Psionic Special Abilities - Armor

Shield Special Abilities
MinorMediumMajorSpecial AbilityMarket Price Modifier*
01-30 --Hearten+1 bonus
31-50 --Ranged+1 bonus
51-60 --Reinforcement, light+1 bonus
61-9901-10-Thought bastion+2 bonus
-11-1601-15Averter+2 bonus
-17-2016-20Power resistance (13)+2 bonus
-21-2521-25Wall+3 bonus
-26-3026-35Reinforcement, moderate+3 bonus
-31-4036-38Mindarmor+3 bonus
-41-5039-41Linked+3 bonus
-51-6042-44Vanishing+3 bonus
-61-7045-47Manifester+3 bonus
-71-8048-50Aporter+3 bonus
- -51-55Power resistance (15)+3 bonus
- -56-60Power resistance (17)+4 bonus
- -61-65Reinforcement, heavy+5 bonus
-81-9066-70Time buttress+5 bonus
- -71-80Power resistance (19)+5 bonus
10091-10081-100Roll twice again**-
*Add to enhancement bonus to determine total market price.
**If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.

Armor and Shield Special Abilities Descriptions

Most psionic armor and shields only have enhancement bonuses. Such items can also have the special abilities detailed here. Armor or a shield with a special ability must have at least a +1 enhancement bonus.

Aporter: As a move-equivalent action, this suit of armor or shield instantly transports the wearer and her equipment to any spot within 800 feet that she can visualize or specify, as the dimension door power. The armor or shield can transport the wearer in this fashion twice per day.
Manifester Level: 10th; Prerequisites: Craft Psionic Arms and Armor, dimension door; Market Price: +3 bonus.

Averter: On command, up to three times per day, any creature to whom the wearer presents this shield must succeed at a Will save (DC 13) or be overcome by a powerful aversion to the wielder (actually the shield), and will not approach within 30 feet. This is a mind-affecting compulsion effect, as the aversion power.
Manifester Level: 12th; Prerequisites: Craft Psionic Arms and Armor, aversion; Market Price: +2 bonus.

Crystalline: This armor is made completely of crystal, although it possess all the qualities of armor of its type. Gleams and flashes within the crystal give the wearer and his armor a "fuzzy" appearance, granting the wearer one-half concealment. This concealment translates into a 20% miss chance for each attack.
Manifester Level: 15th; Prerequisites: Craft Psionic Arms and Armor, displacement; Market Price: +3 bonus.

Ectoplasmic: As a move-equivalent action, this armor converts itself; its wearer, and all the wearer's equipment into ectoplasmic form for up to 15 minutes per day, similar to the power ectoplasmic form (see the entry in Chapter 5: Powers for more details). In this semiliquid state the wearer gains damage reduction 20/+1. The wearer can take on ectoplasmic form in increments of up to 5 minutes, but even 1 round spent in ectoplasmic form counts as one such increment.
Manifester Level: 8th; Prerequisites: Craft Psionic Arms and Armor, ectoplasmic form; Market Price: +3 bonus.

Floating: This armor is psionically buoyant in water or similar liquid, negating the normal Swim check penalty for wearing armor. Additionally, it grants a +4 circumstance bonus on Swim checks.
Manifester Level: 4th; Prerequisites: Craft Psionic Arms and Armor, float; Market Price: +1 bonus.

Hearten: This shield grants the owner up to 5 temporary hit points per day on command. These temporary hit points fade after 4 minutes. The wearer can activate this power as a free action at any time.
Manifester Level: 4th; Prerequisites: Craft Psionic Arms and Armor, verve; Market Price: +1 bonus.

Landing: A suit of armor with this capability appears normal. The wearer, however, automatically ignores any damage dealt by the first 20 feet of a fall. Regardless of the height of the fall, the wearer always lands on her feet.
Manifester Level: 4th; Prerequisites: Craft Psionic Arms and Armor, catfall; Market Price: +1 bonus.

Linked: The wearer of this armor or shield forms a telepathic bond with other wearers of linked armor or shields within 10 miles. This ability is otherwise similar to the mindlink power.
Manifester Level: 6th; Prerequisites: Craft Psionic Arms and Armor, mindlink; Market Price: +3 bonus.

Manifester: This shield must have at least one other special quality with a specified number of uses per day. It allows the wielder to use that ability more often than otherwise allowed. For each additional use, the wielder pays 5 power points as a standard action.
Manifester Level: 18th; Prerequisites: Craft Psionic Arms and Armor, psychic chirurgery; Market Price: +4 bonus.

Mindarmor: This armor or shield grants the wearer a +4 bonus on Will saving throws to resist all mind-affecting and/or compulsion powers.
Manifester Level: 5th; Prerequisites: Craft Psionic Arms and Armor, negate psionics; Market Price: +3 bonus.

