Ultimate Psionics 400 mind blade, channels their mind blade through the crystal hilt when summoning it. This does not otherwise alter the action needed to summon a mind blade, the summoner must simply be wielding the crystal hilt and choose to manifest the mind blade through the hilt. Crystal hilts have 45 hit points and a hardness of 15. When a mind blade is manifested in this fashion, the enhancement bonus and the maximum enhancement bonus of the mind blade is increased by the enhancement bonus of the crystal hilt, although any enhancement bonus above +5 is lost. Characters wielding two mind blades only gain the benefit on the mind blade channeled through the crystal hilt. Multiple crystal hilts would be needed to affect multiple mind blades. Throwing a mind blade while wielding a crystal hilt does not require the crystal hilt be thrown. If forming your mind blade into two blades, only one is altered by the crystal hilt unless you are wielding two crystal hilts. Crystal hilts may only be made with a +1, +2, or +3 enhancement bonus. Construction Requirements Craft Crystalline Focus, ability to manifest mind blade; Cost 5,600 gp (+1), 22,400 gp (+2), 50,400 gp (+3) CRYSTAL SPAULDERS Aura faint psychokinesis; ML 3rd (+1), 6th (+2), 9th (+3) Slot armor; Price 5,600 gp (+1), 22,400 gp (+2), 50,400 gp (+3); Weight 2 lbs Description Crystal spaulders are crystalline plates resembling armor and are worn on the upper arms and shoulders, although they take up the armor magic item slot. An aegis, or anyone else with the ability to create an astral suit or mind armor, can channel their astral suit or mind armor through the crystal spaulders when creating it. This does not otherwise alter the action needed to create an astral suit or mind armor, the summoner must simply be wearing the crystal spaulder and choose to create the astral suit or mind armor through the spaulders. Crystal spaulders have 45 hit points and a hardness of 15. When an astral suit is formed through crystal spaulders, it gains an enhancement bonus to the armor bonus it grants equal to the enhancement bonus of the crystal spaulders. In addition, the character gains a number of customization points to spend equal to the enhancement bonus of the crystal spaulders. When mind armor is created in this fashion, the enhancement bonus and the maximum enhancement bonus of the mind armor is increased by the enhancement bonus of the crystal spaulders, although any enhancement bonus above +5 is lost. Crystal spaulders may only be made with a +1, +2, or +3 enhancement bonus. Construction Requirements Craft Crystalline Focus, ability to manifest mind armor or an astral suit; Cost 2,800 gp (+1), 11,200 gp (+2), 25,200 gp (+3) DORJES A dorje is a slender crystal that contains a single power. Each dorje has 50 charges when created, and each charge expended allows one use of that power. A dorje that runs out of charges is just a simple crystal. Physical Description: A typical dorje is an elongated crystal of one color (or colorless), between 8 inches and 10 inches long and about ½ inch thick, which can weigh up to ¼ pound. Occasionally, a dorje is decorated with carvings or inscribed runes along a face of the crystal. A typical dorje
Ultimate Psionics 401 has AC 7, 7 hit points, a hardness of 8, and a break DC of 18. Activation: Dorjes use the power trigger activation method, so manifesting a power from a dorje is usually a standard action that does not provoke attacks of opportunity. (If the power being manifested has a manifesting time longer than 1 standard action, however, it takes that long to manifest the power from a dorje.) The user must have the power on his class list, even if he knows the command thought. Additionally, to activate a dorje, a character must hold it in hand and point it in the general direction of the target or area to be affected. Dorjes are normally created at the minimum manifester level required to manifest the power, and powers that can be augmented are not augmented when stored in a dorje. A dorje’s wielder cannot augment the power contained within the dorje. However, dorjes can be created at a higher manifester level than required to manifest the power. In this case, the dorje that holds an augmentable power is augmented, to the limit of the manifester level and the power’s augmentation maximums, if any. POWER STONES A power stone stores a power (or collection of powers). A stored power can be used only once, “flushing” the stone. Using a power stone is basically like manifesting a power. Physical Description: A power stone is a thumbsized chunk of crystal that possesses a barely detectable interior glow if it holds a low-level power. A stone imprinted with more than one power or a higher-level power glows more brightly, but never enough to provide illumination in its own right. A typical power stone has AC 7, 5 hit points, a hardness of 8, and a break DC of 20. Activation: To activate a power stone, a manifester must mentally address it, as described below. Once the power is known, the power stone is treated as a power completion item, except as noted below. Addressing the Stone: A power stone must be “addressed” before a character can use it or know exactly what power it contains. Doing this requires a successful Spellcraft check (DC 15 + power level). Once a particular power stone has been addressed, it is not necessary to do so again. Addressing a power stone in advance lets a character proceed directly to the next step when the time comes to use it. Using a stone’s stored power after addressing the stone requires holding the stone and willing the power’s manifestation, as if manifesting a power normally (a standard action). Activating a power stone is subject to disruption just as manifesting a power normally would be. Additionally, the user must meet the following requirements. • The user must have the power on his or her class list. • The user must have the requisite key ability score. If the user meets these requirements and has a manifester level at least equal to the power’s manifester level, she can automatically manifest the stored power without a check. If she meets both requirements but her own level is lower than the power stone’s manifester level, she has to make a manifester level check (1d20 + manifester level), against a DC equal to the power stone’s manifester level +1, to manifest the power successfully. On a failure, the user must succeed on a DC 5 Wisdom check to avoid brainburn (see below). A natural roll of 1 on this check is always a failure. Determine Effect: A power successfully manifested from a power stone works exactly as if manifested normally. Assume the power stone’s manifester level is always the minimum level required to manifest the power for the character who imprinted the stone, Table 8-9: Dorjes Minor Medium Major Power Level1 Market Price 01-50 — — 1st 750 gp 51-95 01-05 — 2nd 4,500 gp 96-100 06-65 — 3rd 11,250 gp — 66-95 01-05 4th 21,000 gp — 96-100 06-50 5th 33,750 gp — — 51-70 6th 49,500 gp — — 71-85 7th 68,250 gp — — 86-95 8th 90,000 gp — — 95-100 9th 114,750 gp 1. Some dorjes have higher manifester levels than the minimum power level, which give them commensurately higher costs. Table 8-10: Power Stones Types d% Type 01-10 Cryptic 11-20 Dread 21-30 Marksman 31-60 Psion/Wilder 61-80 Psychic Warrior 81-90 Tactician 91-100 Vitalist Table 8-11: Powers Imprinted In A Power Stone Power Stone Type Number of Powers Minor 1d3 powers Medium 1d4 powers Major 1d6 powers Table 8-12: Power Stone Levels Minor Medium Major Power Level Market Price 01-50 — — 1st 25 gp 51-95 01-05 — 2nd 150 gp 96-100 06-65 — 3rd 375 gp — 66-95 01-05 4th 700 gp — 96-100 06-50 5th 1,125 gp — — 51-70 6th 1,650 gp — — 71-85 7th1 2,275 gp — — 86-95 8th1 3,000 gp — — 95-100 9th1 3,825 gp 1. Reroll if a level is indicated for a manifesting class that does not have powers of that level, such as 7th level powers for a psychic warrior.
Ultimate Psionics 402 unless the creator specifically desires otherwise. A power stone that contains an augmentable power with a higher manifester level than necessary is augmented, to the limit of the manifester level and the power’s augmentation maximums, if any. A power stone’s glow fades when its stored power is flushed. Brainburn: When something goes awry, the user of a power stone improperly manifests the stored power. The resultant psionic surge persists for 1d4 rounds, unless the power stone is flung farther than 100 feet away or is destroyed. This surge deals 1d6 points of damage per power stored per round and arcs across multiple targets, similar to energy current, except the damage type isn’t specified. The user is the primary target, and one nearby ally is the secondary target (chosen at random). The manifester level for a standard power stone is the minimum manifester level needed to manifest the power (unless otherwise specified). PSICROWNS A psicrown is a special headband that stores several powers. Unlike dorjes, which can contain a wide variety of powers, each psicrown is of a certain kind and holds specific powers. Different psicrowns typically come in three types: Lesser, Greater, and True. The type of a psicrown and its manifester level determine the reservoir of power points it contains when created. These power points can be spent only on the powers that are contained in the psicrown. Physical Description: A typical psicrown is large enough to fit on the head of a Medium creature. Some psicrowns are actually crownlike and heavily adorned, while others are simple headbands with crystal centerpieces. All psicrowns weigh less than 1 pound. Most psicrowns are metallic, but one could potentially be composed of any material. Metallic psicrowns have AC 10, 10 hit points, hardness 8, and a break DC of 28. Psicrowns made of psionically reinforced silk have AC 7, 10 hit points, hardness 2, and a break DC of 24. Psicrowns can be made from other, more exotic materials, but all have at least the strength and durability of psicrowns made of psionically reinforced silk. Activation: Psicrowns use the power trigger activation method, so manifesting a power from a psicrown is usually a standard action that does not provoke attacks of opportunity. (If the power being manifested, however, has a longer manifesting time than 1 standard action, it takes that long to manifest the power from a psicrown.) When activating a psicrown, the user spends power points contained in the psicrown on any one of the psicrown’s powers. Powers activated from a psicrown can be augmented with additional power points from the psicrown itself, so long as the total number of power points spent does not exceed the user’s manifester level. The user can’t manifest a power from a psicrown using his own power points. Each morning, when a manifester meditates to gain his power points, he can also imbue one psicrown with a portion of his power so long as one or more of the powers in the psicrown is on his class power list and his manifester level is at least equal to that of the psicrown. Imbuing a psicrown with this power restores to it a number of power points equal to the psicrown’s daily recharge value, but the manifester’s power point reserve is reduced by a number of power points equal to the manifester level of the psicrown. A psicrown cannot gain more than its daily recharge value in power points per day and a manifester cannot imbue more than one psicrown per day. Psicrown Descriptions Psicrowns have immense utility because they pack so many capabilities into one item and because they use the wearer’s ability score and relevant feats to set the DC for saves against their powers. Unlike with other sorts of psionic items, the wearer can use his manifester level when activating the power of a psicrown if it’s higher than the manifester level of the psicrown. The minimum manifester level of a psicrown is 8th for lesser, 11th for greater, and 14th for true. The type of a specific psicrown determines its daily recharge rate: 1/3 psicrown’s manifester level (round down) for lesser, 1/2 psicrown’s manifester level (round up) for greater, and equal to psicrown’s manifester level for true. Standard psicrowns are described below. Psicrown of the astral legion, True Aura strong metacreativity; ML 17th Slot head; Price 122,400 gp; Weight — Description This psicrown has 170 power points. It is made from white silk interwoven with crystalline strands of thread. It allows use of the following power: Astral construct Recharge: Cost 17 pp, Gain 17 pp Construction Requirements Craft Staff, astral construct; Cost 61,200 gp Table 8-13: Psicrowns Medium Major Psicrown Market Price 01-15 01-04 Dominator, lesser 14,400 gp 16-30 05-09 Force and fire, lesser 22,000 gp 31-51 10-20 Beast, lesser 23,400 gp 52-64 21-31 Dominator, greater 39,600 gp 65-79 32-41 Fiery ruin, lesser 57,000 gp 80-89 42-55 Traveler, lesser 57,000 gp 90-97 56-61 Cautious warrior, greater 61,600 gp 98-100 62-68 Force and fire, true 61,600 gp — 69-78 Discerning watcher, greater 105,600 gp — 79-86 Temporal juggler, greater 122,400 gp — 87-93 Astral legion, true 122,400 gp — 94-97 Kinetic control, true 130,400 gp — 98-100 Evader, true 145,600 gp
Ultimate Psionics 403 Psicrown of the beast, Lesser Aura moderate psychometabolism; ML 9th Slot head; Price 23,400 gp; Weight — Description This psicrown has 30 power points. It is made from a prickly collection of bear claws and snake fangs. It allows use of the following powers: Claw of energy Duodimensional claw Prevenom Truevenom Recharge: Cost 9 pp, Gain 3 pp Construction Requirements Craft Staff, claw of energy, duodimensional claw, prevenom, truevenom; Cost 11,700 gp Psicrown of the cautious warrior, Greater Aura moderate psychometabolism; ML 11th Slot head; Price 61,600 gp; Weight — Description This psicrown has 60 power points. It is made from a shining iron alloy, similar in appearance to a metallic shield. It allows use of the following powers. Adapt body Body adjustment Precognition, defensive Inertial barrier Recharge: Cost 11 pp, Gain 6 pp Construction Requirements Craft Staff, adapt body, body adjustment, defensive precognition, inertial barrier; Cost 30,800 gp Psicrown of the Discerning Watcher, Greater Aura moderate clairsentience; ML 11th Slot head; Price 105,600 gp; Weight — Description This psicrown has 60 power points. It is made from pure transparent crystal. It allows use of the following powers. Aura sight Clairtangent hand Clairvoyant sense Heightened vision Pierce the veils Remote viewing Recharge: Cost 11 pp, Gain 6 pp Construction Requirements Craft Staff, aura sight, clairtangent hand, clairvoyant sense, heightened vision, pierce the veils, remote viewing; Cost 52,800 gp Psicrown of the Dominator, Greater Aura moderate telepathy; ML 11th Slot head; Price 39,600 gp; Weight — Description This psicrown has 60 power points. It is made from black iron without further ornamentation. It allows use of the following powers. Empathic connection Mind control Compelling voice Recharge: Cost 11 pp, Gain 6 pp Construction Requirements Craft Staff, empathic connection, mind control, compelling voice; Cost 19,800 gp Psicrown of the Dominator, Lesser Aura moderate telepathy; ML 9th Slot head; Price 14,400 gp; Weight — Description This psicrown has 30 power points. It is made from gray iron and is shaped into an intricately fluted crown. It allows use of the following powers. Empathic connection Mind control Compelling voice Recharge: Cost 9 pp, Gain 3 pp Construction Requirements Craft Staff, empathic connection, mind control, compelling voice; Cost 7,200 gp Psicrown of the Evader, True Aura moderate psychoportation; ML 14th Slot head; Price 145,600 gp; Weight — Description This psicrown has 140 power points. It is made from silk, usually dyed emerald green, with an emerald crystal affixed
Ultimate Psionics 404 to the material. It allows use of the following powers. Flight Slip the bonds Wall walker Recharge: Cost 14 pp, Gain 14 pp Construction Requirements Craft Staff, catfall, hustle, flight, slip the bonds, wall walker; Cost 72,800 gp Psicrown of Fiery Ruin, Lesser Aura moderate psychokinesis; ML 15th Slot head; Price 57,000 gp; Weight — Description This psicrown has 50 power points. It is made from reddish iron and is shaped into a twisted circlet studded with reddish crystals. It allows use of the following powers. Energy ball Energy cone Energy missile Energy stun Fiery discorporation Recharge: Cost 15 pp, Gain 5 pp Construction Requirements Craft Staff, energy ball, energy cone, energy missile, energy stun, fiery discorporation; Cost 28,500 gp Psicrown of the Temporal Juggler, Greater Aura strong psychoportation; ML 17th Slot head; Price 122,400 gp; Weight — Description This psicrown has 90 power points. It is made from silk, usually dyed in several colors, with a clear crystal affixed to the material. It allows use of the following powers. Temporal acceleration Time hop Timeless body Recharge: Cost 17 pp, Gain 9 pp Construction Requirements Craft Staff, temporal acceleration, time hop, timeless body; Cost 61,200 gp Psicrown of the Traveler, Lesser Aura moderate psychoportation; ML 15th Slot head; Price 54,000 gp; Weight — Description This psicrown has 50 power points. It is made from silk, usually dyed emerald green, with an emerald crystal affixed to the material. It allows use of the following powers. Astral traveler Fold space Psychoport, greater Psychoport Recharge: Cost 15 pp, Gain 5 pp Construction Requirements Craft Staff, astral traveler, greater psychoport, fold space, psychoport; Cost 27,000 gp Psicrown of Kinetic Control, True Aura strong psychokinesis; ML 15th Slot head; Price 130,400 gp; Weight – Description This psicrown has 150 power points. It is made from black iron, wrought in intricate patterns. It allows the use of the following powers. Psychokinetic sphere Telekinetic force Telekinetic maneuver Recharge: Cost 15 pp, Gain 15 pp Construction Requirements Craft Staff, psychokinetic sphere, telekinetic force, telekinetic maneuver; Cost 65,200 gp Psicrown of Force and Fire, Lesser Aura moderate psychokinesis; ML 11th Slot head; Price 22,000 gp Description This psicrown has 60 power points and is crafted from a red metal and is set with gem stones. It allows use of the following powers: Deflect missiles Energy burst Energy push Force screen Recharge: Cost 11 pp, Gain 6 pp CONSTRUCTION Requiremets Craft Staff, deflect missiles, energy burst, energy push, force screen; Cost 11,000 gp Psicrown of Force and Fire, True Aura strong psychokinesis; ML 14th Slot head; Price 61,600 gp Description This psicrown has 140 power points and is crafted from a red metal and is set with gem stones. It allows use of the following powers: Deflect missiles Energy burst Energy push Force screen Recharge: Cost 14 pp, Gain 14 pp CONSTRUCTION Requirements Craft Staff, deflect missiles, energy burst, energy push, force screen; Cost 30,800 gp
Ultimate Psionics 405 PSIONIC TATTOOS Psionic tattoos are designs scribed on the skin that manifest powers on their wearers. The wearer doesn’t get to make any decisions about the tattoo’s effect—the manifester who scribed it has already done so. Psionic tattoos can vary in size, but a creature can wear only a total of twenty tattoos at one time—attempting to add one more than this maximum causes all previously scribed tattoos to simultaneously activate. A psionic tattoo fades away after use. Physical Description: A typical psionic tattoo is a colorful pattern of tiny, interlacing lines within a larger design. This design can be as simple as a circle or a star, or as complex as an artist wishes to make it. Once it is scribed, a tattoo’s design does not change. A psionic tattoo usually covers an area of skin no more than 5 inches in diameter (larger ones could be designed, but would have no added effect). Scribing and Transferring Tattoos: The manifester level of a psionic tattoo is the minimum level required to manifest the scribed power. A psionic tattoo can contain only powers of 3rd level or lower. A psionic tattoo inscribed on a wearer is potentially more mobile than a mundane tattoo. As a standard action, the wearer can will the tattoo to move to a different part of his body or onto the skin of any willing (or unconscious) living creature he touches. If the wearer of a psionic tattoo is rendered unconscious or is slain, another sentient creature can touch the tattoo while willing it to leave the previous wearer and apply itself to the new creature as a standard action. Psionic tattoos cannot overlay one another. Identifying Psionic Tattoos: In addition to the standard methods of identification, the wearer of a tattoo can concentrate on it and attempt to gain some sense of how it would feel if activated. A successful DC 13 Intelligence check provides a hint to the tattoo’s effect. Activation: A psionic tattoo produces its effect when touched by its wearer and willed to do so. This activity, called “tapping” the tattoo, is a standard action that provokes attacks of opportunity. A psionic tattoo fades away after use. The following rules govern the use of psionic tattoos. A creature must have an appropriate physical surface on which to scribe the pattern (thus, incorporeal creatures or creatures with impermanent flesh, such as fire elementals, cannot use psionic tattoos). Tapping a psionic tattoo provokes attacks of opportunity. A successful attack (including grappling attacks) against the wearer forces a concentration check. A wearer who fails this check cannot concentrate effectively on the tattoo to use it. The tattoo remains untapped, and the wearer can make another attempt. A character can trigger the effects of another’s psionic tattoo if the other wearer is unconscious. It is a full-round action to find, touch, and concentrate on an unconscious creature’s tattoo in order to tap it. The manifester level for a standard psionic tattoo is the minimum manifester level needed to manifest the power (unless otherwise specified). 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 Item Descriptions Universal items can be configured to do just about anything. Standard universal items are described below. amulet of Catapsi Aura moderate telepathy; ML 9th Slot neck; Price 16,200 gp; Weight — Description 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-footradius 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. Construction Requirements Craft Wondrous Item, catapsi; Cost 8,100 gp Aura Monocle Aura moderate clairsentience; ML 7th Slot eyes; Price 4,000 gp; Weight .5 lbs Description Three times per day, the wearer of this gold-rimmed monocle can activate the monocle while looking at a creature and discern if the creature is of good or evil alignment. Alternative versions of this monocle instead detect if the creature is of lawful or chaotic alignment. Construction Requirements Craft Wondrous Item, aura sight Cost 2,000 gp Table 8-14: Psionic Tattoos Minor Medium Major Power Level Market Price 01-47 01-08 — 1st 50 gp 48-100 09-75 01-50 2nd 300 gp — 76-100 51-100 3td 750 gp
