SRD:Psionic Armor

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Armor and Shields

In general, psionic armor and shields follow the rules for the equivalent magic items, as far as enhancement bonuses, stacking, and other base abilities are concerned. An enhancement bonus is treated the same way regardless of whether magic or psionics created it.

Psionic armor and shields differ from standard and magical equivalents in that psionic armor and shields incorporate one or more crystals into their construction. Particularly powerful armor and shields may be entirely composed of brightly hued or transparent crystals.

Special Qualities

Roll d%. An 01 result indicates the item is intelligent, an 02–31 result indicates that the command thought (if any) is psionically imprinted and whispers itself into the user’s mind on acquisition, and 32–100 indicates no special qualities.

Intelligent items have extra abilities and sometimes also extraordinary powers and special purposes. Substitute manifesting for spellcasting as required.

Psionic Armor and Shield Special Ability Descriptions

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

Table: Psionic Armor Special Abilities
MinorMediumMajorSpecial AbilityBase Price Modifier
01–3001–0701–03Quickness+1 bonus1
31–7408–3004–05Landing+4,000 gp
75–8031–4606–10Floating+4,000 gp
81–9647–5511–20Linked+6,000 gp
9756–6621–30Seeing+6,000 gp
9867–7531–40Power Resistance (13)+2 bonus1
9976–8341–50Ectoplasmic+10,800 gp
84–8951–60Gleaming+3 bonus1
90–9461–70Power Resistance (15)+3 bonus1
95–9871–77Vanishing+3 bonus1
9978–83Mindarmor+24,000 gp
84–89Power Resistance (17)+4 bonus1
90–94Radiant+4 bonus1
95–96Aporter+40,320 gp
97–98Power Resistance (19)+5 bonus1
99Phasing+65,520 gp
100100100Roll twice again2
  1. Add to enhancement bonus to determine total market price.
  2. If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.
Table: Psionic Shield Special Abilities
MinorMediumMajorSpecial AbilityBase Price Modifier
01–3501–0501–03Heartening+720 gp
35–6006–1004–05Ranged+1 bonus1
61–8911–1506–10Linked+6,000 gp
90–9716–3511–24Power Resistance (13)+2 bonus1
9836–5825–34Manifester+10,800 gp
9969–8835–44Averter+12,960 gp
89–9245–54Vanishing+3 bonus1
93–9655–64Power Resistance (15)+3 bonus1
97–9865–74Wall+20,160 gp
9975–81Mindarmor+24,000 gp
82–88Power Resistance (17)+4 bonus1
89–93Aporter+40,320 gp
94–96Time Buttress+5 bonus1
97–99Power Resistance (19)+5 bonus1
100100100Roll twice again2
  1. Add to enhancement bonus to determine total market price.
  2. If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.

Back to Main Page 3.5e Open Game Content System Reference Document Psionic Items

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