UNIVERSAL ITEMS

This is a catchall category for any psionic item that doesn’t fall into the other groups. Anyone can use a universal item (unless specified otherwise in the description).

 

Physical Description: Varies.

 

Activation: Usually command thought, but details vary from item to item.

 

Universal Item Descriptions

Universal items can be configured to do just about anything.

Standard universal items are described below.

 

Amulet of Catapsi: This copper amulet aids the wearer against other psionic characters. Once per day, the wearer can mentally command the catapsi power, which blankets a 30- foot-radius area surrounding the wearer in telepathic noise for 9 rounds. Each time other psionic characters within this range attempt to manifest a power, they must succeed on a DC 17 Will save or pay 4 more points than they otherwise would for each power manifestation. The limit on the number of power points a subject can spend on a power remains in effect, so the subject may not be able to manifest his or her highest-level powers.

Moderate telepathy; ML 9th; Craft Universal Item, catapsi; Price 16,200 gp.

 

Amulet of Enemy Detection: This is a Riedran crysteel amulet embedded with eberron shards. You must attune the amulet to you by wearing it and meditation for 1 hour. After it is attuned, you are under the effect of a continuous ‘Detect Hostile Intent’ power. You become aware of any creatures within 30’ of you that want to cause you harm and know the direction they are in relative to you (but not the distance). You cannot be surprised or caught flat footed while wearing an attuned amulet, unless the creature attacking you is immune to mind affecting powers. You also gain a Sense Motive check on all creature within 30’ as a free action.

Moderate telepathy; ML 5th; Craft Universal Item; detect hostile intent; Price 18000gp; Cost 9000gp, 720xps, 18 days; weight: 1/4lb.

 

Boots of Landing: These boots allow the wearer to recover instantly from a fall and can absorb some damage from falling once per day. The wearer lands on her feet no matter how far she falls, and takes 2 fewer dice of damage from the fall than normal.

Faint psychoportation; ML 2nd; Craft Universal Item, catfall; Price 1,000 gp; Weight 1 lb.

 

Boots of Skating: These boots allow the wearer to slide along the ground at will as if using the skate power.

Faint psychoportation; ML 1st; Craft Universal Item, skate; Price 7,000 gp; Weight 1 lb.

 

Boots of Stomping: These boots allow the wearer to use stomp as the power three times per day (Reflex save DC 13) when the wearer stomps her feet.

Faint psychokinesis; ML 3rd; Craft Universal Item, stomp; Price 600 gp; Weight 1 lb.

 

Boots of Temporal Acceleration: These boots allow the wearer to speed up his own time frame for 2 rounds as if using the power temporal acceleration. The wearer can use this power once per day.

Strong psychoportation; ML 15th; Craft Universal Item, temporal acceleration; Price 43,200 gp; Weight 1 lb.

 


Crawling Tattoos: Crawling tattoos resemble standard psionic tattoos, but their effects are often harmful rather than beneficial. Like a psionic tattoo, a crawling tattoo can be scribed only with a power of no higher than 3rd level that targets one or more creatures. Exceptions are the body adjustment power, which can be scribed even though it affects only the manifester, and telepathy (compulsion) powers, which cannot be scribed at all. Powers that normally have an area affect only one target if scribed in a crawling tattoo. Powers with an experience point requirement cannot be scribed into a crawling tattoo. Otherwise, crawling tattoos are treated as psionic tattoos until they are activated by the wearer.

The wearer of a crawling tattoo can tap the tattoo as a standard action that provokes attacks of opportunity, mentally specifying a target (to which the wearer must have line of sight). Instead of manifesting its stored power, the tattoo animates, drops to the ground, and scuttles toward the target. The original wearer need no longer concentrate on the tattoo once animated.

The animated tattoo moves toward its designated target in the same round when it is activated. Treat it as a Fine construct that has AC 18, 10 hit points, a hardness of 5, speed 30 feet, and a bonus on attack rolls equal to the wearer’s manifester level + his key ability modifier. Crawling tattoos, unlike true constructs, are subject to illusions, darkness, fog, and similar effects. Should the target be killed, teleport away, or otherwise absent itself before the animated tattoo reaches it, the wearer can reclaim the tattoo. If it is destroyed, a crawling tattoo shatters and evaporates.

A crawling tattoo must enter the target’s square to attack and thus provokes attacks of opportunity as it passes through the target’s threatened area. The tattoo makes one touch attack  per round thereafter until it strikes its target or is destroyed. On a successful attack, the power scribed in the crawling tattoo affects the target if the target fails the appropriate saving throw; however, powers that normally allow a Reflex saving throw automatically affect the touched target. Crawling tattoos can ferry beneficial powers as well as harmful ones, and a target can allow the tattoo’s touch attack to succeed if he or she desires.

Two examples of crawling tattoos are described below; many more types are possible.

Market Price: The cost of a crawling tattoo depends on the level of the power scribed in it.

Power Level

Market Price

1st

50 gp

2nd

300 gp

3rd

750 gp

Crawling Tattoo of Concussion: This crawling tattoo delivers a concussion effect, dealing 1d6 points of damage to a creature hit by its touch attack.

Faint psychokinesis; ML 1st; Craft Universal Item, concussion blast; Price 50 gp.

Crawling Tattoo of Energy Bolt: Each of these tattoos is keyed to one energy type: cold, electricity, fire, or sonic. This crawling tattoo delivers the energy bolt power, dealing 5d6 points of damage of its energy type.

Faint psychokinesis; ML 5th; Craft Universal Item, energy bolt; Price 750 gp.