Ultimate Psionics 406 Aura Monocle, Greater Aura moderate clairsentience; ML 7th Slot eyes; Price 8,000 gp; Weight .5 lbs Description This bifocal lens functions as an aura monocle, but shows if the creature is of good or evil and of lawful or chaotic alignments. The lens can be used three times per day. Construction Requirements Craft Wondrous Item, aura sight Cost 4,000 gp Belt of Ectoplasmic Safety Aura moderate psychometabolism; ML 7th Slot belt; Price 30,000 gp; Weight 2 lbs. Description This belt is made of rings of interlocking crystal, apparently skillfully carved from a single large piece. Three times per day, when the wearer is targeted by an area effect that allows a Reflex save, on a successful save he can choose to instead be moved outside of the area, taking no damage (or other harmful effect). In his place, an ectoplasmic copy remains. The wearer is moved the shortest distance possible that would escape the effect. If there is no safe square to move to, then the belt’s effect fails. The ectoplasmic copy looks exactly like the original character. A DC 16 Will save is required to disbelieve that the copy is the original character, otherwise creatures will act as if the copy is the original character and will ignore the original as if he were invisible. If the copy takes any damage, it dissipates immediately; otherwise the copy dissipates at the start of the wearer’s next action. Construction Requirements Craft Wondrous Item, cloud mind, ectoplasmic creation, evade burst; Cost 15,000 gp Boots Of Gravity Binding Aura faint psychoportation; ML 5th Slot feet; Price 18,000 gp; Weight 1 lb Description Three times per day, the wearer of these black leather boots can affect the ground where they are standing as if they had manifested the gravitational anchor power. Construction Requirements Craft Wondrous Item, gravitational anchor; Cost 9,000 gp Boots of Landing Aura faint psychoportation; ML 2nd Slot feet; Price 1,000 gp; Weight 1 lb. Description 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. Construction Requirements Craft Wondrous Item, catfall; Cost 500 gp Boots of Skating Aura faint psychoportation; ML 1st Slot feet; Price 7,000 gp; Weight 1 lb. Description These boots allow the wearer to slide along the ground at will as if using the skate power. Construction Requirements Craft Wondrous Item, skate; Cost 3,500 gp Boots of Stomping Aura faint psychokinesis; ML 3rd Slot feet; Price 600 gp; Weight 1 lb. Description 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. Construction Requirements Craft Wondrous Item, stomp; Cost 300 gp Boots of Temporal Acceleration Aura Strong psychoportation; ML 15th Slot feet; Price 43,200 gp; Weight 1 lb. Description 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. Construction Requirements Craft Wondrous Item, temporal acceleration; Cost 21,600 gp Boots of the nomad Aura moderate psychoportation discipline ML 10th Slot feet; Price 10,000 gp; Weight 1 lb. Description These black leather boots seem to shimmer when looked at, as if they are constantly moving. When this item is worn by a character with the nomad’s step ability, the character’s nomad level is treated as four higher for the purposes of the nomad’s step ability. If the character is not a nomad, they gain the nomad’s step ability as if a 4th-level nomad. Construction Requirements Craft Wondrous Item, dimension slide or nomad’s step ability, Cost 5,000 gp
Ultimate Psionics 407 BRACERS OF DISRUPTION Aura moderate clairsentience ML 12th Slot wrist; Price 20,000 gp; Weight - Description These black silk bands increase the base damage of the wielder’s disrupt pattern ability by 2d6 points of damage. If the character does not have the Disrupt Pattern class feature, he gains no benefit. Construction Requirements Craft Wondrous Item, disrupt pattern class feature, Cost 10,000 gp Bracers of Martial Surging Aura moderate psychokinesis; ML 5th Slot wrist; Price 5,000 gp; Weight 1 lb. Description These bracers are made from gold and inlaid with intricate patterns of copper and diamonds. Designed to help capture some of the emotional psychic energy released by a wilder when she utilizes her wild surge, these bracers allow the wearer to channel some of that energy into her weapons. When the wearer uses a wild surge, the bracers gain a charge equal to the level of the wild surge. The bracers can hold a maximum of 10 charges; any charges that would be gained beyond that are lost. These wild surge charges can then be spent as a free action to increase the enhancement bonus or add a weapon special ability to a Table 8-15: Minor Universal Items d% Item Market Price 01 Shard (+1, any one skill) 10 gp 02-03 Gladiator’s gauze 35 gp 04 Shard (+2, any one skill) 40 gp 05 Crawling tattoo (any 1st level) 50 gp 06 Crawling tattoo of concussion 50 gp 07 Shard (+3, any one skill) 90 gp 08 Shard (+4, any one skill) 160 gp 09 Charm of preservation 250 gp 10 Shard (+5, any one skill) 250 gp 11 Crawling tattoo (any 2nd level) 300 gp 12-13 Pearl, brain lock 300 gp 14 Shard (+6, any one skill) 360 gp 15 Shard (+7, any one skill) 490 gp 16 Boots of stomping 600 gp 17 Gloves of the beast (1d3) 625 gp 18 Shard (+8, any one skill) 640 gp 19 Earrings of resistance +1 700 gp 20 Crawling tattoo (any 3rd level) 750 gp 21 Crawling tattoo of energy bolt 750 gp 22-23 Pearl, breath crisis 750 gp 24 Shard (+9, any one skill) 810 gp 25 Boots of landing 1,000 gp 26 Gloves of the beast (1d4) 1,000 gp 27-28 Psionic restraints, lesser 1,000 gp 29 Shard (+10, any one skill) 1,000 gp 30 Sycophant’s ring 1,000 gp 31 Warrior’s scabbard 1,000 gp 32-33 Pearl, personality parasite 1,400 gp 34-35 Survivor’s sleeping bag 1,400 gp 36 Companion stone of diplomacy 1,700 gp 37-38 Empathic monocle 1,750 gp 39-40 Creature of habit’s medallion 2,000 gp 41-42 Mind stone (1st level) 2,000 gp 43 Pattern breaker’s gloves 2,000 gp 44 Psicrystal crown 2,000 gp 45 Psicrystal harness 2,000 gp 46 Psicrystal stave 2,000 gp 47 Quiver of recall 2,000 gp d% Item Market Price 48-49 Rug of object sliding (500 lbs.) 2,000 gp 50 Synaptic shard of the medic 2,000 gp 51-52 Crystal mask of knowledge 2,500 gp 53-54 Crystal mask of languages 2,500 gp 55 Fear drinker’s amulet 2,500 gp 56 Setting stone of reconstruction 2,500 gp 57 Earrings of resistance +2 2,800 gp 58-59 Eyes of expanded vision 3,000 gp 60-61 Gloves of object reading 3,000 gp 62 Gloves of the beast (1d6) 3,000 gp 63-64 Headband of the great village (1) 3,000 gp 65 Meld stone of the alchemist 3,040 gp 66 Meld stone of the infiltrator 3,040 gp 67 Meld stone of the nimble trickster 3,040 gp 68-69 Mirror of suggestion 3,600 gp 70 Mender’s vestments (1/day) 3,750 gp 71 Aura monocle 4,000 gp 72 Glove of calling 4,000 gp 73 Goggles of far sight 4,000 gp 74 Mender’s vestments (+1d6) 4,000 gp 75-76 Mind stone, greater (1st level) 4,000 gp 77-78 Ring of missile protection 4,000 gp 79 Bracers of martial surging 5,000 gp 80-81 Coin of brotherhood 5,000 gp 82 Gloves of the beast (1d8 damage) 5,000 gp 83-84 Rug of object sliding (2,500 lbs.) 5,000 gp 85 Sliver prison 5,000 gp 86-87 Dissipating gloves 6,000 gp 88-89 Psionic restraints, average 6,000 gp 90 Torc of free will 6,000 gp 91 Earrings of resistance +3 6,300 gp 92-93 Boots of skating 7,000 gp 94 Gloves of the beast (2d6) 7,000 gp 95-96 Third eye of energy ray 7,200 gp 97-98 Rug of object sliding (5,000 lbs.) 7,400 gp 99 Circlet of the sheltered mind 7,500 gp 100 Companion stone of farsight 7,500 gp
Ultimate Psionics 408 Table 8-16: Medium Universal Items d% Item Market Price 01 Aura monocle, greater 8,000 gp 02 Gauntlet of the thunder shield 8,000 gp 03-04 Mind stone (2nd level) 8,000 gp 05 Psionatrix of clairsentience 8,000 gp 06 Psionatrix of metacreativity 8,000 gp 07 Psionatrix of psychokinesis 8,000 gp 08 Psionatrix of psychometabolism 8,000 gp 09 Psionatrix of psychoportation 8,000 gp 10 Psionatrix of telepathy 8,000 gp 11 Tactician’s chessboard 8,000 gp 12 Third eye penetrate 8,000 gp 13 Empathic monocle, greater 8,400 gp 14 Companion stone of fortify 9,000 gp 15 Mirror of time hop 9,000 gp 16 Setting stone of power echo (3rd) 9,000 gp 17 Synaptic mask 9,000 gp 18 Synaptic shard of shifting steps 9,000 gp 19 Third eye talented 9,000 gp 20 Boots of the nomad 10,000 gp 21 Cowardly cryptic goggles 10,000 gp 22 Crystal mask of detection 10,000 gp 23 Crystal mask of discernment 10,000 gp 24 Crystal mask of dread 10,000 gp 25 Crystal mask of psionic craft 10,000 gp 26 Fear drinker’s amulet, greater 10,000 gp 27 Mender’s vestments (1/day and +1d6) 10,000 gp 28 Psicrystal staff, greater 10,000 gp 28 Ring of self-sufficiency 10,000 gp 30 Rug of object sliding (10,000 lbs.) 10,000 gp 31 Skin of nimbleness 10,000 gp 32 Third eye aware 10,000 gp 33 Third eye concentrate 10,000 gp 34 Third eye gather 10,000 gp 35 Eyes of power leech 10,080 gp 36 Setting stone of invigoration 10,080 gp 37 Third eye powerthieve 10,080 gp 38 Third eye view 10,180 gp 39 Cacophonous bell 10,500 gp 40 Crystal mask of mindarmor 10,667 gp 41 Companion stone of truthful dealings 10,800 gp 42 Gloves of the beast (3d6) 11,000 gp 43 Charms of friendly interpretation 12,000 gp 44 Headband of the great village (2) 12,000 gp 45-46 Ioun stone, green and white 12,000 gp 47 Lava walker’s boots 12,000 gp 48 Mask of confounded foes 12,000 gp 49 Psionic restraints, greater 12,000 gp d% Item Market Price 50 Ring of altered perception 12,000 gp 51 Torc of leech freedom 12,000 gp 52 Earrings of resistance +4 12,200 gp 53 Shimmering vest 12,500 gp 54 Student’s robes 13,000 gp 55 Gloves of titan’s grip 14,000 gp 56 Gloves of the beast (4d6) 15,000 gp 57 Surge crystal +1 15,000 gp 58 Warrior’s bracer 15,000 gp 59-60 Map of the mind 16,000 gp 61-62 Mind stone, greater (2nd level) 16,000 gp 63 Skin of the claw 16,000 gp 64 Synaptic shard of precision 16,000 gp 65 Synaptic shard of the guarded flank 16,000 gp 66 Warblade staff 16,000 gp 67 Amulet of catapsi 16,200 gp 68 Companion stone of fire 17,000 gp 69 Earrings of resistance +5 17,500 gp 70 Boots of gravity binding 18,000 gp 71 Helm of attitude adjustment 18,000 gp 72-73 Mind stone (3rd level) 18,000 gp 74 Skin of the chameleon 18,000 gp 75 Mantle of the void 18,480 gp 76 Pearl, mind seed 18,500 gp 77 Gloves of the beast (5d6) 19,000 gp 78 Mirror of mind switch 19,800 gp 79 Boots of disruption 20,000 gp 80 Crown of traded will 20,000 gp 81 Eyes of disarming glances 20,000 gp 82-83 Ring of psionics I 20,000 gp 84 Snatching gloves 20,000 gp 85 Torc of interrogation 20,000 gp 86 Warblade staff, greater 20,000 gp 87 Eyes of power leech, vampiric 20,160 gp 88 Crystal mask of insightful detection 20,250 gp 89 Gloves of the beast (6d6) 22,000 gp 90 Crystal anchor, body 24,000 gp 91 Crystal anchor, comprehension 24,000 gp 92 Crystal anchor, creation 24,000 gp 93 Crystal anchor, energy 24,000 gp 94 Crystal anchor, ghost 24,000 gp 95 Crystal anchor, mind 24,000 gp 96 Crystal anchor, travel 24,000 gp 97 Psionic restraints, damping 24,000 gp 98 Third eye sense 24,000 gp 99 Shimmering vest, greater 25,000 gp 100 Headband of the great village (3) 27,000 gp
Ultimate Psionics 409 weapon the wearer is wielding, at a cost of two charges per +1 for enhancement bonus or weapon special ability. The improvement to the weapon lasts for one round or until the next successful attack with that weapon, whichever occurs first. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not psionic, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses can be added to the weapon, stacking with existing enhancement bonuses to a maximum of +5, or they can be used to add any of the weapon properties available to a soulknife’s mind blade. Construction Requirements Craft Wondrous Item, metaphysical weapon; Cost 2,500 gp Cacophonous Bell Aura moderate psychokinesis; ML 10th Slot none; Price 10,500 gp; Weight 3 lbs Description This heavy iron bell is inscribed with distorted musical symbols. When its wielder rings the bell and expends psionic focus, any bardic performance used within 30 feet of the bell costs three rounds for each round of the performance due to the sonic energy being given off by the bell. Each round, the wielder can spend a move action to continue ringing the bell, although if a round is missed, the wielder must once again expend psionic focus to reactivate the bell. Construction Requirements Craft Wondrous Item, create sound Cost 5,250 gp Charm of Preservation Aura faint telepathy; ML 3rd Slot none; Price 250 gp; Weight - Description This small golden charm resembles the outline of a head, although other forms have been known to exist and in psionic societies, they tend to be a sign of affluence among the populace. When the wearer of this charm is slain, it dissolves into a soft yellow nimbus that surrounds the wearer. For one week, the wearer can be affected by the psionic revivify power as if he had just died that round, but psionic revivify must be channeled through speciallytreated crystals similar to cognizance crystals that cost 5,000 gp. The psionic energy in the crystal is consumed in the manifestation and the crystal becomes inert and has no value. These crystals are not provided by the charm. After being used, the charm is destroyed. Construction Requirements Craft Wondrous Item, preserve psyche; Cost 125 gp Charms of Friendly Interception Aura faint psychoportation; ML 3rd Slot varies (see text); Price 12,000 gp (pair); Weight -- Description These charms come in pairs, consisting of a matching image etched in a disc of crystal on a small chain. They can be worn in any slot, but must be worn in the same slot by two different creatures to be effective. As a standard action, either character can activate the charm, instantly switching places with the wearer of the mated charm, as long as they are within 30 feet (a DC 12 Will save negates if the target is unwilling). There must be space for each creature in their new location, or this effect automatically fails. Construction Requirements Craft Wondrous Item, dimension swap; Cost 6,000 gp (pair) Table 8-17: Major Universal Items d% Item Market Price 01-02 Setting stone of kenosis 29,000 gp 03-04 Belt of ectoplasmic safety 30,000 gp 05-06 Suffocating collar 30,000 gp 07-09 Surge crystal +2 30,000 gp 10-12 Mind stone (4th level) 32,000 gp 13-15 Skin of the defender 32,000 gp 16-17 Wooden shirt 32,760 gp 18-20 Mind stone, greater (3rd level) 36,000 gp 21-22 Setting stone of power echo (6th) 36,000 gp 23-25 Torc of power preservation 36,000 gp 26-28 Ring of psionics II 40,000 gp 29-30 Mind sharing circlets 42,000 gp 31-32 Boots of temporal acceleration 43,200 gp 33-34 Third eye repudiate 43,200 gp 35-37 Mind stone (5th level) 50,000 gp 38-39 Skin of fiery response 60,000 gp 40-42 Surge crystal +3 60,000 gp 43-44 Skin of the troll 61,200 gp 45-47 Mind stone, greater (4th level) 64,000 gp 48-50 Ring of psionics III 70,000 gp 51-53 Mind stone (6th level) 72,000 gp 54-55 Skin of the hero 77,500 gp 56-57 Skin of the spider 79,080 gp 58-59 Setting stone of power echo (9th) 81,000 gp 60-61 Skin of proteus 84,000 gp 62-64 Mind stone (7th level) 98,000 gp 65-67 Mind stone, greater (5th level) 100,000 gp 68-70 Ring of psionics IV 100,000 gp 71-72 Third eye expose 112,000 gp 73-74 Third eye conceal 120,000 gp 75-76 Third eye dominate 120,000 gp 77-79 Mind stone (8th level) 128,000 gp 80-81 Skin of iron 129,600 gp 82-84 Mind stone, greater (6th level) 144,000 gp 85-87 Skin of the psion 151,000 gp 88-91 Mind stone (9th level) 162,000 gp 92-94 Mind stone, greater (7th level) 196,000 gp 95-97 Mind stone, greater (8th level) 256,000 gp 98-100 Mind stone, greater (9th level) 324,000 gp
Ultimate Psionics 410 Circlet of the Sheltered Mind Aura moderate telepathy ML 8th Slot head; Price 7,500 gp; Weight 2 lb. Description This iron circlet has prongs that are shaped such that it seems to cup the entire skull. When this item is worn by a character with the wild surge ability, the character’s chance of psychic enervation is reduced by 5% (to a minimum of 0). Construction Requirements Craft Wondrous Item, wild surge ability, Cost 3,750 gp Coin of brotherhood Aura faint telepathy; ML 5th Slot none; Price 5,000 gp; Weight - Description This small disk of silver is held in the palm during a handshake. When the wielder expends his psionic focus during the handshake, he gains a +10 competence bonus to a Diplomacy check against the person whose hand he is shaking to improve their attitude. Construction Requirements Craft Wondrous Item, attraction Cost 2,500 gp Companion Stones Aura varies; ML varies Slot —; Price 1,700 gp (diplomacy), 27,200 gp (electrical protection), 7,500 gp (far sight), 17,000 gp (fire), 9,000 gp (fortify), 10,800 gp (truthful dealings); Weight — Description A companion stone is similar to a setting stone in that it functions only in conjunction with a psicrystal staff (see below). Like setting stones, companion stones add functionality to each staff. Unlike setting stones, however, companion stones take up orbit around the head of the staff, similar to the way ioun stones orbit the head of their owner. However, companion stones orbit only the head of a chosen psicrystal staff, not the wielder of the staff. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1 foot from the head of her staff. A character must grab the companion stone to remove it from orbit about the psicrystal staff. The owner may voluntarily seize and stow a stone to keep it safe, but she loses the benefits of the stone during that time. Companion stones have an Armor Class of 22, 8 hit points, and a hardness of 10. The wielder can enhance her psicrystal staff with a maximum of 10 companion stones before the density of orbiting stones becomes too great. As with the benefits provided by setting stones, the character must have her psicrystal staff in hand to gain the benefits from any orbiting companion stones. Companion Stone of Diplomacy: The wielder of a staff enhanced with this stone gains a +4 competence bonus on Diplomacy checks. Faint telepathy; ML 5th; Craft Wondrous Item, broker. Companion Stone of Electrical Protection: The wielder of a staff enhanced with this stone is protected from electrical damage. Each time the wielder takes damage from electricity, subtract 10 points from the total for each electrical attack. Moderate psychometabolism; ML 7th; Craft Wondrous Item, energy adaptation. Companion Stone of Far Sight: The wielder of a staff enhanced with this stone gains a +2 competence bonus on ranged attack rolls and a +2 competence bonus on saving throws against illusions. Weak psychometabolism; ML 5th; Craft Wondrous Item, far sight. Companion Stone of Fire: The wielder of a staff enhanced with this stone gains the ability to manifest cones of fire. When a character points the companioned psicrystal staff and issues the command thought, an energy cone [fire] effect discharges from the stone, as if fully augmented by a 10th-level kineticist (10d6+10 points of fire damage with a DC adjustment of +2). Each use requires one charge; a newly created companion stone of fire has 30 charges.When the charges are expended, the companion stone burns to ash. Moderate psychokinesis; ML 10th; Craft Wondrous Item, energy cone. Companion Stone of Fortify: The wielder of a staff enhanced with this stone gains a +4 resistance bonus to all saving throws (Fortitude, Reflex, and Will) once per day for up to five minutes—it is a standard action to activate this power. Faint psychometabolism; ML 5th; Craft Wondrous Item, fortify. Companion Stone of Truthful Dealings: The wielder of a staff enhanced with this stone can read thoughts once per day for up to three minutes—it is a standard action to activate this power. Faint telepathy; ML 3rd; Craft Wondrous Item, read thoughts. Construction Requirements Craft Wondrous Item, creator must have appropriate powers; Cost 850 gp (diplomacy), 13,600 gp (electrical protection), 3,750 gp (far sight), 8,500 (fire), 4,500 gp (fortify), 5,400 gp (truthful dealings) Cowardly Cryptic’s Goggles Aura moderate clairsentience; ML 7th Slot eyes; Price 10,000 gp; Weight 1 lb. Description This pair of leather goggles, when worn by a character with the insight class feature, grants the wearer the trap spotter cryptic insight. Any time the wearer passes within 10 ft. of a trap that he detects, including if he detects the trap via the automatic check from the trap spotter insight, the goggle lenses immediately darken, blacking out everything from the wearer’s vision except for the detected trap. The wearer may attempt Disable Device checks against the trap as normal, but for any other activity, the wearer is effectively blind unless he has some other means of vision, such as an extra set of eyes. Construction Requirements Craft Wondrous Item, trap spotter insight; Cost 5,000gp
