SRD:Psionic Armor

From D&D Wiki
Jump to navigation Jump to search
This material is published under the OGL 1.0a.

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
Minor Medium Major Special Ability Base Price Modifier
01–30 01–07 01–03 Quickness +1 bonus1
31–74 08–30 04–05 Landing +4,000 gp
75–80 31–46 06–10 Floating +4,000 gp
81–96 47–55 11–20 Linked +6,000 gp
97 56–66 21–30 Seeing +6,000 gp
98 67–75 31–40 Power Resistance (13) +2 bonus1
99 76–83 41–50 Ectoplasmic +10,800 gp
84–89 51–60 Gleaming +3 bonus1
90–94 61–70 Power Resistance (15) +3 bonus1
95–98 71–77 Vanishing +3 bonus1
99 78–83 Mindarmor +24,000 gp
84–89 Power Resistance (17) +4 bonus1
90–94 Radiant +4 bonus1
95–96 Aporter +40,320 gp
97–98 Power Resistance (19) +5 bonus1
99 Phasing +65,520 gp
100 100 100 Roll 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
Minor Medium Major Special Ability Base Price Modifier
01–35 01–05 01–03 Heartening +720 gp
35–60 06–10 04–05 Ranged +1 bonus1
61–89 11–15 06–10 Linked +6,000 gp
90–97 16–35 11–24 Power Resistance (13) +2 bonus1
98 36–58 25–34 Manifester +10,800 gp
99 69–88 35–44 Averter +12,960 gp
89–92 45–54 Vanishing +3 bonus1
93–96 55–64 Power Resistance (15) +3 bonus1
97–98 65–74 Wall +20,160 gp
99 75–81 Mindarmor +24,000 gp
82–88 Power Resistance (17) +4 bonus1
89–93 Aporter +40,320 gp
94–96 Time Buttress +5 bonus1
97–99 Power Resistance (19) +5 bonus1
100 100 100 Roll 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 Page3.5e Open Game ContentSystem Reference DocumentPsionic Items

Open Game Content (Padlock.pngplace problems on the discussion page).
Stop hand.png This is part of the (3.5e) Revised System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.