 

Crystal Anchor: A crystal anchor is a shaft of transparent crystal 4 to 5 feet in length, with a sharpened, spearlike head on one end. It ensnares the minds of those within range who manifest powers of a specified psionic discipline. The triggering discipline is specified at the time of creation.

A crystal anchor is activated by plunging the sharp head into the ground, leaving the shaft freestanding. It projects an invisible, 30-foot-radius field. If a power from the speci- fied discipline is manifested within this range, the manifester must succeed on a Will save (DC 15 + power level) or become subject to an effect similar to brain lock, except that the effect is permanent until dispelled or dismissed by the individual who initially drove the crystal anchor into the earth. Any anchor can be pulled out of the ground and reused at a later time.

When a crystal anchor successfully ensnares a target, a slender filament of insubstantial ectoplasm connects the victim to the shaft, even one outside the original area of the field.

A crystal anchor can attempt to ensnare a victim only five times per day. Previously caught targets can remain caught day after day and do not count against this daily limit on attempts.

An anchor’s owner can designate certain creatures to be unaffected by the anchor; such creatures need not make a saving throw and do not count against the daily limit on attempts. One crystal anchor can ensnare multiple targets simultaneously, and multiple crystal anchors can share overlapping fields.

Anchors that activate when a specific power is manifested in range are also possible, but are rarer.

A crystal anchor has AC 7, 15 hit points, a hardness of 8, and a break DC of 20.

 

Alertness Crystal Anchor: The anchor is activated by plunging the sharp head into the ground, it can be activated any number of times per day. When planted on the ground, all creatures within 30’ of the anchor gain +5 to their spot and listen checks.

Faint Telepathy; ML/5; Craft Universal Item; zone of alertness; Cost: 2500gps, 200xps, 3 days; Price: 10000gps; Weight: .5lb

 

Body Crystal Anchor: Those who manifest psychometabolism powers are affected as described above.

Faint psychometabolism; ML 5th; Craft Universal Item, brain lock, psionic contingency, any psychometabolism power; Price 24,000 gp; Weight 3 lb.

 

Comprehension Crystal Anchor: Those who manifest clairsentience powers are affected as described above.

Faint clairsentience; ML 5th; Craft Universal Item, brain lock, psionic contingency, any clairsentience power; Price 24,000 gp; Weight 3 lb.

 

Creation Crystal Anchor: Those who manifest metacreativity powers are affected as described above.

Faint metacreativity; ML 5th; Craft Universal Item, brain lock, psionic contingency, any metacreativity power; Price 24,000 gp; Weight 3 lb.


Energy Crystal Anchor: Those who manifest psychokinesis powers are affected as described above.

Faint psychokinesis; ML 5th; Craft Universal Item, brain lock, psionic contingency, any psychokinesis power; Price 24,000 gp; Weight 3 lb.

 

Ghost Crystal Anchor: Those who manifest remote viewing are affected as described above.

Faint clairsentience; ML 5th; Craft Universal Item, brain lock, psionic contingency, remote viewing; Price 24,000 gp; Weight 3 lb.

 

Mind Crystal Anchor: Those who manifest telepathy powers are affected as described above.

Faint telepathy; ML 5th; Craft Universal Item, brain lock, psionic contingency, any telepathy power; Price 24,000 gp; Weight 3 lb.

 

Travel Crystal Anchor: Those who manifest psychoportation powers are affected as described above.

Faint psychoportation; ML 5th; Craft Universal Item, brain lock, psionic contingency, any psychoportation power; Price 24,000 gp; Weight 3 lb.

 

Crystal Masks: Each of the various types of crystal masks fits over the face of any humanoid, with slits for eyes and nostrils. The mask is transparent, although it distorts the wearer’s features. Leather straps attached to small holes on the sides of a mask enable the owner to affix the mask to his face. Non psionic creatures can wear the mask but gain no positive or negative effects from it.

Crystal masks confer special abilities or improved skills on their wearers.

A crystal mask is treated as eyewear or goggles for the purpose of determining which items can be worn on the body.

 

Crystal Mask of Detection: The wearer of a crystal mask of detection can make Search checks with a +10 competence bonus.

Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Search; Price 10,000 gp; Weight 1/2 lb.

 

Crystal Mask of Deluded Perception: This mask traps the wearer in a world of its own imaging. If placed on a willing or unconscious creature, the mask binds to it’s flesh and cannot be removed without causing enough damage to destroy the mask, it is impossible to attach the mask to an unwilling creature. If it is accidentally donned, the victim gets a DC15 will save to pull it off before it fully attaches, taking 1d6 damage and becoming dazed for one round. If he fails the save he still takes 1d6 damage when the mask attaches itself. The wearer gets one more save one round later to try and remove it, taking another 1d6 whether he succeeds or not. When the mask is attached to the face of the wearer, he comes under the effect of the cerebral phantasm power. The wearer is incapable of doing anything but writhing about and acreaming until the mask is removed. The mask has a hardness of 10 and 50 hit points. It can be removed through the psychic chirurgery or bend reality.

Strong Telepathy; ML/15; Craft Universal Item; cerebral phantasm; Cost: 60000gps, 4800xps, 60 days; Price: 120000gps

 

Crystal Mask of Discernment: The wearer of a crystal mask of discernment can make Sense Motive checks with a +10 insight bonus.

Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Sense Motive; Price 10,000 gp; Weight 1/2 lb.

 

Crystal Mask of Entrenched Psyche: This mask causes all psionic abilities to be dampened completely. If placed on a willing or unconscious creature, the mask binds to it’s flesh and cannot be removed without causing enough damage to destroy the mask, it is impossible to attach the mask to an unwilling creature. If it is accidentally donned, the victim gets a DC15 will save to pull it off before it fully attaches, taking 1d6 damage but the damapening effect lasts for another 5 rounds. If he fails the save he still takes 1d6 damage when the mask attaches itself. The wearer gets one more save one round later to try and remove it, taking another 1d6 whether he succeeds or not. The mask has a hardness of 10 and 50 hit points. It can be removed through the psychic chirurgery or bend reality.