Ultimate Psionics 411 Creature of Habit’s Medallion Aura faint telepathy; ML 1st Slot neck; Price 2,000 gp; Weight -- Description This silver medallion bears the inscription of an hourglass, each grain of sand a tiny chip of sapphire. It grants the wearer the ability to force another creature to repeat its actions time and again. When the wearer is successfully hit by an opponent, he may spend an immediate action to mesmerize that creature, compelling it to take the same action again on its next turn, unless it can make a DC 11 Will save. If the situation changes in such a way that the creature can no longer perform the same action, it will stand still and take no action for one turn. This has no other effect on the creature, and it will defend itself as normal. Construction Requirements Craft Wondrous Item, déjà vu; Cost 1,000 gp 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 psychometabolism (healing) powers 3rd level or lower, which can be scribed even though they typically affect 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. 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. Crawling tattoo of concussion Aura faint psychokinesis; ML 1st Slot —; Price 50 gp; Weight — Description This crawling tattoo delivers a concussion effect, dealing 1d6 points of damage to a creature hit by its touch attack. Construction Requirements Scribe Tattoo, concussion blast; Cost 25 gp. Crawling Tattoo of Energy Bolt Aura faint psychokinesis; ML 5th Slot —; Price 750 gp; Weight — Description Each of these tattoos is keyed to one energy type: cold, electricity, fire, or sonic. This crawling tattoo delivers the Lanis’s energy bolt power, dealing 5d6 points of damage of its energy type. Construction Requirements Scribe Tattoo, Lanis’s energy bolt; Cost 375 gp. Crown of Traded Will Aura moderate telepathy; ML 11th Slot head; Price 20,000 gp; Weight 2 lbs. Description This delicate silver crown bears reflective gems at the tips of its points. These gems reflect light in strange ways, creating a dancing swarm of luminescent motes in combat. As a standard action, the wearer can attempt to briefly swap minds with another creature. The target must make a DC 19 Will save, or have its mind switched with the wearer’s until the end of the wearer’s next turn. The crown can be used once per day. Construction Requirements Craft Wondrous Item, mind switch; Cost 10,000 gp Crystal Anchor Aura varies; ML varies Slot —; Price 24,000 gp; Weight 3 lbs. Description 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 specified 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
Ultimate Psionics 412 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. Body Crystal Anchor: Those who manifest psychometabolism powers are affected as described above. Faint psychometabolism; ML 5th; Craft Wondrous Item, brain lock, trigger power, any psychometabolism power. Comprehension Crystal Anchor: Those who manifest clairsentience powers are affected as described above. Faint clairsentience; ML 5th; Craft Wondrous Item, brain lock, trigger power, any clairsentience power. Creation Crystal Anchor: Those who manifest metacreativity powers are affected as described above. Faint metacreativity; ML 5th; Craft Wondrous Item, brain lock, trigger power, any metacreativity power. Energy Crystal Anchor: Those who manifest psychokinesis powers are affected as described above. Faint psychokinesis; ML 5th; Craft Wondrous Item, brain lock, trigger power, any psychokinesis power. Ghost Crystal Anchor: Those who manifest remote viewing are affected as described above. Faint clairsentience; ML 5th; Craft Wondrous Item, brain lock, trigger power, remote viewing. Mind Crystal Anchor: Those who manifest telepathy powers are affected as described above. Faint telepathy; ML 5th; Craft Wondrous Item, brain lock, trigger power, any telepathy power. Travel Crystal Anchor: Those who manifest psychoportation powers are affected as described above. Faint psychoportation; ML 5th; Craft Wondrous Item, brain lock, trigger power, any psychoportation power. Construction Requirements Craft Wondrous Item, brain lock, trigger power, additional powers; Cost 12,000 gp Crystal masks Aura varies; ML varies Slot head; Price 10,000 gp (detection), 10,000 gp (discernment), 10,000 gp (dread), 20,250 gp (insightful detection), 2,500 gp (knowledge), 2,500 gp (languages), 10,667 gp (mindarmor), 10,000 gp (psionic craft); Weight ½ lb. Description Each of the various types of crystal masks fits over the face of any Medium or Small 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. Crystal masks confer special abilities or improved skills upon their wearers. Crystal Mask of Detection: The wearer of a crystal mask of detection can make Perception checks with a +10 competence bonus. Moderate clairsentience; ML 7th; Craft Wondrous Item, creator must have 10 ranks in Perception. 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 Wondrous Item, creator must have 10 ranks in Sense Motive. Crystal Mask of Dread: The wearer this mask 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 Wondrous Item, creator must have 10 ranks in Intimidate. Crystal Mask of Insightful Detection: The wearer of a crystal mask of insightful detection can make Perception checks and Sense Motive checks with a +9 insight bonus. Moderate clairsentience; ML 7th; Craft Wondrous Item, creator must have 9 ranks in Perception and Sense Motive. 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 Wondrous Item, creator must have 5 ranks in the Knowledge skill of the appropriate type. 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 Wondrous Item, creator must be able to speak and write the five languages. 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 Wondrous Item, conceal thoughts.
Ultimate Psionics 413 Crystal Mask of Psionic Craft: The wearer of a crystal mask of psionic craft makes all Spellcraft checks with a +10 competence bonus. Moderate clairsentience; ML 7th; Craft Wondrous Item, creator must have 10 ranks in Spellcraft. Construction Requirements Craft Wondrous Item, creator must have ranks in appropriate skills or additional powers; Cost 5,000 gp (detection), 5,000 gp (discernment), 5,000 gp (dread), 10,125 gp (insightful detection), 1,250 gp (knowledge), 1,250 gp (languages), 5,333.5 gp (mindarmor), 5,000 gp (psionic craft) Dissipating Gloves Aura faint psychoportation; ML 3rd Slot hands; Price 6,000 gp; Weight -- Description These simple looking leather gloves hum at an almost imperceptible level. With a touch, the wearer can cause a tiny portion of a creature or object to be teleported away. The wearer must make a melee touch attack to use the gloves against a creature; an unattended object is hit automatically. A successful hit deals 3d6 points to the target, ignoring hardness. The gloves can be used up to three times per day. Construction Requirements Craft Wondrous Item, dissipating touch; Cost 3,000 gp Earrings of Resistance Aura faint telepathy; ML 12th Slot none; Price 700 gp (+1), 2,800 gp (+2), 6,300 gp (+3), 12,200 gp (+4), 17,500 gp (+5); Weight - Description These golden metal studs can go in virtually any piercing and are not restricted to the ear. In addition, a character can wear multiple earrings of resistance and gain the benefits of all, similar to ioun stones. Earrings of resistance grant a competence bonus on saves against a single psionic power, chosen at the time the earring is created. The wearer may, as an immediate action. expend psionic focus to double the competence bonus granted by the earring for a single save against that power. Construction Requirements Craft Ring, fortify Cost 350 gp (+1), 1,400 gp (+2), 3,150 gp (+3), 6,100 gp (+4), 8,750 gp (+5) gp Empathic Monocle Aura faint telepathy; ML 5th Slot eyes; Price 1,750 gp; Weight .5 lbs Description This crystal monocle is tinged red and can give the wearer the ability to interpret the emotional aura of a specific creature. When the wearer expends his psionic focus while looking at a single creature, he gains a +5 insight bonus to Diplomacy and Sense Motive checks against that creature for one round. Construction Requirements Craft Wondrous Item, empathy; Cost 875 gp Empathic Monocle, Greater Aura faint telepathy; ML 5th Slot eyes; Price 8,400 gp; Weight .5 lbs Description This stronger version of the empathic monocle is typically more elaborate in design and grants the wearer improved knowledge about the creature being viewed. When the wearer expends his psionic focus while looking at a single creature, he learns the surface thoughts of that creature unless it makes a successful Will save (DC 12). Construction Requirements Craft Wondrous Item, read thoughts; Cost 4,200 gp Eyes of Disarming Glances Aura moderate telepathy; CL 7th Slot eyes; Price 20,000 gp; Weight -- Description These crystal lenses fit over the wearer’s eyes, giving them an ominous sheen. Twice per day as a standard action, the wearer can make a gaze attack against a target creature within 30 ft., causing the lenses to flare a brilliant blue. The wearer makes a combat maneuver check, adding a bonus equal to his Charisma modifier. If he succeeds, the target drops one item he is holding, just as if he had been successfully disarmed. If the wearer succeeds by 5 or more, he may compel the target to throw the item instead, causing it to land 10 feet from the target, in a direction chosen by the wearer. Construction Requirements Craft Wondrous Item, mind control; Cost 10,000 gp Eyes of Expanded Vision Aura faint clairsentience; ML 1st Slot eyes; Price 3,000 gp; Weight — Description 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 Perception checks but takes a -2 penalty on saves against gaze attacks. Construction Requirements Craft Wondrous Item, ubiquitous vision; Cost 1,500 gp
Ultimate Psionics 414 Eyes of Power Leech Aura moderate telepathy; ML 7th Slot eyes; Price 10,080 gp; Weight — Description 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). Eyes of power leech have no effect on nonpsionic targets or psionic creatures with a current power point reserve of 0. Construction Requirements Craft Wondrous Item, power leech; Cost 5,040 gp Eyes of Power Leech, Vampiric Aura strong telepathy; ML 15th Slot eyes; Price 20,160 gp; Weight — Description 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. Construction Requirements Craft Wondrous Item, bend reality, power leech; Cost 10, 080 gp Fear Drinker’s Amulet Aura moderate psychometabolism; ML 7th Slot neck; Price 2,500 gp; Weight - Description Made from humanoid knucklebones, the fear drinker’s amulet allows a dread to draw power from the fear others feel. Any time the wearer makes a successful attack with the devastating touch ability, he gains 2 temporary hit points. Unlike normal temporary hit points, these temporary hit points stack with additional uses of devastating touch, up to a maximum equal to the wearer’s dread class level. This amulet has no effect on wearers who do not have the terrors ability. Construction Requirements Craft Wondrous Item, vigor; Cost 1,250 gp Fear Drinker’s Amulet, Greater Aura moderate psychometabolism; ML 12th Slot neck; Price 10,000 gp; Weight - Description As fear drinker’s amulet, but the maximum number of temporary hit points the wearer can gain is equal to double his dread class level and if the creature struck is frightened, panicked, or shaken, the wearer also gains a temporary power point that lasts for 1 round. Temporary power points do not stack. Construction Requirements Craft Wondrous Item, vigor; Cost 5,000 gp Gauntlet of the Thunder Shield Aura faint psychokinesis; ML 3rd Slot hand; Price 8,000 gp; Weight 1 lb. Description This metal gauntlet is adorned with the odd combination of images of hammers and bells. When activated as a standard action by banging the gauntlet against a hard surface, the gauntlet begins to ring like a giant bell. This sonic reverberation is harnessed by the gauntlet into the form of an invisible disc that grants the wearer a +4 shield bonus to AC and sonic resistance 10 for up to 30 rounds per day. The rounds need not be consecutive. The effect can be dismissed as a free action. Construction Requirements Craft Wondrous Item, force screen, specified energy adaptation; Cost 4,000 gp Gladiator’s Gauze Aura faint psychometabolism; ML 1st Slot -; Price 35 gp; Weight .5 lbs Description This small bundle of gauze is typically attached to the wearer’s belt. When the wearer expends his psionic focus as a swift action, the satchel automatically stops any bleed
Ultimate Psionics 415 effect on the wearer and is consumed. If the wearer is reduced to below 0 hit points, the bundle immediately is consumed and automatically stabilizes the wearer. Construction Requirements Craft Wondrous Item, halt death; Cost 18 gp Glove of Calling Aura faint psychoportation; ML 5th Slot hands; Price 4,000 gp; Weight 1 lb. Description This elbow length chainmail glove bears gold links in the shape of a distinctive weapon on the inner arm. As a swift action, it allows the wearer to call forth a single weapon of the type patterned in the glove. This weapon persists as long the wearer holds it, disappearing one round after it leaves his grasp. Weapons called by the glove are real weapons, pulled from elsewhere in time and space. Any weapon called by the glove is always of masterwork quality and may be made from cold iron, silver, or deep crystal. Unlike most psionic or magic items, a character can wear a second glove of calling on his second hand, though he cannot wear a different item (such as a glove of storing). If the wearer of two such gloves has the Quick Draw feat, he can call both weapons with a single swift action. Construction Requirements Craft Wondrous Item, call weaponry; Cost 2,000 gp Gloves of Object Reading Aura faint clairsentience; ML 1st Slot hands; Price 3,000 gp; Weight — Description 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. Construction Requirements Craft Wondrous Item, object reading; Cost 1,500 gp Gloves of Titan’s Grip Aura moderate psychometabolism; ML 9th Slot hands; Price 14,000 gp; Weight — Description 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. Construction Requirements Craft Wondrous Item, grip of iron; Cost 7,000 gp Gloves of the Beast Aura Moderate psychometabolism ML 5th Slot hands; Price (per glove) 625 gp (1d3 damage), 1,000 gp (1d4 damage), 3,000 gp (1d6 damage), 5,000 gp (1d8 damage), 7,000 gp (2d6 damage), 11,000 gp (3d6 damage), 15,000 gp (4d6 damage), 19,000 gp (5d6 damage), 22,000 gp (6d6 damage); Weight 0.5 lb. Description These supple, black leather gloves allow the wearer to assume the natural attack of a specific animal. Different gloves grant different attacks, such as slam, claws, hooves, talons, or tentacles, allowing mismatched gloves to grant the wielder two different natural attacks simultaneously. Wearing two or more gloves that grant the same type of attack with the same amount of damage grants the wielder a +1 circumstance bonus on attack rolls with the natural attacks. The different types of natural attacks are identical in cost, only the damage granted from the gloves alters the price. Boot forms of gloves of the beast are also available and take up the boot slot instead of the hand slot. A hand wearing a glove of the beast cannot hold anything. Construction Requirements Craft Universal Item claws of the beast, graft weapon; Cost (per glove) 313 gp (1d3 damage), 500 gp (1d4 damage), 1,500 gp (1d6 damage), 2,500 gp (1d8 damage), 3,500 gp (2d6 damage), 5,500 gp (3d6 damage), 7,500 gp (4d6 damage), 9,500 gp (5d6 damage), 11,000 gp (6d6 damage) Goggles of Far Sight Aura faint clairsentience ML 3rd Slot eyes; Price 4,000 gp; Weight - Description The lenses of these goggles are made of a curved, translucent crystal. When placed over the eyes of the wearer, they allow the wielder to ignore the first range increment penalty when making ranged attacks, but the wielder suffers a -1 penalty to his Armor Class. Construction Requirements Craft Wondrous Item, pierce the veils; Cost 2,000 gp HEADBAND OF THE GREAT VILLAGE Aura Faint telepathy ML 12th Slot head; Price 3,000 gp (1 creature), 12,000 gp (2 creatures), 27,000 gp (3 creatures), Weight ½ lb. Description This simple leather headband is adorned with markings depicting hundreds of people holding hands. This headband allows the wearer to mindlink herself with one or more willing creatures within 30 ft. as a standard action. The mindlink persists as long as the wearer concentrates and can be used at will, although the maximum number of creatures the wearer can be linked to is limited by the strength of the
Ultimate Psionics 416 band. More powerful versions of this headband allow you to connect to more creatures. If worn by a creature with the collective class feature, the wearer may also connect this same number of additional creatures in their collective, beyond their normal limit. Construction Requirements Craft Wondrous Item mind link or collective class feature; Cost 1,500 gp (1 creature), 6,000 gp (2 creatures), 13,500 gp (3 creatures) Helm of Attitude Adjustment Aura moderate telepathy; ML 7th Slot head; Price 18,000 gp; Weight 2 lbs. Description This steel helm gleams as if freshly polished, and bears a glimmering emerald on its brow. Twice per day as a standard action, the wearer of this helm can mentally force one opponent within 30 feet to make a DC 14 Will save or have its attitude shifted by one step relative any one other creature (for example, unfriendly to hostile, or indifferent to friendly). The wearer can shift the attitude one step in either direction, either making the creature friendlier toward the target or less friendly, as they choose. In addition, it grants the wearer a +4 bonus on all Bluff, Diplomacy and Intimidate checks to change a creature’s attitude. Construction Requirements Craft Wondrous Item, telempathic projection; Cost 9,000 gp IOUN STONE, GREEN AND WHITE Aura moderate psychometabolism ML 12th Slot -; Price 12,000 gp; Weight - Description This ioun stone is green and white in color and has a prism shape. When used by a creature with manifesting ability, it grants one additional power known. The power known granted is set at time of creation. A creature may only have one such ioun stone active at any time. The owner manifests the power just like any other power known, so if the power granted is of a level higher than those the owner can manifest, it gains no benefit. The power known granted must be on the owner’s class list or the owner gains no benefit. Construction Requirements Craft Wondrous Item, creator must be 12th level, Cost 6,000 gp Lava Walker’s Boots Aura moderate psychometabolism; ML 7th Slot feet; Price 12,000 gp; Weight 1 lb. Description These black leather boots sport a flame pattern of red gemstones on their sides. They allow a wearer to walk on liquid surfaces such as water or even lava with little to no harm. On command, the wearer gains fire resistance 10 and the ability to walk on any liquid surface as though it were solid ground, as per the body equilibrium power. The power of the boots can be used for up to 10 rounds each day, though these rounds need not be continuous. Construction Requirements Craft Wondrous Item, body equilibrium, energy adaptation; Cost 6,000 gp Mantle of the Void Aura moderate telepathy; ML 11th Slot chest; Price 18,480 gp; Weight - Description This strange black mantle is said to have been woven by duergar using strands of darkness taken from the void between the stars, a gateway into the minds of mad men, dark prophets, and the deranged. The wearer of the mantle can probe into the secrets of the void once per week with no penalty as a standard action, gaining a +6 insight bonus to a single d20 roll made in the next minute. If the wearer wishes to use the mantle more often, he does it at great risk to his sanity, taking 1d3 points of ability burn to his Wisdom. The wearer cannot be forced to use the mantle through effects such as dominate. If, for any reason, the wearer’s Wisdom is reduced to 0 while wearing the mantle, it swallows him whole and he disappears forever, unrecoverable even to effects such as reality revision. Construction Requirements: Craft Wondrous Item, greater precognition; Cost 9,240 gp Map of the Mind Aura moderate telepathy; ML 7th Slot -; Price 16,000 gp; Weight - Description This twisting map attunes to its wielder upon being picked up and alters its image to show a representation of the internal layout of the owner’s mind. The owner of the map can manifest psychic reformation on himself by altering the map with the desired choices to be made. After being used, the map cannot be used again for a week, even if it becomes attuned to another creature. Construction Requirements: Craft Wondrous Item, psychic reformation; Cost 8,000 gp Mask of Confounded Foes Aura moderate telepathy; ML 7th Slot head; Price 12,000 gp; Weight 1/2 lb. Description This mask has a faintly disturbing quality, appearing slightly different to every viewer, seeming familiar and
