SRD:Psionic Weapons

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This material is published under the OGL 1.0a.

Weapons

Although they generally follow the rules for magic weapons, psionic weapons differ from mundane and magic weapons in their design. Most possess some crystal components, and some are composed entirely of crystal. Many also sport intricate traceries along the blade or haft, which flicker now and then as if channeling flows of psychic energy.

Psionic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses on both attack and damage rolls when used in combat. This enhancement bonus is effective for the purpose of overcoming creatures with damage resistance that is penetrated by magic. All psionic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls.

Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.

In addition to enhancement bonuses, psionic weapons can also have the special abilities detailed here. A weapon with a special ability must have at least a +1 enhancement bonus.

The rules for manifester level for weapons (called caster level), additional damage dice, ranged weapons and ammunition, ammunition and breakage, hardness and hit points, critical hits, and weapons for unusually sized creatures for psionic weapons are the same as for magic weapons. Psionic weapons do not have the chance to generate light (though some may be mentally audible; see below).

Mentally Audible

Fully 30% of psionic weapons telepathically mutter, croon, recite battle poems, scream, or produce other mental “noises” when first drawn, at first blood, or when they slay a significant enemy. Such a weapon cannot be concealed from creatures within 15 feet when it is drawn, nor can its mental “soundtrack” be curbed.

Activation

Usually a character benefits from a psionic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate, then the user usually needs to project a command thought (a standard action).

Psionic Weapon Special Ability Descriptions

Most psionic weapons have only enhancement bonuses. They can also have the special abilities detailed here. A weapon with a special ability must have at least a +1 enhancement bonus.

Table: Psionic Melee Weapon Special Abilities
Minor Medium Major Special Ability Base Price Modifier
01–15 01–10 Psychokinetic +1 bonus1
16–45 11–25 01–09 Dissipater +1 bonus1
46–55 26–30 10–12 Lucky +1 bonus1
56–70 31–40 13–17 Sundering +1 bonus1
71–80 41–46 18–21 Power Storing +1 bonus1
81–99 51–56 22–30 Collision +2 bonus1
57–65 31–37 Mindcrusher +2 bonus1
66–71 38–41 Psychokinetic Burst +2 bonus1
72–75 42–49 Suppression +2 bonus1
76–78 50–58 Psibane +2 bonus1
79–81 59–61 Parrying +8,000 gp
82–85 62–65 Manifester +16,000 gp
86–88 66–71 Bodyfeeder +3 bonus1
89–91 72–77 Mindfeeder +3 bonus1
92–93 78–83 Soulbreaker +3 bonus1
94 84–86 Psychic +35,000 gp
95 87–90 Coup de Grace +5 bonus1
100 96–100 91–100 Roll again twice2
  1. Add to enhancement bonus to determine total market price.
  2. Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.
=====Table: Psionic Ranged Weapon Special Abilities
Minor Medium Major Special Ability Base Price Modifier
01–20 01–15 Teleporting +1 bonus1
21–40 16–30 Psychokinetic +1 bonus1
41–100 31–45 01–30 Collision +2 bonus1
46–50 31–40 Suppression +2 bonus1
51–66 41–65 Psychokinetic Burst +2 bonus1
67–74 66–69 Psibane +2 bonus1
75–78 70–73 Manifester +16,000 gp
79–82 74–79 Dislocator +3 bonus1
83–98 80–90 Great Dislocator +4 bonus1
91–97 Coup de Grace +5 bonus1
99–100 98–100 Roll again twice2
  1. Add to enhancement bonus to determine total market price.
  2. Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.



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