Strong Telepathy; ML/15; Craft Universal Item; psychic containment; Cost: 60000gps, 4800xps, 60 days; Price: 120000gps.

 

Crystal Mask of Dread: The wearer of a crystal mask of dread can attempt to frighten other beings to her will. The wearer makes all Intimidate checks with a +10 competence bonus.

Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Intimidate; Price 10,000 gp; Weight 1/2 lb.

 

Crystal Mask of Insightful Detection: The wearer of a crystal mask of insightful detection can make Search checks and Spot checks checks with a +9 insight bonus.

Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 9 ranks in both Search and Spot; Price 20,250 gp; Weight 1/2 lb.

 

Crystal Mask of Knowledge: Each of the various crystal masks of knowledge grants the wearer a +5 competence bonus on a specific type of Knowledge check.

Faint clairsentience; ML 3rd; Craft Universal Item, creator must have 5 ranks in the Knowledge skill of the appropriate type; Price 2,500 gp; Weight 1/2 lb.


Crystal Mask of Languages: Each of the various crystal masks of language grants the wearer the ability to speak and write five different languages.

Faint clairsentience; ML 3rd; Craft Universal Item, creator must have the Speak Language skill for each of five languages; Price 2,500 gp; Weight 1/2 lb.

 

Crystal Mask of Mindarmor: A crystal mask of mindarmor grants the wearer a +4 insight bonus on all Will saving throws.

Faint telepathy; ML 5th; Craft Universal Item, conceal thoughts; Price 10,667 gp; Weight 1/2 lb.

 

Crystal Mask of Otherwordly Gaze: A crystal mask of otherworldly gaze  allows the wearer to gain the benefit of the ethereal agent power, once per day. The power remains in effect as long as the wearer maintains concentration, it remains for 5 rounds after concentration stops and anytime previous to the power dissipating, concentration can be restored. You can maintain your concentration up to a maximum of 90 minutes maximum.

Moderate Clairsentience; ML 9th; Craft Universal Item, ethereal agent; Cost: 8100gps, 648xps, 9 days; Price 16200 gp; Weight 1/2 lb.

 

Crystal Mask of Psionic Craft: The wearer of a crystal mask of psionic craft makes all Psicraft checks with a +10 competence bonus.

Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Psicraft; Price 10,000 gp; Weight 1/2 lb.

 

Crystal Mask of Psychometry: The wearer of a crystal mask of psychometry can see the recent past of the area in which he stands. The mask can be activated as a standard action, once per day. It provides the wearer with the psychometry power as if manifested by an 11th level manifester.

Moderate clairsentience; ML 11th; Craft Universal Item, psychometry; Cost: 11880gps, 950xps, 12 days: Price 23760 gp; Weight 1/2 lb.

 

Crystal Mask of Terror: The wearer of a crystal mask of terror can cause his face to distort into a hideous visage that affects one creature eithin 100’ of the wearer. If the target fails his DC15 will save, he falls under the effect of the cerebral phantasm power and takes 3d6 nonlethal damage and is dazed for 1d4 rounds. The mask can be activated as a standard action, once per day. If the target makes its save it takes no damage and is not dazed.

Strong Telepathy; ML 16th; Craft Universal Item, cerebral phantasm; Cost: 2700gps, 216xps, 3 days: Price 5400 gp; Weight 1/2 lb.

 

Crystal Mask of Visual Insight: The wearer of a crystal mask of visual insight  can ignore the concealment of targeted creatures temporarily.  The mask can be activated as a swift action 3x/day. When activated you can ignore the effects of concealment on one target for one round, this does not reveal invisible creatures.

Strong clairsentience; ML 15th; Craft Universal Item, moment of insight; Cost: 5400gps, 432xps, 6 days: Price 10800 gps; Weight 1/2 lb.

 

Crystalline Spider Bead: This is a small (4” diameter) crystal spider. When it is thrown and the command word is spoken, it explodes (destroying it) into a swarm of ectoplasmic spiders that attacks the nearest creature. The throw is a ranged touch attack on the floor to an area within 30’ of you. If the current target is killed or trapped in a cocoon, the swarm will move on to the next nearest creature. The swarm will remain for 7 rounds and then disappear back to the astral plane.

Moderate Psychoportation; ML/7; Craft Universal Item; ectoplasmic swarm; Cost: 700gps, 56xps, 2 days; Price: 1400gps; Weight: .25lb

 

Elemental Effigy: There are 4 types of elemental effigies, one for each type of elemental steward. They are small figurines, each about 3” to 5” high. As a standard action, you can set the effigy on the ground and speak the command word. The next round the effigy grows and becomes an elemental steward that will obey the commands of the person that activated the effigy. If the figurine is broken the elemental effigy is destroyed and cannot be repaired, if the elemental steward is killed, it returns to figurine form for one week and then can be used again. An elemental effigy can be activated for up to 12 hours per day, but that need not be continuous time.

Strong Psychoportation; ML/16; Craft Universal Item; elemental steward; Cost: 6000gps, 240xps, 6 days; Price: 25000gps; Weight: 1lb.

 

Eyes of Expanded Vision: These crystal lenses fit over the user’s eyes to expand his field of vision. Flanking opponents gain only a +1 bonus when attacking the user 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 1st; Craft Universal Item, ubiquitous vision; Price 3,000 gp.