Ultimate Psionics 417 strange at the same time. The wearer of the mask can, as an immediate action, force one creature to redirect an attack from its intended target to another nearby creature of the wearer’s choice. The attacker must make a DC 16 Will save to negate this effect. If the target chosen by the wearer is not within the creature’s reach, the creature instead loses its action. The mask can be used once per day. Construction Requirements Craft Wondrous Item, mind control; Cost 6,000 gp Meld Stones Aura varies; ML 5th Slot —; Price 3,040 gp; Weight 1 lb. Description Meld stones appear similar to shards, see below, but are often crafted with higher gem-grade crystal. Unlike a shard, a meld stone cannot be used if not set in a synaptic mask, see below. Each meld stone contains a suite of skill bonuses related by a theme or task. Meld stone of the Alchemist: When set in a synaptic mask, the meld stone of the alchemist grants its wearer a +8 competence bonus on Craft (alchemy) checks, a +6 competence bonus on Appraise checks and Use Magic Device checks, and a +4 competence bonus on Knowledge (arcana) checks. Strong clairsentience; ML 5th; Craft Wondrous Item, creator must have 8 ranks in Appraise, 6 ranks in Craft (alchemy) and Use Magic Device, and 4 ranks in Knowledge (arcana). Meld stone of the Infiltrator: When set in a synaptic mask, the meld stone of the infiltrator grants its wearer a +8 competence bonus on Bluff checks, a +6 competence bonus on Disguise checks and Linguistics checks to create or detect forgeries, and a +4 competence bonus on Diplomacy checks to gather information. Strong telepathy; ML 5th; Craft Wondrous Item, creator must have 8 ranks in Bluff, 6 ranks in Disguise and Linguistics, and 4 ranks in Diplomacy. Meld stone of the nimble trickster: When set in a synaptic mask, the meld stone of the nimble trickster grants its wearer a +8 competence bonus on Acrobatics checks made to tumble, and a +6 competence bonus on Escape Artist and Stealth checks. Strong psychometabolism; ML 5th; Craft Wondrous Item, creator must have 8 ranks in Acrobatics, and 6 ranks in Escape Artist and Stealth. Construction Requirements Craft Wondrous Item, creator must have ranks in the specified skills at least equal to the imprinted bonuses; Cost 1,520 gp Mender’s Vestments Aura Moderate psychometabolism; ML 10th Slot Body; Price 3,750 gp (additional daily use), 4,000 gp (additional 1d6), 10,000 (additional 1d6 and daily use); Weight 1 lb. Description This light garment is worn over normal clothing or armor. Most such vestments are red, embroidered with hands, hearts, and staves. Depending on the version of the vestments, when this item is worn by a character with the transfer wounds ability, the character can use that ability one additional time each day, heal an additional 1d6 points of damage, or both. Construction Requirements Craft Wondrous Item, empathic transfer or transfer wounds ability; Cost 1,875 gp (additional daily use), 2,000 gp (additional 1d6), 5,000 (additional 1d6 and daily use) Mind Sharing Circlets Aura moderate telepathy; ML 7th Slot head; Price 42,000 gp (pair); Weight 1 lb. (each) Description These simple silver circlets come in pairs, and have a single red ruby at their center, which sits upon the brow when the circlet is placed on the head. When the circlets are worn by two characters with psionic powers, they allow the wearers to share their powers known. Manifesting a power known by another character increases the cost to manifest the power by 6 power points and these extra points do not augment the power but do count toward the manifester level cap. If the target is unwilling, then the manifester must make a successful opposed Will save to use the power, and manifesting the power becomes a full round action, unless it would normally be longer. Before the circlets can be used, it needs to be attuned to the wearers for 24 hours. Construction Requirements Craft Wondrous Item, mindlink, thieving mindlink; Cost 21,000 gp Mind Stone Price varies 1st-level 2,000 gp; 2nd-level 8,000 gp 3rd-level 18,000 gp; 4th-level 32,000 gp 5th-level 50,000 gp; 6th-level 72,000 gp 7th-level 98,000 gp; 8th-level 128,000 gp 9th-level 162,000 gp; Aura strong clairsentience; ML 17th; Weight — Description This opaque crystal faintly pulses with an internal light. It contains the knowledge of a single psionic power (chosen by the creator when the item is crafted). If the bearer is a manifester and has that power on her class power list, she may use her power points to manifest that power as if it were one of her powers known. A mind stone is priced based on the power’s psion/wilder, tactician, or vitalist level, unless the power doesn’t appear on either of those power lists, in which case it is based on the highest power level as it appears on any other power list. For example, a power that is on the 4th-level cryptic list and the 2nd-level psychic warrior list is priced as a 4th-level power. A character can only benefit from a number of mind stones equal to half his powers known from his manifesting ability. Extra powers known from feats like Expanded Knowledge or from effects like psychic chirurgery do not increase this limit.
Ultimate Psionics 418 A character must first attune to a mind stone before he can benefit from it. Attuning takes 24 hours of the mind stone being in the character’s possession. A mind stone can only be attuned to one creature at any time. Construction Requirements Craft Cognizance Crystal, creator must be able to manifest the power contained in the crystal; Cost 1st-level 1,000 gp; 2nd-level 4,000 gp; 3rd-level 9,000 gp; 4th-level 16,000 gp; 5th-level 25,000 gp; 6th-level 36,000 gp; 7th-level 49,000 gp; 8th-level 64,000 gp; 9th-level 81,000 gp Mind Stone, Greater Price varies 1st-level 4,000 gp; 2nd-level 16,000 gp 3rd-level 36,000 gp; 4th-level 64,000 gp 5th-level 100,000 gp; 6th-level 144,000 gp 7th-level 196,000 gp; 8th-level 256,000 gp 9th-level 324,000 gp; Aura strong clairsentience; ML 17th; Weight — Description This greater version of the mind stone does not require the owner to attune to the stone and there is no limit to the number of greater mind stones the owner can possess and benefit from. Construction Requirements Craft Cognizance Crystal, creator must be able to manifest the power contained in the crystal Cost 1st-level 2,000 gp; 2nd-level 8,000 gp 3rd-level 18,000 gp; 4th-level 32,000 gp 5th-level 50,000 gp; 6th-level 72,000 gp 7th-level 98,000 gp; 8th-level 128,000 gp 9th-level 162,000 gp Mirror of Lost Recollections Aura strong clairsentience; ML 15th Slot none; Price 150,000 gp; Weight 1/2 lb. Description This polished silver hand mirror is adorned with colored gems at its top, bottom and sides. As a standard action, the bearer can cause a creature to see its own reflection, and mentally compel that creature to recall past agonies. This deals 8d6 points of damage (DC 16 Will save for half) as the creature’s body endures a psychosomatic response, reopening old wounds and reliving past injuries. The target creature must be within 30 ft. of the wielder of the mirror, the wielder must have line of sight to the creature, and this is considered to be a gaze attack. In addition, once per day the bearer can cause the recollection of wounds so grievous, the target must make a DC 22 Will save or die. On a successful save, the target still takes 5d6 points of damage. Construction Requirements Craft Wondrous Item, recall agony, recall death; Cost 75,000 gp Mirror of Mind Switch Aura moderate telepathy; ML 11th Slot —; Price 19,800 gp; Weight ½ lb. Description 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. Construction Requirements Craft Wondrous Item, mind switch; Cost 9,900 gp Mirror of Suggestion Aura faint telepathy; ML 3rd Slot —; Price 3,600 gp; Weight — Description 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. Construction Requirements Craft Wondrous Item, compelling voice; Cost 1,800 gp Mirror of Time Hop Aura faint psychoportation; ML 5th Slot ; Price 9,000 gp; Weight ½ lb. Description 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. Construction Requirements Craft Wondrous Item, time hop; Cost 4,500 gp
Ultimate Psionics 419 Pattern Breaker’s Gloves Aura faint clairsentience; ML 5th Slot hands; Price 2,000 gp; Weight 1 lb Description These black leather gloves allow the wielder to use the disrupt pattern ability with unarmed strikes or natural attacks, rather than as ranged attacks. Construction Requirements Craft Wondrous Item, disrupt pattern ability; Cost 1,000 gp Pearl, Brain Lock Aura faint telepathy; ML 3rd Slot —; Price 300 gp; Weight — Description 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. Construction Requirements Craft Wondrous Item, brain lock; Cost 150 gp Pearl, Breath Crisis Aura faint telepathy; ML 5th Slot —; Price 750 gp; Weight — Description 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. Construction Requirements Craft Wondrous Item, crisis of breath; Cost 375 gp Pearl, Mind Seed Aura strong telepathy; ML 15th Slot —; Price 18,500 gp; Weight — Description 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. Construction Requirements Craft Wondrous Item, mind seed; Cost 9,250 gp Pearl, Personality Parasite Aura faint telepathy; ML 7th Slot —; Price 1,400 gp; Weight — Description 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. Construction Requirements Craft Wondrous Item, personality parasite; Cost 700 gp Psicrystal Crown Aura faint telepathy; ML 3rd Slot headband; Price 2,000 gp; Weight 0.5 lbs. Description This crown functions like a psicrystal staff, including the ability to have companion stones and setting stones, but is worn on the head instead of carried in the hand. In addition, while the psicrystal is docked, the wearer can expend psionic focus as a free action to gain the sighted ability of the psicrystal for one round. Construction Requirements Craft Wondrous Item, Psicrystal Affinity, mindlink; Cost 1,000 gp Psicrystal Harness Aura faint telepathy; ML 3rd Slot waist; Price 2,000 gp; Weight 0.5 lbs. Description This harness functions like a psicrystal staff, including the ability to have setting stones, but is worn as a belt buckle instead of carried in the hand and does not allow the use of companion stones. In addition, while the psicrystal is docked, the wearer can expend his psionic focus to gain DR X/- equal to the psicrystal’s natural armor adjustment until the end of his next turn. While this damage reduction is active, the wearer also gains sonic vulnerability. Construction Requirements Craft Wondrous Item, Psicrystal Affinity, biofeedback, mindlink; Cost 1,000 gp
Ultimate Psionics 420 Psicrystal Staves Aura faint telepathy; ML 3rd Slot —; Price 2,000 gp; Weight 5 lbs. Description A psicrystal staff is a long shaft of wood or crystal designed to provide a “setting” for a psionic character’s psicrystal, if a character has one. The basic psicrystal staff grants minimal ability to the psionic character’s psicrystal; however, every psicrystal staff can be customized, modified, and upgraded by the addition of setting stones. Each stone grants different abilities to the psionic character who uses the staff to carry his psicrystal. Of course, many psionic characters already carry their psicrystals on staves—only practiced eyes can tell the difference between a decorative setting and a potent item. Psicrystal staves have an Armor Class of 7, 10 hit points, a hardness of 8, and a break DC of 24. Activation: Psicrystal staves are activated as a free action so long as the psionic character keeps his psicrystal docked on the staff’s primary setting. The staff wielder must hold the staff to utilize its power. Psicrystals (as well as ancillary setting stones) can be docked for free. As a standard action, the psion can dock or release his psicrystal, psionically affixing it to the staff or releasing it; psicrystals with self-propulsion can dock or release themselves, at the direction of the psionic character. While docked, the psicrystal (and setting stones, if any) and the staff function as a unit. Besides the psicrystal itself, the psicrystal staff can hold a total of three additional setting stones. The wielder can switch a setting stone with another as a standard action. Setting stones, when mounted, also become part of the staff. Docked psicrystals are treated as if their owner’s manifester level is +2 higher than it really is, thus unlocking psicrystal potential early. The psicrystal must be mounted for at least 12 consecutive hours to initially gain this benefit, and it loses this benefit if it is unmounted for more than 12 hours total in a given day. For instance, a 1st-level psion with a psicrystal staff and a mounted psicrystal gains the benefits of a psicrystal with the ability to deliver touch powers, +1 natural armor, and +1 Intelligence, which is something normally only a psionic character of 3rd to 4th level could expect. Construction Requirements Craft Wondrous Item, Psicrystal Affinity, mindlink; Cost 1,000 gp Psicrystal Staff, Greater Aura moderate telepathy; ML 12th Slot —; Price 10,000 gp; Weight 5 lbs. Description As a standard psicrystal staff, with the following improvements: The number of setting stones that can be held is increased to five. The bonus from the psicrystal’s personality (or personalities, if the owner has the Improved Psicrystal feat) is doubled. The psicrystal repairs damage at a rate of 1 hit point per minute docked. The staff is treated as a masterwork quarterstaff, allowing it to be enchanted as any other weapon. CONSTRUCTION Requirements Craft Wondrous Item, Psicrystal Affinity, mindlink; Cost 5,000 gp Psionatrix Aura varies; ML varies Slot neck; Price 8,000 gp; Weight — Description 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 the psionatrix is keyed to. Psionatrix of clairsentience: Blue light glimmers in this crystal’s heart. Moderate clairsentience; ML 8th; Craft Wondrous Item, creator must be a seer. Psionatrix of metacreativity: Green light glimmers in this crystal’s heart. Moderate metacreativity; ML 8th; Craft Wondrous Item, creator must be a shaper. Psionatrix of psychokinesis: Red light glimmers in this crystal’s heart. Moderate psychokinesis; ML 8th; Craft Wondrous Item, creator must be a kineticist. Psionatrix of psychometabolism: Violet light glimmers in this crystal’s heart. Moderate psychometabolism; ML 8th; Craft Wondrous Item, creator must be an egoist. Psionatrix of psychoportation: Yellow-red light glimmers in this crystal’s heart. Moderate psychoportation; ML 8th; Craft Wondrous Item, creator must be a nomad. Psionatrix of telepathy: Piercing yellow light shines from this crystal’s heart. Moderate telepathy; ML 8th; Craft Wondrous Item, creator must be a telepath. Construction Requirements Craft Wondrous Item, creator must have the approriate discipline; Cost 4,000 gp Psionic Restraints Aura strong psychokinesis; ML 16th Slot wrists; Price see below; Weight 1 lb. Description Each of the various psionic restraints is an iron cuff that cunningly locks around the wrist (DC 27 Disable Device 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
Ultimate Psionics 421 Construction Requirements Craft Wondrous Item, bend reality, dispel psionics; Cost 500 gp (lesser); 3,000 gp (average); 6,000 gp (greater); 12,000 gp (damping) Psychoactive Skins Aura varies; ML varies Slot —; Price 18,000 gp (chameleon), 16,000 gp (claw), 32,000 gp (defender), 60,000 gp (fiery response), 77,500 gp (hero), 129,600 gp (iron), 10,000 gp (nimbleness), 84,000 gp (proteus), 151,000 gp (psion), 79,080 gp (spider), 61,200 gp (troll); Weight 2 lbs. Description Psychoactive skins (also sometimes called ectoshells) are fist-sized 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 Chameleon: This psychoactive skin adjusts to surrounding textures and colors, continually granting the wearer a +10 enhancement bonus on Stealth checks. Faint psychometabolism; ML 3rd; Craft Wondrous Item, chameleon. 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 Wondrous Item, claws of the beast. Skin of the Defender: This psychoactive skin continually grants the wearer a +4 bonus to natural armor. Faint psychometabolism; ML 5th; Craft Wondrous Item, thicken skin. 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 Wondrous Item, energy retort. 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 Wondrous Item, bend reality. Skin of Iron: This psychoactive skin affects the wearer as the body of iron 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 body of iron effect is a standard action that provokes attacks of opportunity. Strong metacreativity; ML 15th; Craft Wondrous Item, body of iron. Skin of Nimbleness: This psychoactive skin continually grants the wearer a +10 competence bonus on Acrobatics checks. Moderate psychometabolism; ML 8th; Craft Wondrous Item, creator must have 10 ranks in Acrobatics. 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 Wondrous Item, metamorphosis. 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 Wondrous Item, power resistance. 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 Wondrous Item, creator must have 10 ranks in Climb, body equilibrium, entangling ectoplasm. 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 Wondrous Item, true metabolism. Construction Requirements Craft Wondrous Item, additional powers; Cost 9,000 gp (chameleon), 8,000 gp (claw), 16,000 gp (defender), 30,000 gp (fiery response), 37,750 gp (hero), 64,800 gp (iron), 5,000 gp (nimbleness), 42,000 gp (proteus), 75,500 gp (psion), 39,540 gp (spider), 30,600 gp (troll) Quiver of Recall Aura moderate psychoportation; ML 9th Slot none; Price 2,000 gp; Weight 2 lbs. Description This worn leather quiver is a potent boon to any archer, but is of particular use to marksmen. The mouth of the quiver opens to an extra-dimensional space capable of holding up to 60 units of ammunition, and is able to retrieve bullets and bolts as easily as it does arrows. Furthermore, such ammunition never falls out of the quiver, even when upended, and is unaffected by environmental hazards (such as being submerged underwater or exposed to igniting heat) while in the quiver. Whenever the user fires an arrow (or other unit of ammunition) from the quiver that misses,
Ultimate Psionics 422 the quiver instantly teleports the ammunition back into the quiver, assuming it survives being fired (50% chance). When used by a marksman using the wind reader ability, however, the quiver is able to predict which shots will miss and teleports them away mid-flight, ensuring 100% retrieval. Bullets retrieved with this quiver do not restore the explosive components to fire them, only the bullet itself. Construction Requirements Craft Wondrous Item, hidden pocket; Cost 1,000 gp Ring of altered perception Aura faint telepathy; ML 7th Slot finger; Price 12,000 gp; Weight - Description This embellished golden ring protects its wearer against information-gathering effects. Any time the wearer is the subject of a clairsentience power that would give the manifester information about the wearer, the ring alters the effects of the power to give back false information. The wearer is not affected by the ring on powers he manifests himself. The ring is effective only if the manifester level of the effect is lower than the manifester level of the ring. For example, if detect psionics was used on the wearer, he would detect as not being psionic, as long as the manifester level of detect psionics was lower than that of the ring. Construction Requirements Forge Ring, aura alteration; Cost 6,000 gp RING OF MISSILE PROTECTION Aura faint psychokinesis ML 5th Slot finger; Price 4,000 gp; Weight - Description This copper-colored ring is engraved with a variety of different types of ammunition all around the interior and exterior. The wearer of this ring gains damage reduction 10/magic against ranged attacks. Once 50 points of damage from ranged attacks has been absorbed, the ring goes inert for 24 hours. Construction Requirements Forge Ring, deflect missiles, Cost 2,000 gp Ring of Psionics Aura moderate (psionics I) or strong (psionics II–IV) telepathy; ML 11th (I), 14th (II), 17th (III), 20th (IV) Slot finger; Price 20,000 gp (I), 40,000 gp (II), 70,000 gp (III), 100,000 gp (IV); Weight 1 lb Description Wearers of this ring find that some powers are far easier to manifest. The wearer of this ring can treat any power point spent as if he spent two power points while manifesting a power of a particular level. Each day, the wearer may affect up to twice his manifester level in power points in this way. These additional power points still count toward the total number of power points the wearer can spend manifesting a power. A ring of psionics I affects 1st-level powers, a ring of psionics II affects 2nd-level powers, a ring of psionics III affects 3rd-level powers, and a ring of psionics IV affects 4th-level powers. For example, a 5th level psion wearing a ring of psionics I can affect up to 10 power points per day. When manifesting energy ray, he can spend 2 power points, but treat the power as if it was manifested with 4 power points. He would then have 8 power points left he could double that day. The ring must be worn for 24 hours before it has any effect on the wearer. Construction Requirements Forge Ring bestow power, Cost 10,000 gp (I), 20,000 gp (II), 35,000 gp (III), 50,000 gp (IV) Ring of Self-Sufficiency Aura moderate psychometabolism; ML 7th Slot ring; Price 10,000 gp; Weight — Description This crystalline ring continually grants the wearer a +10 competence bonus on Autohypnosis checks. Construction Requirements Forge Ring, creator must have 10 ranks in Autohypnosis; Cost 5,000 gp. Rug of Object Sliding Aura faint psychoportation; ML 1st Slot none; Price 2,000 gp (500 lbs.), 5,000 gp (2,500 lbs.), 7,400 gp (5,000 lbs.), 10,000 gp (10,000 lbs.); Weight 1/2 lb. Description This rug has a fine silver pattern woven into linen so fine it almost floats on the air. With a mental command, the rug slides itself under an object. The object seems to be much lighter to move, counting as only 1/10 its weight for purposes of dragging along the ground. The price of the rug varies based upon the maximum weight of the object the rug can slide under. Construction Requirements Craft Wondrous Item, skate; Cost 1,000 gp Setting Stones Aura varies; ML varies Slot —; Price 10,080 gp (invigoration), 29,000 gp (kenosis), 9,000 gp (power echo (3rd)), 36,000 (power echo (6th)), 81,000 (power echo (9th)); Weight — Description Setting stones function only when a character has mounted them to a psicrystal staff. Setting Stone of Invigoration: The setting stone of invigoration is a hazy garnet. Once per day this stone’s
