gps.