 


Eyes of Power Leech: These crystal lenses fit over the user’s eyes. Once per day, the wearer is able to drain power points from another psionic creature or character by meeting its gaze as if using power leech. A selected target within 40 feet must succeed on a DC 16 Will save, or a connection of crackling energy is formed between the wearer and the victim. The connection drains 1d6 power points from the target for every round in which the wearer maintains concentration (to a maximum of 7 rounds). The wearer gains 1 power point from those drained from the target each round (subject to his normal maximum; points he cannot gain immediately are lost).

If the wearer has only one lens, the DC of the Will save is 14 instead of 16.

Eyes of power leech have no effect on nonpsionic targets or psionic creatures with a current power point reserve of 0.

Moderate telepathy; ML 7th; Craft Universal Item, power leech; Price 10,080 gp.

 

Eyes of Power Leech, Vampiric: As eyes of power leech, except the wearer gains drained power points from the subject even if doing so would bring him over his normal maximum. The wearer of vampiric eyes of power leech can maintain concentration for up to 13 rounds. Power points the wearer gains in excess of his maximum fade after 8 hours if they are not spent before that time.

Strong telepathy; ML 15th; Craft Universal Item, bend reality, power leech; Price 20,160 gp.

 

Gloves of Object Reading: While wearing these gloves, the user can learn the details of an inanimate object’s previous owner if he handles the object, as if manifesting the object reading power.

Faint clairsentience; ML 1st; Craft Universal Item, object reading; Price 3,000 gp.

 

Gloves of Titan’s Grip: While wearing these oversize gloves, the user gains a +8 enhancement bonus on grapple checks. The power is activated when the user enters a grapple. The enhancement bonus lasts for a maximum of 7 rounds per use, up to three uses per day.

Moderate psychometabolism; ML 9th; Craft Universal Item, grip of iron; Price 14,000 gp.

 

Mind Blade Gauntlet: This is an opalescent glove that serves as a channel for the inner powers of a Kalashtar or Inspired Soulknife, allowing them to enhance the power of their mindblade. Each gauntlet is created with a particular weapon special ability (i.e. Keen) that can be used by a Kalashtar or Inspired with the mind blade enhancement class feature. When the soulblade expends his focus while manifeting his soulblade, it gains the enhancement from the gauntlet. This effect lasts for one minute. If the soulknife splits his blade into two matching blades only one gains the additional enhancement, although two gauntlets can be worn, each allowing an enhancement to one blade.

Moderate Metacreativity; ML 5th; Craft Psionic Arms and Armor, mindblade ability, creator must be Kalashtar or Inspired; Price: 22000gps(+1 base), 48000gp (+2 Base), 78000(+3 Base).

 

Mirror of Mind Switch: This small hand mirror manifests its power once per day against a creature that sees its reflection within it, as a gaze attack with a range of 30 feet. Potential victims can attempt to avert their eyes or look away as they would from a normal gaze attack. A creature meeting its own gaze in the mirror must succeed on a DC 19 Will save, or its mind and the mind of the mirror’s wielder switch, as if by the mind switch power. Because the mirror is small, only a single creature can meet its own gaze. The wielder of the mirror is not affected by seeing himself.

Moderate telepathy; ML 11th; Craft Universal Item, mind switch; Price 19,800 gp; Weight 1/2 lb.

 

Mirror of Suggestion: This small hand mirror manifests its power up to twice per day against creatures that see their reflections within it, as a gaze attack with a range of 30 feet. Potential victims can attempt to avert their eyes or look away as they would from a normal gaze attack. A creature meeting its own gaze in the mirror must succeed on a DC 13 Will save or be affected by a suggestion chosen by the mirror’s wielder. Because the mirror is small, only a single creature can meet its own gaze each round. The wielder of the mirror is not affected by seeing herself.

Faint telepathy; ML 3rd; Craft Universal Item, psionic suggestion; Price 3,600 gp; Weight 1/2 lb.

 

Mirror of Time Hop: This small hand mirror manifests its power up to twice per day against creatures that see their reflections within it, as a gaze attack with a range of 30 feet. Potential victims can attempt to avert their eyes or look away as they would from a normal gaze attack. A creature meeting its own gaze in the mirror must succeed on a DC 14 Will save or be pushed forward in time by 5 rounds, as if subject to the time hop power. Because the mirror is small, only a single creature can meet its own gaze each round. The wielder of the mirror is not affected by seeing herself.

Faint psychoportation; ML 5th; Craft Universal Item, time hop; Price 9,000 gp; Weight 1/2 lb.

 

Pearl, Brain Lock: This tiny pearly sphere speeds toward its target when hurled by its owner. He can hurl the pearl at any target within 130 feet that he can see and to which he has line of effect. If the target fails a DC 13 Will saving throw, the pearl seems to impact and then enter the flesh of the target. The target stands mentally paralyzed, as if by brain lock, for 3 rounds. The use destroys the item.

Faint telepathy: ML 3rd; Craft Universal Item, brain lock; Price 300 gp.

 

Pearl, Breath Crisis: This tiny pearly sphere speeds toward its target when hurled by its owner. He can hurl the pearl at any target within 150 feet that he can see and to which he has line of effect. If the target fails a DC 14 Will saving throw, the pearl seems to impact and then enter the flesh of the target. The target is affected as if by crisis of breath for 5 minutes. The use destroys the item.

Faint telepathy; ML 5th; Craft Universal Item, crisis of breath; Price 750 gp.

 


Pearl, Mind Seed: This tiny pearly sphere instantly takes on the skin tone and texture of whatever creature handles it. It speeds toward its target when hurled by its owner. He can hurl the pearl at any target within 150 feet that he can see and to which he has line of effect. If the target fails a DC 22 Will saving throw, the pearl seems to impact and then enter the flesh of the target. The target is affected as if by a mind seed power, with the pearl’s wielder acting as the manifester. The use destroys the item.