Ultimate Psionics 423 wielder can draw power from his splinter personality embedded in the psicrystal, invigorating his powers (if his psicrystal is also mounted). This invigoration lasts for 10 minutes. While invigorated, the character gains many advantages. He gains a +2 morale bonus on saving throws, skill checks, and the difficulty class of powers he manifests; acquires +5 temporary power points, and gains +1 level to his manifester level. Moderate psychometabolism; ML 9th; Craft Wondrous Item, Overchannel, Talented, psychofeedback. Setting Stone of Kenosis: The setting stone of kenosis is a large jewel of unearthly origin. Once per day this stone’s wielder can briefly suppress a creature’s psi-like, spell-like, and supernatural abilities. To use this power, the psionic character targets the creature, who must be within 60 feet, with a scintillating purple ray from the stone. On a successful ranged touch attack, the target is locked out of using its psi-like, spell-like, and supernatural abilities for 1d4 rounds (which includes the ability of spellcasters to use their spells and psionic characters and creatures to use their powers). Power resistance can prevent this effect—the effect is as if manifest by an 17th-level manifester. Strong telepathy; ML 17th; Craft Wondrous Item, apopsi. Setting Stone of Power Echo: The setting stone of power echo is a large sapphire. Once per day this stone’s wielder can manifest any power of 3rd level or less that he manifested earlier in the same day as a free manifestation, paying no power points, but the power is not augmented. More powerful setting stones of power echo exist for echoing powers of 6th level or less (greater power echo), and 9th level or less (true power echo). Moderate (3rd and 6th) or strong (9th) psychokinesis; ML 5th, 11th, or 17th; Craft Wondrous Item, reddopsi. Construction Requirements Craft Wondrous Item, creator must have appropriate powers; Cost 5,040 gp (invigoration), 14,500 gp (kenosis), 4,500 gp (power echo (3rd)), 18,000 (power echo (6th)), 40,500 (power echo (9th)) Setting Stones Aura varies; ML varies Slot -; Price 2,500 gp (reconstruction); Weight – Description Setting Stone of Reconstruction: The setting stone of reconstruction is a small emerald. Once per day, this stone’s wielder can activate it, as long as the wielder’s psicrystal is docked and has at least 1 hit point remaining. Once the stone is activated, the psicrystal repairs 5 hit points for every round it is docked, up to a number of rounds equal to the wielder’s manifester level. Should the psicrystal be undocked, the effect immediately ends. Construction Requirements: Craft Wondrous Item, reconstruction (reconstruction); Cost 1,250 gp Shards Aura moderate psychometabolism; ML 7th Slot —; 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); Weight — Description 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. Construction Requirements Craft Wondrous Item, creator must have ranks in the specified skill at least equal to the imprinted bonus; Cost 5 gp (+1), 20 gp (+2), 45 gp (+3), 80 gp (+4), 125 gp (+5), 180 gp (+6), 245 gp (+7), 320 gp (+8), 405 gp (+9), or 500 gp (+10) Shimmering Vest Aura faint psychokinesis; ML 10th Slot body; Price 12,500 gp; Weight .5 lbs Description This vest is made of an unusual material that seems to change color and pattern constantly, causing it to be difficult to focus on the wearer of the vest. A cryptic who wears the vest is treated as if having the light-bending pattern insight. If the wearer already has the light-bending pattern insight, the duration of the benefit is increased to 1 minute per level instead of 1 round per level. Construction Requirements Craft Wondrous Item, chameleon; Cost 6,250 gp Shimmering Vest, Greater Aura moderate psychokinesis; ML 15th Slot body; Price 25,000 gp; Weight .5 lbs Description This vest functions as the shimmering vest, except if the wearer has the light-bending pattern insight, the benefits of the insight do not end if the wearer makes an attack. Construction Requirements Craft Wondrous Item, chameleon; Cost 12,500 gp Sliver Prison Aura faint telepathy; ML 7th Slot -; Price 5,000 gp; Weight 1 lb. Description This translucent ball has a thick iron grip attached to it. When touched by almost any other creature, it seems to be made from solid glass, supernaturally strong. However, when touched to a psicrystal as a melee touch attack, the glass melts around the psicrystal and imprisons it inside.
Ultimate Psionics 424 Once inside, the person holding the sliver prison can manipulate the bond of the psicrystal to more easily attack the mind of psicrystal’s master, adding +2 to the DC of any effect that allows a Will save that the wielder uses against the psicrystal’s master. Removing the psicrystal from the prison requires destroying the prison. The sliver prison has hardness of 10 and 5 hit points. Construction Requirements Craft Wondrous Item, id insinuation; Cost 2,500 gp Snatching Gloves Aura moderate psychoportation; ML 11th Slot hands; Price 20,000 gp; Weight 1 lb. Description These finely crafted gloves bear hundreds of tiny silvery hooks on their surface. Once per day, they grant the wearer the ability to mentally command one item they can see to snap to their hands. The item teleports automatically to your hand if unattended; if it is in the possession of a creature then that creature can make a DC 19 Will save to retain it. The item can weigh no more than 25 lbs., or the effect automatically fails. Construction Requirements Craft Wondrous Item, retrieve; Cost 10,000 gp Student’s Robes Aura moderate psychometabolism ML 10th Slot body; Price 13,000 gp; Weight 1 lb. Description This light garment is worn over normal clothing or armor and improves the wearer’s mental abilities. Most such robes are beige in color, with adornments of eyes or hands on a head. When this item is worn by a psion, the character’s psion level is treated as five higher for the purposes of determining his discipline abilities and the effects allowed by his discipline abilities. If the wearer has more than one discipline, he must select which discipline is improved by the robes. Construction Requirements Craft Wondrous Item, discipline class feature, Cost 6,500 gp Suffocating Collar Aura moderate telepathy; ML 11th Slot neck; Price 30,000 gp; Weight 1 lb. Description This crystal collar has no obvious means of opening. When placed near a creature’s throat, it seems almost to liquefy, flowing until it surrounds the neck entirely. The fit is tight, causing the creature some discomfort, though not enough to cause any harm or penalties. Once per day with a command, the wearer can cause all creatures within 20 feet to make a DC 17 Will save or expel all of the air in their lungs. They also lose automatic use of their lungs. Affected creatures may spend a standard action gasping for breath; otherwise they start to suffocate, as per crisis of breath. This effect lasts for one minute. The collar also starts choking the wearer for the duration of the effect on any affected creatures. He must hold his breath if he wishes to perform any action other than gasping for breath, as above. If the wearer falls unconscious or there are no affected creatures, all effects of the collar end immediately. A creature that cannot breathe can still activate the collar. Before it can be used, it needs to be attuned to the wearer for 24 hours. Construction Requirements Craft Wondrous Item, crisis of breath; Cost 15,000 gp Surge Crystal Aura Moderate telepathy; ML 7th Slot headband; Price 15,000 gp (+1), 30,000 gp (+2), 60,000 gp (+3); Weight 0.5 lb. Description While inert, this crystal looks like a tiny crysmal, only red instead of its tell-tale green color. While its long, sharp legs occasionally twitch, the crystal is not alive and does not move beyond this occasional twitch, a reaction to latent psionic fields. However, when placed against the forehead, the crystal becomes active, its “legs” digging into the forehead of the user. Insertion imposes 2 points of Constitution drain while the crystal is inserted. This Constitution drain cannot be healed until the crystal is removed. Both insertion and removal are standard actions that do not provoke attacks of opportunity. While the crystal is active, the wearer gains the ability to manifest powers with a wild surge, as a wilder with the free surge type. Different surge crystals carry different wild surge levels, and using the wild surge effect still carries the risk of psychic enervation. In addition, the wearer can activate a surge blast as a wilder of the same level, but doing so causes the wearer to suffer bleed damage equal to the level of the wild surge level of the crystal. The wearer cannot manifest a power with wild surge if their power point pool is empty. A wilder who wields a surge crystal instead increases
Ultimate Psionics 425 their wild surge by the wild surge level of the surge crystal, but does not increase the penalty from psychic enervation. Construction Requirements Craft Wondrous Item, wild surge class feature; Cost 7,500 gp (+1), 15,000 gp (+2), 30,000 gp (+3) Survivor’s Sleeping Bag Aura faint psychometabolism; ML 3rd Slot -; Price 1,400 gp; Weight 3 lbs Description While in this heavy sleeping bag, the owner suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. Any of the creature’s equipment in the sleeping bag is likewise protected. The bag doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. Construction Requirements Craft Wondrous Item, adapt body; Cost 700 gp Sycophant’s Ring Aura Faint telepathy; ML 5th Slot ring; Price 1,000 gp; Weight - Description The wearer of this simple silver band feels a strong sense of attachment and friendship to those he encounters. While wearing this ring and after having worn it for 24 hours to attune to it, the wearer does not count against the limit for any collective he is in. However, the wearer also rolls twice against any save against charm effects and the save to resist being forcibly added to a collective and takes the worse result. Construction Requirements Craft Wondrous Item, collective class feature; Cost 500 gp Synaptic Masks Aura moderate psychometabolism; ML 7th Slot head; Price 9,000 gp; Weight 1 lb. Description A synaptic mask consists of several thin leather straps that affix to the wearer’s face. Most of the wearer’s face is visible through the leather webbing. The strands that make up the mask all come together at the wearer’s left temple, where a setting is affixed. The setting contains a clamp in which owners can set various types of special stones. These masks use shards or meld stones to determine the effect granted to a character, thus ensuring that they are flexible in function. Synaptic masks have an armor class of 5, 10 hit points, a hardness of 3, and break DC of 15. Activation: Synaptic masks are always active while worn (they do not require activation). A synaptic mask confers an effect only when a shard or a meld stone rests in its setting. Without a specified stone such as a shard in its setting, the synaptic mask confers no extra abilities. Normally, using a shard is a standard action (shards telepathically reveal their command word into the minds of psionic creatures who handle them). A shard grants a temporary competence bonus on one specific skill, ranging from +1 to +10. Normally, the bonus lasts until the skill is used or 10 rounds pass, whichever comes first. Unless set in a synaptic mask, a shard disintegrates after use, even if its user doesn’t utilize the bonus. If a shard is placed in a synaptic mask setting (as a standard action), the wearer can use the shard’s skill bonus indefinitely without using up the shard. The mask preserves the shard while at the same time allowing the wearer to continuously gain the shard’s benefit. The wearer can remove the shard later to put another shard into the mask, though this results in the initial shard’s disintegration as described above. Construction Requirements Craft Wondrous Item, creator must have ranks in the specified skill at least equal to the imprinted bonus, modify matter; Cost 4,500 gp Synaptic Shards Aura varies; ML varies Slot -; Price 2,000 gp (medic), 16,000 gp (precision), 9,000 gp (shifting steps), 16,000 gp (guarded flank); Weight - Description Synaptic shards are like normal shards, but grant benefits other than bonuses to a specific skill. However, in order to work, they must be attached to a synaptic mask, but are not destroyed when removed from the mask as standard shards are. Shard of the Medic: This shard allows the wearer to take 10 on Heal checks even when in combat. Aura Faint psychometabolism; ML 5th; Craft Wondrous Item, natural healing Shard of Precision: This shard adds 1d6 points of damage to the wearer’s melee attacks when he is flanking the creature struck. This damage is precision-based damage. Aura Moderate clairsentience; ML 9th; Craft Wondrous Item, offensive prescience Shard of Shifting Steps: This shard allows the wearer to use his move action to take an additional 5 foot step, even if he has already taken a 5 foot step that round. Aura Faint psychometabolism; ML 5th; Craft Wondrous Item, hustle Shard of the Guarded Flank: This shard grants the wearer a +2 bonus to his AC against enemies that are flanking him. Aura Faint clairsentience; ML 5th; Craft Wondrous Item, ubiquitous vision Construction Requirements Craft Wondrous Item, additional powers; Cost 1,000 gp (medic), 8,000 gp (precision), 4,500 gp (shifting steps), 8,000 gp (guarded flank)
Ultimate Psionics 426 Tactician’s Chessboard Aura moderate telepathy; ML 5th Slot -; Price 8,000 gp; Weight 10 lbs. Description This finely-crafted crystal chessboard only functions when held by a creature with the collective class feature. When held, it shows the precise relative location of all collective members within 100’ and all enemies of which they are aware. The wielder can select a member of the collective and concentrate as a move action to see through that target’s eyes, gaining any of the target’s enhanced visual sensory abilities such as darkvision or low-light vision and using the target’s Perception checks. Anyone holding the wielder’s hands while using this ability similarly can see through the eyes of the target. If the members of the collective can communicate via telepathy, the wielder can attempt to use Aid Another to assist the target. These effects are active as long as the wielder maintains concentration as a move action. A vitalist that is able to use Steal Health as a range attack may make such attacks from the selected member’s square instead of from his own; this provokes attacks of opportunity from enemies adjacent to the vitalist himself, not the selected square. A tactician that holds the chessboard treats his Charisma score as being two points higher when determining how long his strategies last. Construction Requirements Craft Wondrous Item, sense link; Cost 4,000 gp Third Eyes Aura varies; ML varies Slot eyes; Price 10,000 gp (aware), 120,000 gp (conceal), 10,000 gp (concentrate), 120,000 gp (dominate), 7,200 gp (energy ray), 112,000 gp (expose), 10,000 gp (gather), 8,000 gp (penetrate), 10,080 gp (powerthieve), 43,200 gp (repudiate), 24,000 gp (sense), 9,000 gp (talented), 10,180 gp (view); Weight — Description 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 Perception checks. Moderate clairsentience; ML 7th; Craft Wondrous Item, creator must have 10 ranks in Perception. 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 barred mind power. Strong telepathy; ML 15th; Craft Wondrous Item, barred mind. Concentrate: This kind of third eye continually grants the wearer a +10 competence bonus on concentration checks. Moderate telepathy; ML 10th; Craft Wondrous Item. Dominate: The wearer of a third eye dominate can attempt to dominate a subject as with the power mind control, augmented to target any creature type it can affect, once per day (save DC 18). Strong telepathy; ML 15th; Craft Wondrous Item, mind control. Energy Ray: This third eye allows the wielder to fire bolts their active energy type at a target within 30 ft. as a ranged touch attack three times per day. The bolt deals 5d6 points of damage of the wearer’s active energy type; if the energy type is sonic, it instead deals 5d3 points of damage. Faint psychokinesis; ML 5th; Craft Wondrous Item, energy ray. Expose: The wearer of this kind of third eye always knows when someone lies directly to him. Strong telepathy; ML 15th; Craft Wondrous Item, bend reality. Gather: This kind of third eye continually grants the wearer a +10 competence bonus on Diplomacy checks made to gather information. Moderate clairsentience; ML 7th; Craft Wondrous Item, creator must have 10 ranks in Diplomacy. 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 Wondrous Item, bend reality. 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 Wondrous Item, thieving mindlink. 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 Wondrous Item, dispel psionics. Sense: The wearer of this kind of third eye can manifest clairvoyant sense at will. Faint clairsentience; ML 3rd; Craft Wondrous Item, clairvoyant sense. Talented: This third eye must be worn for 24 hours before its powers take effect. When worn by a non-psionic creature, it grants the user the Wild Talent feat and one psionic talent. The talent granted is determined at the time the third eye is created and cannot be changed. When using the talent, the wearer’s manifester level is always treated as 1. When worn by a psionic creature, the third eye talented instead grants the user the benefit of the Psionic Talent feat, and the psionic talent. The manifester level for the talent is the wearer’s character level. This item does not let a creature meet any prerequisites for feats or prestige classes it does not already meet, such as those requiring a power point pool, a manifester level, or the ability to manifest powers. Faint telepathy; ML 5th;
Ultimate Psionics 427 Craft Wondrous Item, talent in the item. 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 Wondrous Item, remote viewing. Construction Requirements Craft Wondrous Item, creator must have ranks in appropriate skills or additional powers; Cost 5,000 gp (aware), 60,000 gp (conceal), 5,000 gp (conceal), 60,000 gp (dominate), 3,600 gp (energy ray), 56,000 gp (expose), 5,000 gp (gather), 4,000 gp (penetrate), 5,040 gp (powerthieve), 21,600 gp (repudiate), 12,000 gp (sense), 4,500 gp (talented), 5,090 gp (view) Torc of Free Will Aura faint telepathy; ML 3rd Slot neck; Price 6,000 gp; Weight 2 lbs. Description 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). Construction Requirements Craft Wondrous Item, brain lock; Cost 3,000 gp Torc of Interrogation Aura faint telepathy; ML 5th Slot neck and headband (see text); Price 20,000 gp; Weight 2 lbs. (torc), -- (headband) Description This torc and matching headband bear the image of an eye weeping tears. The torc is placed on a creature to be questioned (this requires a successful combat maneuver check to grapple if the target is unwilling and not helpless), while the headband is worn by the character who will be the questioner. The headband grants the wearer a +10 circumstance bonus on Intimidate and Sense Motive checks made against the wearer of the torc. In addition, if the torc wearer lies, he must make a DC 14 Will save on each new lie or suffer 2d6 points of nonlethal damage as his body is wracked with pain. Each saving throw made (successful or not) inflicts a cumulative -1 penalty on further saves, as the target’s will breaks down. Construction Requirements Craft Wondrous Item, inflict pain, read thoughts; Cost 10,000 gp Torc of Leech Freedom Aura faint telepathy; ML 5th Slot neck; Price 12,000 gp; Weight 2 lbs. Description 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. Construction Requirements Craft Wondrous Item, power leech; Cost 6,000 gp Torc of Power Preservation Aura strong clairsentience; ML 15th Slot neck; Price 36,000 gp; Weight 2 lbs. Description 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). Construction Requirements Craft Wondrous Item, bend reality; Cost 18,000 gp Warrior’s Bracers Aura moderate psychometabolism ML 12th Slot wrist; Price 15,000 gp; Weight - Description These leather bands grant the wearer access to a specific warrior path, as long as the wearer has the warrior’s path class feature. If the wearer has already chosen the warrior path of the bracers, his psychic warrior level is treated as four higher for the purposes of the path’s trance and maneuver. If the wearer has not chosen the path of the bracers, three times per day for one minute per use, the character is treated as if having the warrior path granted by the bracers for the purposes of the path’s trance and maneuver. The wearer may still only have one warrior path trance active at any time unless using the pathweaving class feature. If the character does not have the warrior’s path class feature, he gains no benefit. Construction Requirements Craft Wondrous Item, warrior’s path class feature, Cost 7,500 gp Warrior’s Scabbard Aura faint clairsentience; ML 5th Slot none; Price 1,000 gp; Weight 1 lb Description When the wearer of this scabbard draws his sheathed weapon and is maintaining psionic focus, he gains a +1 insight bonus on attack rolls made with that weapon for 1 turn.
