Psionic Armor and Shield Special
Ability Descriptions
Most psionic armor and shields have
only enhancement bonuses. Such items can also have one or more of the special
abilities detailed below. Armor or a shield with a special ability must have at
least a +1 enhancement bonus.
Aporter: As a standard action, a suit of
aporter armor or an aporter shield transports the wearer and her equipment to
any spot within 800 feet that she can visualize or specify, as the psionic
dimension door power. The armor or shield can transport the wearer in this
fashion twice per day.
Moderate psychoportation; ML 10th;
Craft Psionic Arms and Armor, psionic dimension door; Price +40,320 gp.
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.
Faint telepathy; ML 5th; Craft
Psionic Arms and Armor, aversion; Price +12,960 gp.
Ectoplasmic: As a standard action, ectoplasmic
armor converts itself, its wearer, and all the wearer’s equipment into ectoplasmic
form for up to 5 minutes once per day, as the power of the same name. In
this semisolid state, the wearer gains damage reduction 10/psionics.
Faint psychometabolism; ML 5th; Craft
Psionic Arms and Armor, ectoplasmic form; Price +10,800 gp.
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.
Faint psychoportation; ML 4th; Craft
Psionic Arms and Armor, float; Price +4,000 gp.
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.
Faint metacreativity; ML 5th; Craft
Psionic Arms and Armor, concealing amorpha; Price +3 bonus.
Heartening: This kind of shield grants the wearer
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 an immediate action
at any time.
Faint psychometabolism; ML 4th; Craft
Psionic Arms and Armor, vigor; Price +720 gp.
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.
Faint psychoportation; ML 4th; Craft
Psionic Arms and Armor, catfall; Price +4,000 gp.
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.
Moderate telepathy; ML 6th; Craft
Psionic Arms and Armor, mindlink; Price +6,000 gp.
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.
Moderate clairsentience; ML 6th;
Craft Psionic Arms and Armor, knowledge of any 2nd-level power; Price +10,800
gp.
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.
Faint psychokinesis; ML 5th; Craft
Psionic Arms and Armor, empty mind; Price +24,000 gp.
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.
Strong psychoportation; ML 13th;
Craft Psionic Arms and Armor, psionic phase door; Price +65,520 gp.
Power Resistance: This kind of armor or shield grants
the wearer power resistance while it is worn. The power resistance can be 13,
15, 17, or 19, depending on the amount that was built into the armor or shield.
Moderate clairsentience; ML 9th;
Craft Psionic Arms and Armor, power resistance; Price +2 bonus (PR 13);
+3 bonus (PR 15); +4 bonus (PR 17); or +5 bonus (PR 19).
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.
Faint psychoportation; ML 4th; Craft
Psionic Arms and Armor, burst; Price +1 bonus.
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.
Moderate psychokinesis; ML 9th; Craft
Psionic Arms and Armor; energy adaptation; Price +4 bonus.
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.
Faint psychokinesis; ML 5th; Craft
Psionic Arms and Armor, far hand; Price +1 bonus.
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.
Faint clairsentience; ML 5th; Craft
Psionic Arms and Armor, ubiquitous vision; Price +6,000 gp.
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.
Strong psychoportation; ML 17th;
Craft Psionic Arms and Armor, timeless body; Price +5 bonus.
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.
Faint psychokinesis; ML 5th; Craft
Psionic Arms and Armor, cloud mind; Price +3 bonus.
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).
Strong metacreativity; ML 12th; Craft
Psionic Arms and Armor, wall of ectoplasm; Price +20,160 gp.