Strong telepathy; ML 15th; Craft Universal Item, mind seed; Cost 6,000 gp + 2,500 XP; Price 18,500 gp.

 

Pearl, Personality Parasite: This tiny pearly sphere speeds toward its target when hurled by its owner. He can hurl the pearl at any target within 130 feet that he can see and to which he has line of effect. If the target fails a DC 16 Will saving throw, the pearl seems to impact and then enter the flesh of the target. The target is affected as if by personality parasite for 5 rounds. The use destroys the item.

Faint telepathy; ML 7th; Craft Universal Item, personality parasite; Price 1,400 gp.

 

Pendant of Joy: This teardrop shaped amulet is made of blue-green crystal and charged with emotions of joy. As long as it is worn by a character with at least one power point, it subtly reaches out to nearby minds, touching them with feelings of pleasure and contentment. All creatures within 30’ (including the wearer), receive a +5 bonus to Diplomacy checks.

Moderate Telepathy; ML 5th; Craft Universal Item, telempathic projection; Price 5000gp.

 

Psionatrix: Each of these multifaceted crystals is worn as an amulet. Unless noted otherwise, a psionatrix adds a +1 enhancement bonus to the save DC when the wearer uses powers of the discipline to which the psionatrix is keyed.

Psionatrix of clairsentience: Blue light glimmers in this crystal’s heart.

Moderate clairsentience; ML 8th; Craft Universal Item, creator must be a seer; Price 8,000 gp.

Psionatrix of metacreativity: Green light glimmers in this crystal’s heart.

Moderate metacreativity; ML 8th; Craft Universal Item, creator must be a shaper; Price 8,000 gp.

Psionatrix of psychokinesis: Red light glimmers in this crystal’s heart.

Moderate psychokinesis; ML 8th; Craft Universal Item, creator must be a kineticist; Price 8,000 gp.

Psionatrix of psychometabolism: Violet light glimmers in this crystal’s heart.

Moderate psychometabolism; ML 8th; Craft Universal Item, creator must be an egoist; Price 8,000 gp.

Psionatrix of psychoportation: Yellow-red light glimmers in this crystal’s heart.

Moderate psychoportation; ML 8th; Craft Universal Item, creator must be a nomad; Price 8,000 gp.

Psionatrix of telepathy: Piercing yellow light shines from this crystal’s heart.

Moderate telepathy; ML 8th; Craft Universal Item, creator must be a telepath; Price 8,000 gp.

 

Psionic Bands: Psionic bands come in pairs, each is worn on one hand. They use the glove body slot.

 

Bands of the Energy Arc: There are 4 varieties of the energy arc bands: Fiery Arc, Electric Arc, Frozen Arc, and Thundering Arc. All bands can be activated as a standard action by bringing the 2 bands together and thinking the command, this can be done 3x/day. The bands cause the following effects:

Fiery Arc: 15’ cone of flame that deals 4d4+4 damage and ignites any flammables it touches. DC14 reflex save for half damage.

Electric Arc: 15’ arc of electricity dealing 4d4 damage. DC16 reflex for half.

Frozen Arc: 15’ cone of cold that deals 4d4+4 damage. DC14 reflex save for half

Thundering Arc: 15’ cone of sonic that deals 4d4-4 damage and ignores hardness. DC14 reflex save for half

Moderate Psychokinesis; ML/7; Craft Universal Item; energy arc; Cost: 2835gps, 226xps, 3 days; Price: 6300gps; Weight: .5lb.

 

Bands of Ethereal Abduction: The bands can be activated as a standard action by bringing the 2 bands together and thinking the command, this can be done 1x/day. When activated  the bands create a 15’ cone in front of you that opens into the ethereal plane. Any opponent in the area of effect must make a DC19 Will save or be sent to the ethereal plane for 11 rounds. The bands can also be used on the ethereal plane to bring a target from the material plane to you.

Moderate Psychoportation; ML/11; Craft Universal Item; ethereal abduction; Cost: 23760gps, 1900xps, 24 days; Price: 47530gps; Weight: .5lb.

 

Bands of Extended Range: To activate these bands, you need only put them on. While wearing these bands, any weapon that you throw, gains 2x it’s normal range.

Faint Psychokinesis; ML/5; Craft Universal Item; extend range; Cost: 1000gps, 80xps, 1 day; Price: 2000gps; Weight: .5lb.

 

Bands of Mindfire: The bands can be activated as a standard action by bringing the 2 bands together and thinking the command, this can be done 1x/day. When activated, the bands create a 15’ cone in front of the wearer, any opponents in the area of effect must make a DC14 Fort save or become afflicted with the Mindfire Disease. There is no incubation period and the target immediately takes 1d4 Int damage. Every day thereafter, he must make a DC14 Fort save or take another 1d4 int damage, if he saves 2 days in a row, he has fought off the disease.

Faint Psychometabolism; ML/5; Craft Universal Item; mindfire; Cost: 5500gps, 440xps, 6 days; Price: 11000gps; Weight: .5lb.

 


Psionic Restraints: Each of the various psionic restraints is an iron cuff that cunningly locks around the wrist (DC 27 Open Lock check). The cuff limits the total number of power points a psionic creature wearing it can use in 1 round (regardless of the creature’s total power point reserve), or completely damps the ability to use psionics. All types of psionic restraints prevent the free manifesting of powers.

Restraint Type

Allowed Power Points/Round

Market Price

Lesser

5

1,000 gp

Average

3

6,000 gp

Greater

1

12,000 gp

Damping

0

24,000 gp

Strong psychokinesis; ML 16th; Craft Universal Item, bend reality, dispel psionics; Weight 1 lb.