Ultimate Psionics 428 Construction Requirements Craft Wondrous Item, offensive precognition, Cost 500 gp Warblade Staff Aura moderate telepathy; ML 9th Slot -; Price 16,000 gp; Weight 5 lbs. Description This modified psicrystal staff grants all the normal benefits of the psicrystal staff, but in addition, when the psicrystal is docked, the staff can be transformed into a crystal blade or back to a staff as a move action that does not provoke attacks of opportunity. When in crystal blade form, the warblade staff deals damage as a bastard sword and can be wielded either one-handed or two-handed, at the wielder’s discretion. The wielder is always considered to be proficient with the crystal blade. The warblade staff is made of deep crystal, and so can be charged with power points as any deep crystal weapon. In addition, the wielder may deliver touch attacks with melee attacks when in crystal blade form. The warblade staff can be enchanted as if a masterwork weapon, allowing both the staff and bastard sword forms to be enchanted separately, but only one end of the staff. Unlike a normal psicrystal staff, the warblade staff cannot have companion stones. The warblade staff has the same hardness and hit points of a standard psicrystal staff. If the staff is sundered while a psicrystal is docked, the psicrystal undocks unharmed. Construction Requirements Craft Wondrous Item, Craft Magic Arms and Armor, Psicrystal Affinity, mindlink, Cost 8,000 gp Warblade Staff, Greater Aura moderate telepathy; ML 11th Slot none; Price 20,000 gp; Weight 5 lbs. Description This improved version of the warblade staff has the additional ability to allow the wielder to generate a blast of light and energy by spending power points and expending psionic focus when the warblade staff is in crystal blade form. The blast deals 1d8 points of damage for every 2 power points spent; affected creatures with light sensitivity are dealt double damage. The blast is a burst effect centered on the wielder, with a radius of 20 feet and allows a Reflex save for half damage (DC 13 + 1/2 the number of power points spent). The wielder is immune to this effect. Construction Requirements Craft Wondrous Item, Craft Magic Arms and Armor, Psicrystal Affinity, energy burst, mindlink, Cost 10,000 gp Wooden Shirt Aura moderate psychometabolism; ML 9th Slot body; Price 32,760gp; Weight 3 lbs. Description Most often worn under armor, this shirt looks to be made from wood, yet it is supple and flexible like any typical textile. Once per day, the wearer can transform his skin into bark, gaining the effects of the oak body power for 9 minutes. Construction Requirements Craft Wondrous Item, oak body, Cost 16,380 gp CURSED PSIONIC ITEMS Psionic items, like magical items, can come with curses. Below are new curses for psionic items. d% Curse 01-33 Backfire 34-66 Exhausting 67-100 Subversive 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 (chosen randomly), but it instead drains the user of the amount of power points needed to manifest the power 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. Specific Cursed Item Reverse Capacitor Aura strong telepathy; ML 15th Slot none Weight 1 lb. Description 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.
Ultimate Psionics 429 PSIONIC ARTIFACTS Artifacts are extremely powerful. Rather than merely another form of magical equipment, they are the sorts of legendary relics that whole campaigns can be based on. Each could be the center of a whole set of adventures—a quest to recover it, a fight against an opponent wielding it, a mission to cause its destruction, and so on. Unlike normal psionic items, artifacts are not easily destroyed. Instead of construction information, each artifact includes one possible means by which it might be destroyed. Artifacts can never be purchased, nor are they found as part of a random treasure hoard. When placing an artifact in your game, be sure to consider its impact and role. Remember that artifacts are fickle objects, and if they become too much of a nuisance, they can easily disappear or become lost once again. Minor Artifacts Minor artifacts are not necessarily unique items, Instead, they are psionic items that no longer can be made, at least by common mortal means. SUTRA OF TRANQUIL THOUGHT Aura strong telepathy; ML 20th Slot none; Weight 3 lbs. Description This monastic tome describes ancient techniques of mental focus and is highly prized by psionic practitioners. If a psionic character who is not evil studies the work during one week of solitary contemplation, he gains 17 bonus power points and experience points sufficient to place him halfway into the next level of experience. Those who use their powers for evil are punished for their impertinence in defiling the book; they are permanently drained of 1d4+1 points of Constitution and must atone (via the atonement spell) in order to gain any further experience. In addition, an evil psionic reader must make an immediate DC 15 Will save or become permanently confused as if affected by the psychosis power. Only psychic chirurgery or similarly extreme measures can restore sanity. The minds of nonpsionic beings are too clouded to benefit from the secrets of this book. To anyone without psionic aptitude, the book’s pages appear to contain nothing but elaborate patterns and drawings of mysterious beings. Once it is read, the book vanishes into the Astral Plane to an unknown destination. Even if it is found again, the same character cannot benefit twice from perusing its contents. DESTRUCTION The Sutra of Tranquil Thought is destroyed if it is read on a secret location on the Astral Plane. Major Artifacts Major artifacts are unique items—only one of each such item exists. They are difficult to find and dangerous to handle, but once found, are often even more difficult to destroy. A major psionic artifact has only a single, specific means of destruction. Annulus Aura strong psychoportation and telepathy; ML 20th Slot none; Weight — Description This artifact is the ultimate psionic nullifier. Forged to keep enemies of vast psionic power at bay, the Annulus is an artifact that any psionic being should fear. It has been forgotten in the modern age, and merely finding it would precipitate a great upheaval across the planes. The Annulus is a 1-foot-diameter ring of silvery material. Tiny slots, antennae, spheres, and other intricate projections decorate the exterior of the hoop; however, two smoothed lengths of the ring provide an adequate surface for grasping the item. The Annulus has several powers, all of which require a wielder to tightly grasp the ring with at least one hand. When it is first grasped, knowledge of the artifact’s powers immediately flood the wielder’s mind. The wielder can access all powers of the Annulus at manifester level 20th. The Annulus generates a continuous catapsi effect within a 100-foot-radius of the wielder (who is unaffected). The wielder gains a +4 enhancement bonus on any attempt to resist an effect that deals ability damage. Once per day, the wielder can trigger ultrablast as a standard action. Three times per day, as a standard action, the wielder can trigger an effect similar to wrench that affects all creatures in a 50-foot radius. The primary power of the Annulus, however, is psionic nullification. Once per year, the wielder can trigger this effect as a special action requiring 10 rounds of continuous concentration to complete. The wielder specifies a target or targets within a 100-foot radius, ranging from a specific psionic individual or item to a group of psionic beings that share the same philosophy. The nullification effect is accompanied by blasts of light, heat, and sound from the Annulus. Nonpsionic creatures and items are unaffected, as are nontargeted beings, but any psionic target—regardless of any protection it may possess—disintegrates in a terrific explosion. Nothing is left but floating dust. Destruction It is relatively easy to nullify a single target or a small group of targets, but nullifying a more powerful being (such as a demigod or greater entity) or another major artifact taxes the Annulus to its limits. If it is used to nullify a more powerful being or another major artifact, the Annulus succeeds but is destroyed in the process and cannot be retrieved by any means. Psicrown of the Crystal Mind Aura strong (all disciplines); ML 20th Slot head; Weight — Description An elaborate crystalline psicrown etched with strange designs, this exceptional psicrown is so invested with power that it is considered an artifact. The power points in the Psicrown of the Crystal Mind can be used to manifest any of the following powers at manifester level 20th (or at the wearer’s manifester level if
Ultimate Psionics 430 it is higher than 20th). Burst Catfall Concealing amorpha, greater Concussion blast Detect psionics Far hand Float Mind control Mindlink Inertial barrier Telekinetic force Telekinetic maneuver Telekinetic thrust Psychoport Telepathic lash Thicken skin True metabolism The wearer of the Psicrown of the Crystal Mind also gains power resistance equal to 10 + his manifester level. The Psicrown of the Crystal Mind has 1,000 power points when discovered. Anyone who dons the crown instantly knows the number of power points it has at the current time. The crown recharges itself, gaining back 1 power point per day if it currently has fewer than 1,000 points. Description As a special one-time use of the psicrown, the wearer can channel all the remaining charges in the psicrown into an uncontrolled burst of energy. The wearer triggers this use as a standard action. All within 20 feet of the wearer take hit points of damage equal to half the power points left in the crown (Reflex DC 18 half). The wearer inhabits a tiny eye of calm at the center of the destruction and is unharmed, but the psicrown is reduced to a burned-out cinder. Creating Psionic Items To calculate the costs involved in creating a psionic item, refer to Magic Item Creation in the Core Rulebook. Although that information deals with magic items, the price formulas presented there are identical to those for psionic items. Creating psionic armor and psionic weapons is almost identical to the requirements for creating magic armor and magic weapons. Creating Dorjes To create a dorje, a character needs a small supply of materials, the most obvious being a chunk of crystal or the crystal shards of the dorje to be carved from or assembled. The cost of the materials is subsumed in the cost of creating the dorje—375 gp × the level of the power × the level of the manifester. Dorjes are always fully charged (50 charges) when created. Alternatively, if you want to have a higher manifester level in the dorje, you must pay for the dorje as if the power was one level higher for each additional two manifester levels you want. For example, energy missile is a 2ndlevel kineticist power with a minimum manifester level of 3rd. If you wanted to make a dorje of energy missile with a manifester level of 8th (five higher than the minimum), you would pay for the creation of the dorje as if energy missile was a 5th-level power. If an augmentable power is incorporated into a dorje at a higher manifester level than the minimum level required to manifest the power, each discharge of the power from the dorje is augmented to the limit of that higher manifester level. The creator must know the power or powers to be imprinted in the dorje (or must have the power available in some other form). The act of working on the dorje costs a number of power points per day equal to the power point cost of the power that is being embedded in the crystal of the dorje. Crafting a dorje requires one day for each 1,000 gp of the base price. Item Creation Feat Required: Craft Wand. Skill Used in Creation: Spellcraft, Craft (jewelry), or Craft (sculptures). Creating Power Stones To create a power stone, a character needs a supply of incense and fine etching tools, the cost of which is subsumed in the cost of encoding the power stone—12.5 gp × the level of the power × the level of the manifester. All materials used to imprint a power stone must be fresh and unused. A character must pay the full cost for encoding each power stone no matter how many times she previously has imprinted the same power. Alternatively, if you want to have a higher manifester level in the power stone, you must pay for the power stone as if the power was one level higher for each additional two manifester levels you want. For example, energy missile is a 2nd-level kineticist power with a minimum manifester level of 3rd. If you wanted to make a power stone of energy missile with a manifester level of 8th (five higher than the minimum), you would pay for the creation of the power stone as if energy missile was a 5th-level power. If an augmentable power is incorporated into a power stone at a higher manifester level than the minimum level required to manifest the power, when the power is manifested from the power stone, it is augmented to the limit of that higher manifester level. The creator must know the power or powers to be imprinted in the power stone (or must have the power available in some other form). The act of encoding triggers the power as if it had been manifested, costing the character an appropriate number of power points. Power stones which cost 250 gp or less require only 2 hours to create. Encoding a power stone with a cost over 250 gp requires one day for each 1,000 gp of the base price (or fraction thereof). Item Creation Feat Required: Scribe Scroll. Skill Used in Creation: Spellcraft, Craft (jewelry), or Craft (sculptures). Creating Psicrowns To create a psicrown, a character needs a supply of materials, the most obvious being a circlet, crown, or the pieces of the crown to be assembled. The cost of the materials is subsumed in the cost of creating the psicrown. The cost varies depending on the type of psicrown being created: Lesser, Greater, or True. Lesser psicrowns cost 100 gp × the level of the power × the level of the manifester for each power stored in the psicrown. Greater psicrowns cost double the cost of lesser psicrowns (200 gp x the level of the power x the level of the manifester for each power stored in the psicrown), and true psicrowns cost double the cost of greater psicrowns (400 gp x the level
Ultimate Psionics 431 of the power x the level of the manifester for each power stored in the psicrown). Psicrowns are always created with full power points and have a maximum number of power points equal to ten times the psicrown’s daily recharge rate. The type of a specific psicrown determines its daily recharge rate: 1/3 psicrown’s manifester level (round down) for lesser, 1/2 psicrown’s manifester level (round up) for greater, and equal to psicrown’s manifester level for true. If the manifester level of the psicrown is higher than the minimum manifester level needed to manifest the highest level power stored in the psicrown, you must pay for the psicrown as if the highest-level power is one level higher for each additional two manifester levels. The minimum manifester level for a psicrown is 8th for lesser, 11th for greater, and 14th for true. The creator must know the power or powers to be imprinted in the psicrown (or must have the power available in some other form). The act of working on a psicrown costs a number of power points per day equal to the cost of manifesting each of the powers associated with the psicrown once per day. Crafting a psicrown requires one day for each 1,000 gp of the base price. Item Creation Feat Required: Craft Staff. Skill Used in Creation: Spellcraft, Craft (jewelry), or Craft (sculptures). Creating Psionic Tattoos The creator of a psionic tattoo must have a patch of uncovered skin free of hair and fur, and at least a few containers in which to mix dyes. In addition, he needs special materials, usually to create dyes. The costs for materials and dyes are subsumed in the cost for scribing the psionic tattoo— 25 gp × the level of the power × the level of the manifester. All ingredients and materials used to scribe a psionic tattoo must be fresh and unused. The character must pay the full cost for scribing each psionic tattoo. (Economies of scale do not apply.) The cost of a crawling tattoo varies from that of a regular psionic tattoo —50 gp × the level of the power × the level of the manifester. The user of the psionic tattoo is both the manifester and the target; therefore, powers that target another creature cannot be stored in psionic tattoo form. Powers with a range of personal can be made into psionic tattoos, but they cost double the price of standard psionic tattoos unless they are psychometabolism (healing) powers. The creator must know the power to be placed in the psionic tattoo (or must have the power available in some other form). The act of scribing triggers the power as if it had been manifested, costing the character an appropriate number of power points. Scribing a psionic tattoo which costs under 250 gp requires 2 hours to create. Scribing a psionic tattoo which cost more than 250 gp requires one day. Item Creation Feat Required: Scribe Tattoo. Skill Used in Creation: Spellcraft, Craft (calligraphy), Craft (paintings), or Profession (Scribe). Creating Universal Items To create a universal item, a character usually needs some sort of equipment or tools to work on the item. He also needs a supply of materials, the most obvious being the item itself or the pieces of the item to be assembled. The cost for the materials is subsumed in the cost for creating the item. Universal item costs are difficult to formularize. Refer to Table: Estimating Magic Item Gold Piece Values and use the given item prices as a guideline. Creating an item costs half the market value listed. If powers are involved in the prerequisites for making the item, the creator must know the power to be placed in the item (or must have the power available in some other form). The act of working on the item requires a payment of power points appropriate to the power or powers associated with the item during each day of the item’s creation. Crafting a universal item requires one day for each 1,000 gp of the base price. Item Creation Feat Required: Craft Wondrous Item. Skill Used in Creation: Spellcraft or an applicable Craft or Profession skill check. Special Psionic Materials In addition to psionic items with imbedded powers, some substances have innate special properties. Crystal, Deep: Deep crystal is crystal of above-average quality found at the hearts of large veins or deposits of mundane crystal (see below). Deep crystal is renowned for its strength and its psionically resonant nature. Mundane crystal is used for many items of psionic manufacture, such as dorjes, power stones, and psicrystals. Deep crystal is a better grade. While a weapon made of deep crystal is no different from a mundane crystal weapon for a nonpsionic character, a psionic wielder of a deep crystal weapon can focus psionic power through it, increasing the damage that weapon deals. As a free action that does not provoke attacks of opportunity, the wielder can channel psionic power into a melee weapon or ranged weapon made of deep crystal. For 2 power points, the deep crystal weapon deals an extra 2d6 points of damage. The weapon will stay charged for 1 minute or until it scores its next hit. Bows, crossbows, and slings bestow this power on their ammunition. All missile weapons lose this effect if they miss. However, they may be recovered and charged again. Any weapon made of deep crystal costs 1,000 gp more than its noncrystal counterpart. Any item could potentially be made out of deep crystal. Because deep crystal armor is considered to be made out of metal, druids cannot wear it. Deep crystal has 30 hit points per inch of thickness and a hardness of 10. Crystal, Mundane: Mundane crystal can be used in place of metal in weapons or armor, using a special forging process. The fortified crystal possesses the properties of a similar masterwork steel weapon or armor, except for visual appearance. Weapons and armor made of mundane crystal cost the same amount to make as their masterwork counterparts. Any item could potentially be made with mundane crystal. Because mundane crystal armor is considered to be made out of metal, druids cannot wear it. Mundane crystal properly forged has 25 hit points per inch of thickness and a hardness of 8.