Phasing: The wearer of this armor can move through wooden, plaster, or stone walls, but not other materials. Each day, the wearer can pass through a total length of 60 feet, breaking this distance up into several smaller passages or one long one, as desired. A wearer who exceeds this daily allotment is ejected from the material at the point of entry, ending up prone in front of the now impassible wall.
Manifester Level: 15th; Prerequisites: Craft Psionic Arms and Armor, phase door; Market Price: +3 bonus.

Power Resistance: This ability grants the armor's wearer power resistance while the armor is worn. The power resistance can be PR 13, PR 15, PR 17, or PR 19, depending on the armor.
Manifester Level: 15th; Prerequisites: Craft Psionic Arms and Armor, power resistance; Market Price: +2 bonus (PR 13); +3 bonus (PR 15); +4 bonus (PR 17); or +5 bonus (PR 19).

Quickness: This armor increases the wearer's speed by 5 feet. Thus, a character whose normal speed in armor is 20 feet moves 25 feet in armor of quickness.
Manifester Level: 4th; Prerequisites: Craft Psionic Arms and Armor, burst; Market Price: +1 bonus.

Radiant: The wearer gains energy resistance 10 against energy attacks (acid, cold, electricity, fire, and sonic). The armor absorbs the first 10 points of damage dealt by any such attack, causing it to shine for a number of rounds equal to the points of damage absorbed. This light is sufficient to illuminate a 60-foot-radius area.
Manifester Level: 18th; Prerequisites: Craft Psionic Arms and Armor; energy barrier; Market Price: +5 bonus.

Ranged: The wielder of this shield can throw it in combat, with a range increment of 30 feet. While in the air, the shield is treated in all ways as a ranged weapon and cannot be blocked or grabbed except by appropriate feats. No matter the size of the wielder, a small shield deals 1d6 points of damage and a large one 1d8. The wielder's Strength modifier (if within 30 feet of the target) and the shield's enhancement bonus, if any, add to the base damage. Whether it misses or strikes its target, the shield returns through the air to the wielder that threw it. It returns on the next move-equivalent action of the wielder, who can also take a move-equivalent action as the shield returns. If no clear route exists back to the wielder, the shield falls to the ground.
Manifester Level: 5th; Prerequisites: Craft Psionic Arms and Armor, far hand; Market Price: +1 bonus.

Reinforcement: This suit of armor or shield produces a psionic force that protects vital areas of the wearer more effectively When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical or sneak attack is negated and damage is instead rolled normally:

Reinforcement TypeChance for Normal DamageMarket Price
Minor25%+1 bonus
Medium75%+3 bonus
Greater100%+5 bonus

Manifester Level: 13th; Prerequisites: Craft Psionic Arms and Armor, iron body; Market Price: varies (see above).

Seeing: his armor grants a wider than normal field of vision, so that opponents flanking the wearer gain only a +1 bonus on their attack rolls instead of +2 (rogues still get their sneak attack because the wearer is still partly flanked). The wearer gains a +1 enhancement bonus on all Spot checks but concurrently suffers a -2 penalty on saves against all gaze attacks.
Maniifester Level: 5th; Prerequisites: Craft Psionic Arms and Armor, expanded vision; Market Price: +1 bonus.

Thought Bastion: This shield protects the wielder as the Psychic Bastion feat. While holding the shield, the wielder gains mental hardness +1 against a foe's successful psionic attack - even id insinuation. This bonus stacks with other mental hardness bonuses due to the Psychic Bastion feat or through psionic defense modes.
Manifester Level: 5th; Prerequisites: Craft Psionic Arms and Armor, Psychic Bastion, thought shield; Market Price: +2 bonus.

Time Buttress: This shield gives the wielder a chance to avoid telling blows by reliving the last few moments of combat. Once per day, the wielder can use time regression as though manifesting the power.
Manifester Level: 15th; Prerequisites: Craft Psionic Arms and Armor, time regression; Market Price: +5 bonus.

Vanishing: On command, this suit of armor or shield renders its wearer and all the wearer's equipment invisible. This invisibility is broken by the standard methods. The wearer can use this ability twice per day.
Manifester Level: 5th; Prerequisites: Craft Psionic Arms and Armor, invisibility; Market Price: +3 bonus.

Wall: As a standard action, the wielder can hold forth this shield and command a wall of ectoplasm to grow from the edges of the shield. This forms a wall whose area is up to 120 feet square or a sphere or hemisphere with a radius of up to 12 feet. The shield remains part of the wall until the duration elapses or until repossessed by the wearer, at which time the wall of ectoplasm dissipates.
Manifester Level: 12th; Prerequisites: Craft Psionic Arms and Armor, wall of ectoplasm; Market Price: +3 bonus.


Psionics
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