 

Psychoactive Skins: Psychoactive skins (also sometimes called ectoshells) are fistsized globs of psionically charged ectoplasm. As a standard action, a psychoactive skin spreads over and covers a Medium or smaller creature that projects the proper command thought; the same command thought causes the skin to shrink back down to its former size. Each of the various psychoactive skins is charged with one of a wide array of powers that constantly affect the wearer.

A deployed skin completely covers the wearer and all his equipment like a second skin, allowing the wearer to see, hear, and breathe normally. It rolls away from various parts of the body as needed, such as when the wearer needs to eat or access a backpack. Held items or items specifically excluded are not covered by a psychoactive skin.

Up to three skins can be worn simultaneously, although only the outermost is active in any given round (the powers of hidden skins cannot be manifested). Skin layers can be changed with a command thought as a standard action, which causes a lower-layer skin to come to the surface.

 

Skin of the Celestial: This skin allows you to take on the celestial template for a short time. As a standard action you can give the command thought and the skin will expand to cover your body for 7 rounds. The skin can only be activated once per day.

Moderate Psychometabolism; ML/10; Craft Universal Item; planar apotheosis; Cost: 5000gps, 400xps, 10 days; Price: 10000gps; Weight: 1lb

 

Skin of Celestial Embrace: This skin allows you to take on the half-celestial template for a short time. As a standard action you can give the command thought and the skin will expand to cover your body for 15 rounds. The skin can only be activated once per day.

Strong Psychometabolism; ML/15; Craft Universal Item; planar embrace; Cost: 24000gps, 1920xps, 48 days; Price: 48000gps; Weight: 1lb

 

Skin of the Chameleon: This psychoactive skin adjusts to surrounding textures and colors, continually granting the wearer a +10 enhancement bonus on Hide checks.

Faint psychometabolism; ML 3rd; Craft Universal Item, chameleon; Price 18,000 gp; Weight 2 lb.

 

Skin of the Claw: This psychoactive skin benefits only a wearer who has levels in psychic warrior. If such a character wears this skin, he can

activate the claws of the beast power at will, as a free action that does not provoke attacks of opportunity. He can also dismiss the claws equally quickly.

Faint psychometabolism; ML 4th; Craft Universal Item, claws of the beast; Price 16,000 gp; Weight 2 lb.

 

Skin of the Defender: This psychoactive skin continually grants the wearer a +4 bonus to natural armor.

Faint psychometabolism; ML 5th; Craft Universal Item, thicken skin; Price 32,000 gp; Weight 2 lb.

 

Skin of Ectoplasmic Armor: This skin is activated by a thought command as a standard action. When active, it grants the wearer a +8 armor bonus (this does not stack with other armor, powers, spells or effects). The skin is somewhat bulky and penalizes you with a +2 max dex bonus, an armor check penalty of –6 and a 25% arcane spell failure. The skin does not penalize your speed.

Moderate Metacreativity; ML/9th; Craft Universal Item; Cost: 1500gps, 120xps, 15 days; Price: 3000gps; Weight: 1lb.

 

Skin of the Fiend: This skin allows you to take on the fiendish template for a short time. As a standard action you can give the command thought and the skin will expand to cover your body for 7 rounds. The skin can only be activated once per day.

Moderate Psychometabolism; ML/10; Craft Universal Item; planar apotheosis; Cost: 5000gps, 400xps, 10 days; Price: 10000gps; Weight: 1lb

 

Skin of Fiendish Embrace: This skin allows you to take on the half-fiendish template for a short time. As a standard action you can give the command thought and the skin will expand to cover your body for 15 rounds. The skin can only be activated once per day.

Strong Psychometabolism; ML/15; Craft Universal Item; planar embrace; Cost: 24000gps, 1920xps, 48 days; Price: 48000gps; Weight: 1lb

 


Skin of Fiery Response: This psychoactive skin answers the first attack made against the wearer in each round with an automatically manifested and targeted “ectoburst” against the attacker. The burst ejects from the skin on the wearer’s turn, making a ranged touch attack as described in the energy retort power, but the energy type chosen is always fire. If the attack hits, the target takes 2d6 points of fire damage as the ectoburst flames up and is consumed. This attack does not in any way hinder the wearer, count against her total actions for the round, or provoke attacks of opportunity.

Faint psychokinesis; ML 5th; Craft Universal Item, energy retort; Price 60,000 gp; Weight 2 lb.

 

Skin of the Hero: This psychoactive skin continually grants the wearer a +3 deflection bonus to Armor Class, a +3 resistance bonus on all saving throws, and a +3 enhancement bonus on attack rolls.

Strong psychometabolism; ML 18th; Craft Universal Item, bend reality; Price 77,500 gp; Weight 2 lb.

 

Skin of Iron: This psychoactive skin affects the wearer as the psionic iron body power up to three times per day for 15 minutes with each use. When the skin’s power is not active, it has no protective qualities. Activating the psionic iron body effect is a standard action that provokes attacks of opportunity.

Strong metacreativity; ML 15th; Craft Universal Item, psionic iron body; Price 129,600 gp; Weight 2 lb.

 

Skin of Nimbleness: This psychoactive skin continually grants the wearer a +10 competence bonus on Tumble checks.

Moderate psychometabolism; ML 8th; Craft Universal Item, creator must have 10 ranks in Tumble; Price 10,000 gp; Weight 2 lb.

 

Skin of Power Damping: This skin is activated by a command thought to cover your entire body, this is a standard action. When the skin is activated, you are protected for one round from all variable, numeric effects stemming from powers, psi-like abilities, spells or spell-like abilities. The damage from these attacks is reduced to its minimum possible damage.