Ultimate Psionics 432 LEGENDARY ITEMS Although most adventurers eventually have powerful weapons, armor, and items that grant them special abilities and the might to vanquish the toughest of foes, it is normal in the Pathfinder Roleplaying Game that characters will replace their gear as stronger or better-suited options are found in the treasure hordes of slain foes or crafted by the party artificer. This sort of behavior, however, does not allow for the sort of stuff of legends where a hero of old carries a trusty sword their entire career. Instead, characters who keep family heirlooms are often weaker than their counterparts who do not hold to sentimentality. Legendary items are meant to bridge this gap, growing in power as the wielder gains in levels, unlocking new abilities as the campaign progresses. In this fashion, the item can be given to a character early in their career without giving them a powerful artifact that makes encounters trivial. Presented in this section are ten legendary items, presented in a standard format, with the background and description of the item first, then requirements to attune to the item, and finally the abilities the item grants as the character gains in levels. Legendary Item Rules Legendary items follow a standard format and set of rules, as detailed below. • Legendary armor, shields, or weapons have a base legendary value which is usually a +1 enhancement bonus, such as a +1 shield, available even if the wearer is not attuned. • For all other legendary items, the legendary item has a base item ability that the wearer can use even if he does not meet the requirements • Each legendary item has requirements necessary to attune it to the wearer. • If by 4th level for armor, shields, and weapons, or 5th level for all other legendary items, the wearer of the legendary item has met the requirements needed to attune the item, it increases in power to its second item level. • Increasing a legendary item’s power level occurs automatically once the wielder has gained the required wielder minimum level and is attuned to the item. For armor, shields, and weapons, this is every two character levels, and for all other legendary items, for every five character levels. • Any psi-like abilities gained through the use of the legendary item are based on the wearer’s highest mental characteristic (Int, Wis, or Cha). • The manifester level for any effects of the item are based on the wearer’s total Hit Dice. • Only one owner can be attuned to a legendary item at any one time. If the owner dies or loses the item for more than a year and one day or intentionally parts with it, the item is free to become attuned to another. • A character can only be attuned to one legendary item at a time. Bonus Feats Many of the legendary items presented grant bonus feats. Unless otherwise noted, these bonus feats remain in effect as long as the owner is physically wearing the item. The wearer does not need to meet the prerequisites for these bonus feats. CROWN OF CHAOS The terrifying and brief reign of Magdylyne, the Queen of Chaos, is a dark secret that many noble houses have sought to bury for generations. Such is the effort spent rewriting history that there are few today that even know to which house she belonged. Raised in the nobility, Magdylyne was a child prodigy, excelling equally in the fields of music, art and poetry, as well as political decorum, history and military strategy. Her parents had no sons, so Magdylyne acted as a surrogate, raised to take over command of her house when she came of age. But there were whispers that she had more than simple mortal talent on her side; that her parents had made an infernal pact to grant her beauty and skill. The truth came out at her sixteenth birthday- her gifts were not devilry, but instead she possessed a keen talent of the mind. Over time she developed as a talented wilder, her natural gifts translating into tremendous psionic power. A spoiled childhood left her bitter but ambitious as her house experienced a meteoric political rise to power. It had been obvious to most that one day Magdylyne would be queen, but no one expected the swiftness of her coup. On her twenty-first birthday, Magdylyne appeared at court wearing a delicate crystal crown that twisted and writhed atop her head. She lashed out with bolts of psionic fury, reducing the old regime’s most prominent members to ashen husks. No retaliatory attacks could touch her; as she walked through the room, any attacks made against her would twist away at the last moment or be intercepted by seemingly random events. In a few minutes of utter chaos, Magdylyne had taken the throne and bent a kingdom to its knee. Her reign was not to last, however. The surviving nobility banded together and formulated a plan with layers of contingencies and redundancies. It took six months and nearly a score of attempted assassinations before one finally succeeded, ending the reign of the self-proclaimed queen of chaos. It took nearly a century before the instability she created had normalized, and her crown was never recovered. Requirements To successfully wield the Crown of Chaos to its fullest potential, a character must fulfill the following requirements. Alignment: Any non-lawful Feats: Overchannel Skills: Bluff 5 ranks Special: A character with the wild surge class feature does not need Overchannel
Ultimate Psionics 433 Crown of Chaos Item Level Wielder Minimum Level Abilities 1 - Lesser psicrown of force and fire 2 5 Power surge 3 10 Good fortune 4 15 True psicrown of force and fire 5 20 Shroud of chaos Greater Psicrown of Force and Fire: The Crown of Chaos is always treated as a greater psicrown of force and fire (see above). However, unlike a standard psicrown, the wearer of the Crown of Chaos treats all powers in the psicrown as if they were on their class power list. If the power is on multiple class power lists, use the lowest level. Power Surge (Su): At item level 2, whenever the wearer manifests a power, she can use the power of the crown to augment her powers instead of paying from her reserve. She must expend the power points to manifest the power normally, but any augmentations can be drawn from the crown. The wearer still cannot exceed her normal manifester level limit on power points spent on the manifestation. This power comes at a price: the wearer suffers 1d6 points of nonlethal damage for each power point spent by the crown. Good Fortune (Ex): Upon reaching item level 3, the wearer of the Crown of Chaos gains fortuitous luck. Once per day, on a skill check, attack roll, ability check or saving throw, she can roll twice and choose the better result. She must decide before making the roll to use this ability. True Psicrown of Force and Fire: At item level 4, the Crown of Chaos is treated as a true psicrown of force and fire (see above). In addition, the wearer can as a free action command the Crown of Chaos to recharge itself once per day, recharging 14 power points. This recharging ability cannot be used if the wearer has already recharged another psicrown that day and he cannot later that day recharge a different psicrown. Shroud of Chaos (Su): Upon reaching item level 5, the wearer gains the ability to wrap herself in a shroud of chaotic energy as a swift action. While the shroud is active, ranged attacks made against the wearer suffer a 20% miss chance. Additionally, any creature except the wearer making a skill check or saving throw within 30 feet of the wearer must roll 2 dice and choose the worse result. This effect lasts for one minute and can be used once per day. DANCING ROBES OF SHARATWAN Sharatwan, known as the Peace Bringer, was respected not for her exceptional ability on the battlefield, but for her preference to try to reach peaceful solutions instead of resorting to conflict and bloodshed. Yet despite her predeliction for non-violent solutions, Sharatwan believed in ferociously defending her people from aggressors if the peace was breached and set about enforcing peace through force as a last resort. The Peace Bringer was said to always be the first to approach under the flag of a truce, yet the last person a commander wanted to face in battle. The stories tell that Sharatwan the Peace Bringer was a whirling dervish in combat, her unusual dancing gown cutting the air in a blur of faintly-glowing cloth as she moved about the field faster than the eye could follow. Legends claim her hands became lances of light that struck down all the enemies around her and even devastated leaders from afar. When she raised her hands, aglow with her inner power, high into the air, it was her sign to all enemies to negotiate a peace or face the deadly consequences of battle against her and her allies. For years, Sharatwan’s diplomatic nature combined with the warning light of her hands were able to avoid countless conflicts, while her deadly skills on the battlefield helped to end those few that did occur. Eventually, Sharatwan was betrayed and killed by those she thought of as allies, but who viewed her as a threat to their power. Yet even in her death, it is said that her hands shone in a light that infused her robes and enveloped anyone who donned the garment and understood that the time for combat was only after the time for negotiations. Requirements To successfully wield the Dancing Robes of Sharatwan to its fullest potential, a character must fulfill the following requirements. Mind Blade: Ability to form two mind blades Feats: Two-Weapon Fighting, Weapon Finesse Skills: Diplomacy 4 ranks, Intimidate 4 ranks Dancing Robes of Sharatwan Item Level Wielder Minimum Level Abilities 1 - +1 Dancing robes 2 4 Speed of Thought 3 6 Hands alight 4 8 +2 Dancing robes 5 10 Twin strike
Ultimate Psionics 434 6 12 Physical acceleration (3/day) 7 14 +3 determination dancing robes 8 16 The Price of Peace 9 18 Energized blades 10 20 +4 determination dancing robes Dancing Robes: The Dancing Robes of Sharatwan may look like a gown for a party, but are specially toughened fabric and are treated as masterwork padded armor to determine the armor bonus to AC, maximum dexterity bonus, and arcane spell failure chance. Speed of Thought: Once the Dancing Robes of Sharatwan has had the 2nd armor level reached, the wearer gains Speed of Thought as a bonus feat. Hands Alight (Su): Starting at the 3rd item level, the wearer of the Dancing Robes of Sharatwan can wreath her hands in light as a free action, which grants a +2 circumstance bonus on Intimidate checks, but the wearer fails any Stealth check against a creature with vision. This light does not otherwise alter her attacks or any other abilities, but does give off light as a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this has no effect. The color of the light is chosen by the wearer. The effect lasts until it is dismissed; dismissing the effect is a free action. Twin Strike: Upon reaching the 5th item level, the wearer of the Dancing Robes of Sharatwan gains the Twin Strike blade skill as a bonus blade skill. This blade skill is only available while wearing the Dancing Robes of Sharatwan. Physical Acceleration (Ps): At the 6th item level, the wearer of the Dancing Robes of Sharatwan gains the ability to use physical acceleration as a psi-like ability three times per day. The Price of Peace (Su): If the wearer of the Dancing Robes of Sharatwan attempts to use Diplomacy on a creature that then attacks her, that creature must make a Will save (DC 10 + 1/2 character level + Charisma modifier) or be shaken for a number of rounds equal to the wearer’s Charisma modifier. Energized Blades (Su): Upon achieving armor level 9, the wearer of the Dancing Robes of Sharatwancan can charge her mind blades with electricity. Activating or deactivating this ability is a free action. While this ability is active, the wearer’s mind blades deal electricity damage instead of physical damage and as such are not subject to damage reduction, but are subject to electricity resistance, immunity, or vulnerability. DISRUPTOR Thiroc was born into a family who viewed psionic energy and wielders of it as abominations who were cursed and must be destroyed. It was to their dismay that they discovered Thiroc was naturally gifted with psionics, for he discovered he could shape a blade from only his own internal energy. But rather than kill their child, Thiroc’s parents viewed this as an opportunity to strike at the cursed psionic creatures that seemed to be everywhere. So it was that Thiroc was trained from an early age in the use of his mind blade, wielding the sword and learning how to sense those who had psionic talent. Thiroc was taught that his abilities were magical, a gift from the gods to strike down these aberrations of nature who wielded psionic power. And that was exactly what Thiroc did, hunting down and killing those individuals who studied and wielded psionic power. As his skills grew, Thiroc faced stronger and more skilled manifesters, and found that his opponents were more unpredictable and powerful. To protect himself, Thiroc had a special shield crafted that channeled the energy of his mind blade and could block the psionic attacks that he faced from his enemies. It was said that Thiroc could not be struck by psionic energy as long as he was wielding his shield Disruptor and Thiroc became a feared predator among the manifesters of his time. Legend says that Thiroc was stopped not by a manifester or old age, but by a single stray arrow, and that the dreaded Mind Slayer was finally defeated not by the strongest wielders of psionic energy, but simply by bad luck. What happened to Thiroc’s special shield, Disruptor, is unknown, leading his followers to scour the world for the tool that will help them stop those who wield psionic energy. Requirements To successfully wield Disruptor to its fullest potential, a character must fulfill the following requirements. Soulknife Blade Skill: Mind Shield Feats: Shield Focus Skills: Knowledge (psionics) 4 ranks Disruptor Item Level Wielder Minimum Level Abilities 1 - +1 crystalline shield 2 4 Detect psionics 3 6 Evasion 4 8 Block ray 5 10 +2 crystalline shield 6 12 Power resistance 7 14 Improved evasion 8 16 Absorb energy 9 18 +3 crystalline shield 10 20 Nullify power Crystalline Shield: Disruptor is a crystal grip that is fashioned to resemble a shield made of crystal. It functions as a standard crystal gripPE. Detect Psionics (Ps): The wielder of Disruptor can use detect psionics as a psi-like ability at will as long as he is holding Disruptor. Evasion (Ex): The wielder of Disruptor gains Evasion as a rogue equal to his character level. Block Ray (Ex): Starting at item level 6, the wielder of Disruptor adds the shield bonus to his AC against any ray effects that target him. Power Resistance (Su): Once Disruptor has reached item level 6, the wielder gains power resistance equal to 12 + character level while wielding Disruptor. Improved Evasion (Ex): The wielder of Disruptor gains Improved Evasion as a rogue equal to his character level.
Ultimate Psionics 435 Absorb Energy (Su): Starting at item level 8, the wielder of Disruptor can use the crystal shield to absorb energy from powers manifested against him and convert that energy into harmless light. The wielder can choose to use this ability at the time the effect occurs. Disruptor can absorb up to 5 power points of effects per class level the wielder possesses per day. If the effect to be absorbed cost more power points than are remaining to be absorbed, this ability cannot be used on that effect. For example, if Disruptor is wielded by a 17th level soulknife, it can absorb up to 85 power points worth of effects per day. If it has already absorbed 80 power points and the wielder was targeted by an effect that cost 6 power points, the effect could not be absorbed. Effects that do not cost power points, such as spells, are not absorbed. Psi-like abilities are treated as if they cost the creature’s effective manifester level in power points, even if the creature did not spend any power points. Effects that target an area, such as energy ball are only absorbed for the portion that would target the wielder of Disruptor; the remaining area is still affected normally. Nullify Power (Su): At item level 10, Disruptor allows its wielder to negate psionic effects entirely. As a free action, Disruptor’s wielder can make a dispel psionics attempt against any harmful power or effect that would affect him, including targeting psionic weapons used to attack him. The manifester level of the dispel psionics check is equal to the wielder’s character level. After being used, this ability cannot be used again for two rounds. DISSONANCE, WIND OF THE MIND When a heavy amethyst meteorite pierced the crust of the world and hit the camp of drow enslaved by the intellect devourers of XaaTil Knok, they saw it as a portent of their freedom. Their warlocks recognized the strange properties of the crystal and immediately sought to build a weapon that would help them cast off the shackles of their oppressors. They had few tools to work with, chipping away with the edges of manacles and drilling with simple tools. Over time, they created a pair of spheres that punished the mental energies of their vicious overlords. When the heads were finally completed, the drow had only one warrior healthy enough to be worthy of such a weapon: the graceful gladiator Kiern. Using the remnants of manacles from the hewn hands of lesser warriors, a glorious weapon was made with twin crystal balls at either end of a ten-foot chain. As the crystals spun in the air, they emitted a terrifying shriek which made concentration nearly impossible and rendered the psionic monsters helpless. As the spheres built up momentum, Kiern battered his foes’ weapons aside with winds of psionic energy. Armed with his whistling weapon, Kiern quickly fought off the guards and won freedom for himself and his people. But seldom is a drow’s tale this simple or altruistic. Kiern won his own freedom, but fled as the intellect devourers retaliated to suppress the insurgence. Rumors of his exploits have spread through the underworld, weaving a glorious tale of bloodshed, destruction, and death. In every story he is accompanied by a cacophonous song, and through its discord he brings a harmony of unity in death. Recently tales have trickled though that Kiern has finally been silenced – some say ambushes in the dead of night, others pitfalls impossible to avoid, or mental afflictions impossible to ignore. There is a terrible thread of truth that runs through these most recent tales, something too similar to be ignored pointing to the demise of the wielder of the chain with crystal spheres. It is possible that the famous weapon has been found by another, but by whom remains to be seen. This heavy chain has two heavy, violet crystalline heads - each riddled with oddly acoustic dimples that whistle as they spin. This sound is irritating enough to normal opponents, but cuts like a knife into the brains of those attuned to the psionic arts. When the heads spin fast enough, it causes gales of psionic wind to rend the air, throwing objects into the air. Requirements To successfully wield Dissonance to its fullest potential, a character must fulfill the following requirements. Feats: Exotic Weapon Proficiency (meteor hammer), Weapon Focus (meteor hammer) Skills: Perform (wind instruments) 4 ranks Dissonance Item Level Wielder Minimum Level Abilities 1 - +1/+1 meteor hammer 2 4 Psychic static 3 6 +1 whistling/+1 meteor hammer 4 8 Psychic cacophony 5 10 +1 whistling/+2 meteor hammer 6 12 Deafening static 7 14 +2 whistling/+3 meteor hammer 8 16 Psychic whirlwind 9 18 +3 whistling/+3 whistling meteor hammer 10 20 Psychic maelstrom Psychic Static (Su): When the 2nd weapon level is reached, the whirling heads of Dissonance create a distracting crackling in the minds of nearby psionic creatures. As a standard action that does not provoke an
Ultimate Psionics 436 attack of opportunity, the wielder can begin spinning the chain. This causes a penalty on concentration checks equal to the bonus of the meteor hammer (i.e., a +1 weapon causes a -1 penalty to concentration) to all psionic creatures within 15 feet. The wielder can maintain this effect as a free action as long as he is wielding the meteor hammer. Whistling (Su): When the 3rd weapon level is reached, Dissonance gains the whistling weapon property on one head (see below). At weapon level 9th, both heads have this power. Psychic Cacophony (Su): When the 4th weapon level is reached, the wielder’s skill with the weapon can cause its static to reach a deafening crescendo. For each additional hit with a melee attack with Dissonance in a round, the penalty from psychic static is applied an additional time. This additional penalty lasts for one round. Deafening Static (Su): When the 6th weapon level is reached, the screeching of the spheres transcends the psychic realm and enters the minds of normal spellcasters. All spellcasters within 15 feet suffer the same penalty as psionic characters from Dissonance. In addition, the range against psionic characters is increased to 30 feet. Psychic Whirlwind (Su): When the 8th weapon level is reached, the wielder gains access to a more potent version of psychic static. The wielder can impose the psychic static penalties on all psionic creatures within 60 feet and spellcasters within 30 feet. In addition, he may make a free disarm attempt against any creature that fails a concentration check within 15 feet to make them drop one held object of the wielder’s choice. Psychic Maelstrom (Su): When the 10th and final weapon level is reached, Dissonance can creates an impossible barrage of psychic noise. As a swift action once per day, the wielder of Dissonance can whirl the chain to create a swirling maelstrom that rends the very air. Any psionic creature within 60 feet attempting to manifest a power must make a DC 20 concentration check. Additionally, the wielder may make a disarm attempt against all creatures within 30 feet to cause them to drop one held object. GROUNDSCORN BOOTS OF THE TWICE-LOVED The adventurous Katrina was a beautiful and graceful woman even before her transformation into an elan. She and her oft-lover Boriz were daring dungeoneers, seeking fame and fortune in the lost places of the world, seldom separated and always eager. This cavalier attitude led the duo into the lair of an undead dragon of exceptional age and wealth. They, along with a small group of like-minded treasure seekers, cornered the great wyrm with its hoard and a great battle ensued. The beast fought like a demon, sending the adventurers fleeing. Boriz barely limped out with his life, and Katrina was seemingly slain. The tale doesn’t end here, however. Months later, drowning his woes in ale, Boriz met a woman named Ykatrime. Physically, she bore such a resemblance to his lost Katrina he couldn’t believe his eyes. The two began to adventure together, slowly falling in love. In truth, Ykatrime was Katrina reborn; the strange elans having decided that she was worthy of their secret ritual. She remembered none of her past life, nor her near-death at the hands of the undead dragon. Ykatrime was psionically gifted and grew in power as an elocater, free of the bounds of gravity and the earth. Her somewhat alien personality was both intriguing and frustrating for Boriz, but in the end they found their love overcame any differences. However, this separation, both physical and metaphysical in nature, soon began to wear on the twice-fallen lovers. Seeing that they could overcome at least one limitation, Ykatrime poured a part of herself into a pair of boots that mimicked some of her powers over the forces of gravity. Now her lover could overcome some of the same physical limitations as she, allowing them to at least be physically together. Rumours persist that the duo returned to the dragon’s lair, but their fate remains unknown. Requirements To successfully wield the Groundscorn Boots to their fullest potential, a character must fulfill the following requirements. Feats: Lightning Reflexes, Step Up Skills: Acrobatics 5 ranks Groundscorn Boots Item Level Wielder Minimum Level Abilities 1 - Boots of skating 2 5 Up the Walls 3 10 Teleportation dance 4 15 Air strider 5 20 Unshakable Boots of Skating: The Groundscorn Boots function as boots of skating. Up the Walls: At item level 2, the wearer gains Up the Walls as a bonus feat. Teleportation Dance (Su): Upon reaching item level 3, the wearer gains the ability to tap into nearby teleportation effects. Once per day when the wearer is within 30 ft. of a
