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 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.
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.
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.