Faint Psychometabolism; ML/5; Craft Universal Item; damp power; Cost: 5400gps, 432xps, 6 days; Price: 10800gps; Weight: 1lb

 

Skin of Proteus: This psychoactive skin continually affects the wearer as the metamorphosis power. While in a form other than his natural form, the wearer does not appear to be wearing the skin.

Moderate psychometabolism; ML 7th; Craft Universal Item, metamorphosis; Price 84,000 gp; Weight 2 lb.

 

Skin of the Psion: This psychoactive skin grants the wearer 7 bonus power points per day and power resistance 21.

Strong clairsentience; ML 17th; Craft Universal Item, power resistance; Price 151,000 gp; Weight 2 lb.

 

Skin of the Spider: This psychoactive skin continually grants the wearer a +20 competence bonus on Climb checks and continually affects the wearer as the body equilibrium power. Three times per day, the wearer can manifest entangling ectoplasm against a target within 30 feet.

Faint psychometabolism; ML 3rd; Craft Universal Item, creator must have 10 ranks in Climb, body equilibrium, entangling ectoplasm; Price 79,080 gp; Weight 2 lb.

 

Skin of the Troll: This psychoactive skin continually allows a living wearer to heal more quickly. The wearer heals 5 points of damage per minute. Except for the slower rate of healing, this skin affects its wearer as if the wearer were under the effect of a continual true metabolism power.

Strong psychometabolism; ML 17th; Craft Universal Item, true metabolism; Price 61,200 gp; Weight 2 lb.

 

Quiver of Energy: This quiver can hold up to 20 arrows or bolts. Each quiver is associated with a certain energy type; Fire, Cold, Electrical or Sonic. When normal arrows or bolts are placed in the quiver, and left for at least one round, the projectile in question will deal an additional 1d6 of the energy type associated with the quiver. Any projectiles retrieved after firing will have no special properties as the energy is discharged upon impact.

Moderate Psychokinesis; ML/7; Craft Universal Item; energy missile; Cost: 7875gps, 630xps, 15 days; Price: 15750gps; Weight: 1lb.

 

Quiver of Etherealness: This quiver can hold up to 20 arrows or bolts.When normal arrows or bolts are placed in the quiver, and left for at least one round, the projectile in question will be able to affect creatures in the ethereal plane as if they were on the material plane. Any projectiles retrieved after firing will have no special properties as the energy is discharged upon impact.

Moderate Psychokinesis; ML/7; Craft Universal Item; ethereal volley; Cost: 7875gps, 630xps, 15 days; Price: 15750gps; Weight: 1lb.

 

Ring of Self-Sufficiency: This crystalline ring continually grants the wearer a +10 competence bonus on Autohypnosis checks.

Moderate psychometabolism; ML 7th; Craft Universal Item, creator must have 10 ranks in Autohypnosis; Price 10,000 gp.

 

Saddle of the Inspired Mount: This saddle automatically resizes to fit ANY mount, it does not count against the animals encumbrance as it fits so well and is extremely comfortable. The saddle’s abilities can be activated as a standard action with a mental command, this can be done 3x/day. When activated, your mount gains +20 to its base speed and you can attempt to negate any hits done to your mount as if you had the mounted combat feat. You also gain a +10 competence bonus to any checks made to negate a hit on your mount. The effect lasts for 4 rounds or until you attempt to negate a hit, whichever occurs first.

Faint Psychometabolism; ML/5; Craft Universal Item; inspire mount; Cost: 2700gps, 216xps, 3 days; Price: 5400gps; Weight: 30lbs.


Sandals of Springing: These sandals adjust to any humanoid feet. They activate simply by use. Any time you jump, you gain a +15 enhancement bonus to your jump check.

Faint Psychokinesis; ML/3; Craft Universal Item; mighty spring; Cost: 3000gp, 240xps, 6 days; Price: 6000gps; Weight: 1lb.

 

Shroud of Oblivion: This is a diaphanous burial veil that covers the entire body, when worn it becomes translucent and your features and form become partially obscured by shadows. To activate the shroud, you must pull it up over your head and expend 4 power points, non psionic creatures will be able to use this item if they make a successful Use Psionic Device check to emulate a class feature. When activated, the shroud give you the benefit of the Stygian Veil power.

Faint Psychometabolism; ML/5; Craft Universal Item; stygian veil; Cost: 11850gps, 948xps, 12 days; Price: 23700gps; Weight: .5lb.

 

Shards: These universal items are tiny fragments of cast-off crystal imprinted with minuscule bits of psionic power. Using a shard requires grasping it and projecting a command thought as a standard action (most shards telepathically whisper their command word into the minds of living creatures who handle them). A shard grants a temporary competence bonus on one specific skill, ranging from +1 to +10. The granted bonus lasts until the skill is used or 10 rounds pass, whichever comes first. Once its effect is activated, a shard disintegrates immediately, whether or not the bonus granted by the shard is eventually used.

Moderate psychometabolism; ML 7th; Craft Universal Item, creator must have ranks in the specified skill at least equal to the imprinted bonus; Price 10 gp (+1), 40 gp (+2), 90 gp (+3), 160 gp (+4), 250 gp (+5), 360 gp (+6), 490 gp (+7), 640 gp (+8), 810 gp (+9), or 1,000 gp (+10).

 

Third Eyes: These objects appear as small crystals, always with at least one wide, flat facet, and contain a variety of powers. When the owner uses the proper command thought, the crystal adheres to the center of his forehead (the same command thought causes the third eye to disengage). Only one third eye can be worn at a time.

A third eye is treated as eyewear or goggles for the purpose of determining which items can be worn on the body.

 

Aware: This kind of third eye continually grants the wearer a +10 competence bonus on Spot checks.

Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Spot; Price 10,000 gp.

 

Conceal: While worn, a third eye conceal protects the wearer from view by all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against all mind-affecting powers and effects as well as information-gathering by clairsentience powers or effects (except for metafaculty); this item affects the wearer as if he enjoyed the benefit of the psionic mind blank power.

Strong telepathy; ML 15th; Craft Universal Item, psionic mind blank; Price 120,000 gp.

 

Concentrate: This kind of third eye continually grants the wearer a +10 competence bonus on Concentration checks.

Moderate telepathy; ML 7th; Craft Universal Item, creator must have 10 ranks in Concentration; Price 10,000 gp.

 

Dominate: The wearer of a third eye dominate can attempt to dominate a subject as with the power psionic dominate, augmented to target any creature type it can affect, once per day (save DC 18).

Strong telepathy; ML 15th; Craft Universal Item, psionic dominate; Price 120,000 gp.

 

Expose: The wearer of this kind of third eye always knows when someone lies directly to him.

Strong telepathy; ML 15th; Craft Universal Item, bend reality; Price 112,000 gp.

 

Gather: This kind of third eye continually grants the wearer a +10 competence bonus on Gather Information checks.

Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Gather Information; Price 10,000 gp.

 

Penetrate: While worn, a third eye penetrate grants the wearer a +2 bonus on manifester level checks to overcome a creature’s power resistance.

Strong clairsentience; ML 15th; Craft Universal Item, bend reality; Price 8,000 gp.

 

Powerthieve: While worn, a third eye powerthieve allows the wearer to borrow one power from a psionic target within 40 feet once per day. If the target fails a DC 16 Will save, it instantly loses one power of the wearer’s choice, and the wearer instantly gains temporary knowledge of this power.

The wearer can manifest the borrowed power normally if she has sufficient power points to pay for its cost. The wearer retains knowledge of the power for up to 70 minutes, at which time she loses knowledge of the power and the former owner regains it, regardless of the distance between them. If the former owner is dead, the wearer still loses the borrowed power.

Moderate telepathy; ML 7th; Craft Universal Item, thieving mindlink; Price 10,080 gp.

 

Repudiate: While worn, this powerful item allows the wearer to manifest dispel psionics once per day with a +20 modifier on the dispel check (the wearer uses the +20 modifier in place of his manifester level).

Strong psychokinesis; ML 20th; Craft Universal Item, dispel psionics; Price 43,200 gp.

 

Sense: The wearer of this kind of third eye can manifest clairvoyant sense at will.

Faint clairsentience; ML 3rd; Craft Universal Item, clairvoyant sense; Price 24,000 gp.


View: The wearer of this kind of third eye can spin a quasireal version of himself and send it over virtually any distance or into other planes of existence, as if manifesting the remote viewing power, once per day.

Moderate clairsentience; ML 7th; Craft Universal Item, remote viewing; Price 10,180 gp.

 

Torc of Free Will: This item is a band inlaid with precious metal, worn around the neck or upper arm. The wearer of a torc of free will is not affected by the brain lock power or items that produce brain lock effects (such as crystal anchors).

A torc is treated as an amulet for the purpose of determining which items can be worn on the body.

Faint telepathy; ML 3rd; Craft Universal Item, brain lock; Price 6,000 gp; Weight 2 lb.

 

Torc of Leech Freedom: This item is a band inlaid with precious metal, worn around the neck or upper arm. The wearer of a torc of leech freedom automatically resists up to two uses of power leech against him per day.

A torc is treated as an amulet for the purpose of determining which items can be worn on the body.

Faint telepathy; ML 5th; Craft Universal Item, power leech; Price 12,000 gp; Weight 2 lb.

 

Torc of Power Preservation: This item is a band inlaid with precious metal, worn around the neck or upper arm. The wearer of a torc of power preservation manifests all powers by paying power points equal to the standard cost minus 1 (minimum of 1).

A torc is treated as an amulet for the purpose of determining which items can be worn on the body.

Strong clairsentience; ML 15th; Craft Universal Item, bend reality; Price 36,000 gp; Weight 2 lb.


CURSED ITEMS

 

Backfire: The imbedded psionic effect of the cursed item targets the user instead of its intended target.

 

Exhausting: A cursed item of this sort resembles a normal psionic item with a power that can be freely activated, but it instead drains the user of power points whenever he activates its power.

 

Subversive: A cursed item of this sort appears identical to a standard psionic item. However, it holds an inner malice for the wearer, whose saving throws take a constant –2 penalty. The owner isn’t instantly aware of this penalty but may become aware after a while, when it becomes clear that he fails saves that others make with the same result on the saving throw.

 

Specific Cursed Item

 

Reverse Capacitor: A reverse capacitor doesn’t store power points—it drains them, to the surprise and chagrin of a psionic character taken in by its resemblance to a cognizance crystal. Powers that identify psionic items incorrectly identify a reverse capacitor as a cognizance crystal 50% of the time.

A psionic character attempting to use the power points supposedly stored in a reverse capacitor instead loses 1d6 power points per round for 7 rounds. A crackling arc connects the brow of the character with the stone. If the character can put more than 40 feet between himself and the reverse capacitor, the effect ends. If the reverse capacitor drains more power points than the psionic character possesses, the draining effect ends.

The drained power points are simply lost. Each new attempt to use the power points supposedly stored in the reverse capacitor initiates the draining effect anew.

Strong telepathy; ML 15th; Craft Universal Item, bend reality, power leech; Price 112,000 gp; Weight 1 lb.