Ultimate Psionics 437 teleportation effect (such as fold space or psychoport), he can choose to have the same effect apply to him. He appears in a random location within 30 ft. of the teleported creature’s destination, or the nearest space available if there is no open space within 30 ft. Air Strider (Su): Upon reaching item level 4, as long as the wearer is maintaining psionic focus, he can walk on the air, rising as if under the effects of defy gravity. If this effect is dispelled, it will reactivate on the wearer’s next turn as a free action. Unshakable (Su): At item level 5, the wearer of the boots gains the ability to mimic the movement modes of nearby creatures. Activating this ability is a free action and grants the wearer all of the movement modes of a creature within 10 ft., including benefits to movement such as those from fly or the elocater’s scorn earth, feats like Speed of Thought or Fleet, or the like. The wearer can use this ability for up to 10 rounds per day and can use them in single-round increments or can continue the effect from the previous round, but the creature from which the movement mode is mimicked must have been within 10 ft. of the wearer within the past round. THE HEARTSTAFF Loneliness, one of the most powerful emotions and motivations in the world. It drives us into relationships we should avoid; it makes us friends with people who abuse us; it can make us seek out company just to have companionship, any companionship. Loneliness was the motivation for Negrath, a powerful but very lonely psion. His abilities allowed him to reshape the very fabric of reality, yet he found no connection to others, no spark of similarity to build camaraderie and lasting relationships. His only lasting companion was his psicrystal, yet since it was just a shard of his own mind, it was more like talking to a reflection of himself than having a true friend. One bright summer day, when the weather was beautiful, Negrath decided to do something about his loneliness. He wanted to share the world with someone who could appreciate his viewpoints, had the intelligence to understand what he meant, and perhaps even challenge him so that he could grow mentally. He channeled all of his psionic abilities into his staff, the vessel that would bridge his mind and that of his psicrystal, and through mysteries now lost to the world, he set his psicrystal free into a unique, sentient creature. The freed psicrystal blossomed into its own individual personality, gaining great powers and abilities. For a long time, the two were good friends and allies, allowing Negrath to once again turn his focus to the wonders of the world, uncovering ancient powers and defeating horrible monsters. All was well, until one day it simply wasn’t. His psicrystal, Geroth, had grown tired of his “master” after spending years together and simply left, not being bound by the normal link of psicrystal and master. Negrath decided to simply create a new psicrystal, and once again bound it to the staff and awakened it. Yet in time, the next psicrystal grew weary of the psion and left, for Negrath’s personality would chafe even those who were spawned from his own mind, his quirks which kept him from building relationships with others growing tiresome and annoying to even those he himself had created. Every time Negrath created a new psicrystal, it would eventually grow weary and depart. Some say all of the psicrystals returned one day in a swarm to claim the staff so that they could reproduce, as they themselves had grown lonely. While Negrath disappeared, his staff always resurfaces after long stretches of time before once again disappearing. With every reappearance, a new psicrystal is set free to roam the world. Some say that from the shadows, unblinking eyes and cold hearts wait for their numbers to grow, for the freedom for the crystalline companions to come, and for the secret of reproduction to be wrenched from their makers. Requirements To successfully wield Heartstaff to its fullest potential, a character must fulfill the following requirements. Feats: Psicrystal Affinity, Psicrystal Containment Skills: Spellcraft 5 ranks The Heartstaff Item Level Wielder Minimum Level Abilities 1 - Psicrystal staff 2 4 Improved mobility, willful psicrystal 3 6 Enhanced psicrystal 4 8 Blindsense 5 10 Greater psicrystal staff 6 12 Safe dock 7 14 Alertness 8 16 Blindsight 9 18 Augment psicrystal 10 20 Cloud mind Psicrystal Staff: Heartstaff functions as a standard psicrystal staff. Improved Mobility: Upon reaching the 2nd item level, a psicrystal that gains the benefits of Heartstaff can activate
Ultimate Psionics 438 its self-propulsion ability at will as a free action, instead of the master having to do it as a standard action. If the psicrystal has the flight ability, this benefit applies to that as well. In addition, all forms of the psicrystal’s movement are improved by 10 ft. Willful Psicrystal: Every time a new item level is reached for Heartstaff, there is a 5% chance that the psicrystal will leave its master. When this happens, Heartstaff’s wielder must wait one week before he can create a new psicrystal. Enhanced Psicrystal: When the 3rd item level has been reached, as long as Heartstaff’s wielder’s psicrystal gains the benefits of the psicrystal staff, the bonus it grants to its wielder from its personality is improved by 50% (rounded down). If the psicrystal has multiple personalities, such as those from the Improved Psicrystal feat, each bonus is similarly affected. In addition, the psicrystal gains far hand as a psilike ability usable at will, with a manifester level of 1. Blindsense (Ex): Once the 4th item level has been unlocked, Heartstaff grants the wielder’s psicrystal the blindsense ability with a range of 40 ft. Greater Psicrystal Staff: Upon achieving the 5th item level, Heartstaff is treated as a greater psicrystal staff. Safe Dock (Su): At 6th item level, Heartstaff grants the psicrystal the ability to teleport back to it as an immediate action. The psicrystal must be within 1 mile of Heartstaff to use this ability and this ability may only be used once a day. Alertness: At the 7th item level, Heartstaff grants the wielder’s psicrystal the Alertness feat as a bonus feat. Blindsight (Ex): Once the 8th item level has been unlocked, Heartstaff grants the wielder’s psicrystal the blindsight ability with a range of 40 ft. Augment Psicrystal (Su): At the 9th item level, Heartstaff allows the wielder to augment his psicrystal with powerful abilities. Once per day as a standard action, the wielder can turn his psicrystal into an astral construct as if he manifested the power astral construct with a manifester level equal to his character level. Cloud Mind (Ps): Upon achieving the 10th item level, a psicrystal that gains the benefits of Heartstaff can use cloud mind as a psi-like ability three times per day, with a manifester level equal to its master’s manifester level. HELM OF THE HYDRA Creatures of truly monstrous appearance have a way of instilling fear in people before they ever make an aggressive move. The Metabolic Masters knew this and harnessed the ability to join their forms into a single monster as a way to control people through the terror such an appearance caused. It was said that the Metabolic Masters were once able to terrify an entire village so completely that the villagers eventually starved to death rather than leave the safety of their homes and face the dreadful beast. So skilled were the Metabolic Masters that they did not have to resort to torture or physical assault, they used only the threat of it to achieve their goals. And rumors tell that they viewed true fear, not that created by the manipulation of the mind, as the sign of a true master, and they considered the manufacturing of fear through the use of telepathy to be something only rank amateurs did. When not transformed, the Metabolic Masters could be recognized by their signature Helms of the Hydra, which carried the mark of the beast for which the helms were named. Before the Metabolic Masters disbanded, it is said that more than a dozen of these Helms of the Hydra were created. Many believe that these helms were how the masters were capable of joining together in such terrifying ways. No one knows for sure why the Metabolic Masters parted ways, but one rumor is that it was because the frequent fusing into a single creature was causing them to want to meld permanently. Because they valued their individuality, the group dissolved to protect against this impulse. It was not until two hundred years had passed that the Helms of the Hydra reappeared, this time worn by a guild of assassins. In their hands, the helms were used to allow the guild to coordinate their activities, rising to become the most effective and feared hit men. Eventually, the guild’s success brought the attention of those more powerful, and the guild was broken up and the helms destroyed or lost. The records from the purging of the assassin’s guild are conflicted, saying anywhere from nine to twelve helms were destroyed, yet any time an unusually coordinated or effective group arises, the possibility of the reappearance of a Helm of the Hydra is voiced. Requirements To successfully wield the Helm of the Hydra to its fullest potential, a character must fulfill the following requirements. Skills: Intimidate 5 ranks Psionics: Ability to manifest a power of the Psychometabolism discipline Helm of the Hydra Item Level Wielder Minimum Level Abilities 1 - Helm of the hydra 2 5 Physical resonance 3 10 Metaconcert 4 15 Monstrous fusion 5 20 Fast healing 5 Helm of the Hydra: The wearer of the Helm of the Hydra treats his collective as if his class level were four levels higher. If the wearer does not have a collective, he gains one as a tactician equal to his class level (see below). In either case, the wearer and all members of the collective can communicate with each other telepathically as long as they are in the collective. Physical Resonance (Su): The Helm of the Hydra is stronger the more people are networked to its wielder. For every four people in the wearer’s collective (including the wearer), the wearer’s manifester level is increased by 1 when manifesting powers of the Psychometabolism discipline.
Ultimate Psionics 439 Metaconcert: The wearer of the Helm of the Hydra gains metaconcert as a power known once the 3rd item level is reached. The power is only available while the Helm of the Hydra is worn and does not count against the wearer’s total number of powers known. Monstrous Fusion (Ps): When the Helm of the Hydra has reached 4th item level, once per day, the wearer can join himself and any of the members of his collective into a hideous creature. This function as the form of doom power, except the wielder may include any member of his collective in the effect. Each affected member is absorbed into the wielder’s form and increases the wielder’s damage reduction from form of doom by 1 per affected collective member. Absorbed members can only take purely mental actions until the effect ends. Should the wearer die while one or more members of the collective are absorbed, they immediately reform in the space nearest to the wearer’s location upon death and are sickened for one round. The duration of monstrous fusion is 1 hour per level of the wielder, but can be dismissed by the wearer at any time as a free action. Fast Healing (Su): Upon unlocking the Helm of the Hydra’s 5th item level, the wearer gains fast healing 5. MOLDEV, THE SECRET STRIKE In the long history of burglary, some perpetrators of daring crimes stand out more for their character than their achievements. Such was the case for a pair of twin soulknives named Moldev and Voldem. Moderately successful petty criminals, the pair made a fairly lucrative living amassing a horde of precious stones. This kept them from poverty, but was still a far cry from being truly wealthy. Voldem’s avarice grew as their successes mounted, and he started to seek increasingly lucrative scores, showing little regard to the fates of their previous owners. He developed a cruel streak, leaving anyone who interfered in their heists maimed or worse. Over time, and still achieving only limited success, Voldem saw this lack of truly big scores as the fault of his twin brother, the kindhearted Moldev. Seeking a way to be rid of his weakling brother without losing his valuable talents, Voldem researched a method to combine the twins’ powers and keep them as his own. He tricked his brother into helping him craft a ring that would trap the talent of a soulknife and transfer it to another. In doing so, Voldem stole Moldev’s powers, and then killed him. However, some small part of Moldev remained, and the ring granted only non-lethal powers, always trying to alter the attack to subdue foes instead of killing them. This ultimately lead to Voldem’s downfall, when he encountered a particularly vicious treasury guardian immune to the ring’s subduing power. The guardian defeated the wouldbe thief’s and added his treasures to its master’s horde. The location of this hoard has been lost to memory, awaiting rediscovery by some opportunistic adventurer. Requirements To successfully wield Moldev to its fullest potential, a character must fulfill the following requirements. Mind Blade: Form mind blade class feature, enhanced mind blade class feature Feats: Up the Walls Skills: Stealth 5 ranks Moldev, the Secret Strike Item Level Wielder Minimum Level Abilities 1 - Form mind blade, improved enhanced mind blade 2 5 Knockout 3 10 Suppression 4 15 Clip wings 5 20 Scramble mind Form Mind Blade (Su): The wielder of Moldev gains the ability to form a basic mind blade, as a 1st level soulknife, except the weapon is always a light piercing weapon with a critical range of 19-20/x2. If the wielder already has the
Ultimate Psionics 440 ability to form a mind blade, he can still alter the mind blade as normal (such as selecting a two-handed form or slashing damage). Improved Enhanced Mind Blade (Su): A soulknife (or other character that already possesses the ability to form a mind blade) treats their level as 2 higher than it actually is for purposes of the enhanced mind blade ability. This includes determining when weapon special abilities can be selected. Knockout (Su): Upon reaching the 2nd item level, the wielder can make subduing strikes against his opponents. On a successful hit, the wielder can force his opponent to make a DC 13 Fortitude save or fall unconscious, as if with the knockout weapon quality (see below). This ability can be used three times per day. Suppression (Su): At the 3rd item level, the wielder gains the ability to make strikes against his opponents’ defenses. On a successful hit, the wielder can choose to make a targeted dispel psionics check against his opponent, as the suppression weapon special ability. This ability can be used three times per day. Clip Wings (Su): Once the 4th item level has been reached, the wielder can make a special attack that hinders a foe’s movement. On a successful hit, the wielder can force his opponent to make a Reflex save (DC 10 + the wielder’s base attack bonus) or suffer a -10 ft. penalty to one form of movement of the wielder’s choice. Additionally, if a special form of movement is affected, such as burrowing, the creature loses access to that form of movement for 1 round. This movement penalty stacks (to a minimum speed of 5 feet) and lasts until the creature has had at least 8 hours of rest or has been healed by an effect such as mend body. Scramble Mind (Su): Upon reaching the 5th item level, the wielder gains the ability to debilitate his opponent with a blow that scrambles consciousness and leaves the struck creature helpless. Once per day, the wielder can make a touch attack that deals no damage. Instead, the target must make a Will save (DC 10 + the wielder’s base attack bonus) or gain the helpless condition. This is a mind-affecting effect. This effect lasts for 24 hours. SEVERIS, THE SCOURGE SLAYER As long as there have been tales of the tentacled nightmares known as phrenic scourges, there have been legends of an axe named Severis, an axe which made its wielder impervious to the dreaded creatures, but that draws the phrenic scourges to it like iron to a lodestone. Some say that within the axe is the energy of the progenitor of the phrenic scourge race, and that the scourges are able to sense that energy. Others contend that within the axe is the secret to destroy the phrenic scourges and all of their ilk forever, and that the scourges learned of the threat and developed ways to find it. The more sinister rumors claim that should the scourges ever manage to unlock the secrets of the axe, that they will gain the power to enslave every intelligent being. Whatever the truth, the history of the axe has always been one where its wielder decimated the forces of the phrenic scourges, yet was eventually overwhelmed by the constant attacks by the scourge forces and their use of subterfuge. The last known wielder of Severis was a half-giant named Urlac, who, before he came to wield Severis, would travel the lands liberating slaves and fighting dictators. His successes in these endeavors are unknown, for little was recorded of him until he gained fame during a particularly effective invasion by the phrenic scourge, when village after village fell under the scourges’ control. The scourge infiltrators chose to target smaller villages first, using caravans and traders to work their way into larger settlements as they consolidated the smaller groups. Eventually, the scourges were breeding so rapidly that for every phrenic scourge that was found and destroyed, two more defenders fell under the sway of the scourge. How Urlac came to wield Severis is still a mystery, but he led a contingent of phrenic slayers against the hordes of tentacled monsters and their unwilling slaves, freeing those he could from the painful fate of being scourge breeding hosts, and ending the suffering of those he could not. Urlac’s presence, or more accurately, the presence of Severis, caused the phrenic scourge to abandon their expansion efforts and focus exclusively on gaining the axe, which allowed Urlac’s allies to stem the tide and free some of the settlements from scourge control. As those allies were inexorably cut down, Urlac withdrew from the throngs of tentacled beasts in an effort to regroup. His actions instead caused the scourges to pursue him with more zeal, and his whereabouts, and those of Severis, are unknown to this day. Requirements To successfully wield Severis to its fullest potential, a character must fulfill the following requirements. Base Attack Bonus: +4 Feats: Power Attack Skills: Knowledge (psionics) 4 ranks
Ultimate Psionics 441 Severis, the Scourge Slayer Item Level Wielder Minimum Level Abilities 1 - +1 battleaxe 2 4 Scourge resonance 3 6 +1 scourgebane battleaxe 4 8 Implant protection 5 10 +2 scourgebane battleaxe 6 12 Power resistance 7 14 +3 scourgebane battleaxe 8 16 Personal barred mind 9 18 +3 scourgebane battleaxe 10 20 Phrenic liberation Scourge Resonance (Su): When the 2nd weapon level is reached, the psionic power of Severis can detect the presence of phrenic scourges, but likewise emits an energy that phrenic scourges can detect. The wielder of Severis can detect phrenic scourges, or those of their ilk, within 30 ft. as a free action. This does not allow the wielder to locate the creature with pinpoint accuracy, but only detect that there is a member of the phrenic scourge family somewhere within 30 ft. Phrenic scourges and their ilk, however, can detect the presence of Severis within 100 ft. and know the direction of the axe once they are within 30 ft. Scourgebane: At 3rd weapon level, Severis gains the scourgebane* weapon special ability. Implant Protection (Su): Starting at the 4th weapon level, the wielder of Severis gains an additional Fortitude save every round after a successful implant attack to fight off the larva (using the same DC as the original save). If any of the Fortitude saves are successful, the larva dies, saving the wielder from death from the larva reaching his brain. Power Resistance: At the 6th weapon level, the wielder of Severis gains power resistance 15 while wielding the axe. Personal Barred Mind (Ps): Once the 8th weapon level has been reached, three times per day, the wielder of Severis can use personal barred mind as a psi-like ability with a manifester level equal to the wielder’s character level. Phrenic Liberation (Su): Upon reaching the 10th weapon level, if a creature struck by Severis is under the control of a creature of the phrenic scourge family, including the enthrall ability of a puppeteer, the mind control psi-like ability of the phrenic scourge, or similar, the damage is empathically redirected to that controlling creature, and the struck creature is unharmed. Phrenic Scourge Ilk The powers of Severis are not merely tied to the phrenic scourge creature itself, but also to all creatures related to the phrenic scourge. This includes puppeteers and flesh harrowers, as well as any creature implanted by the phrenic scourge that survives but does not become a phrenic scourge itself. TEMPEST’S BLADE The dark tempests pride themselves on being shrouded in mystery, and their greatest warrior, known only as the Tempest, is no different. Known for wearing a mask that hid his visage and a crystalline blade that spun so quickly the eye couldn’t follow it, some say the Tempest was actually not a singular person, but the progression of greatest warriors among the dark tempests, and that the crystalline blade and mask were a mark of his rank. It is believed that the dark tempests did not view the crystalline blade as a reward to be earned, but that the greatest warrior should wield the greatest weapon to achieve the greatest result. It was said that it was at the Locus that the greatest warrior was found, as the members of the dark tempests would challenge each other in duels, finding and eliminating their own weaknesses as a master blacksmith hammers out the imperfections of a sword blade. Only the greatest of warriors entered into this challenge, for it was a battle to the death, allowing only the fastest and most skilled to rise to the top. Those who fell in battle had fallen to find the greatest among them and were honored for their sacrifice. When the greatest was finally found, the crystalline blade was bestowed upon him and elevated his ability in battle, driving him to be a perfect wielder of the mind blade, sapping the will of his enemies to fight and besting hordes of lesser creatures without difficulty. Some say that the Tempest was driven by his desire for perfection in combat to seek out greater and more difficult challenges and enemies. Others say that when the Tempest fell in battle, the blade was lost and the Locus destroyed. Attempts were made to reforge the crystalline blade, but all were pale imitations to the double-sided crystalline form of the Tempest’s Blade. Requirements To successfully wield Tempest’s Blade to its fullest potential a character must fulfill the following requirements: Blade Skill: Additional configuration Feats: Weapon Finesse Skills: Knowledge (psionics) 4 ranks
Ultimate Psionics 442 Special: A character with the mind blade finesse blade skill does not need to have the Weapon Finesse feat. Tempest’s Blade Item Level Wielder Minimum Level Abilities 1 - +1 crystal focus 2 4 Double weapon 3 6 Dazzling swordplay (3/day) 4 8 Bladewind 5 10 +2 crystal focus 6 12 Call to hand 7 14 Third configuration 8 16 Wither (3/day) 9 18 +3 crystal focus 10 20 Dueling weapon Crystal Focus: This mithral and gold rod encases two crystal shards that focus the psionic energy of a mind blade. It functions as a standard crystal hilt. Double Weapon: At item level 2, Tempest’s Blade allows the wielder to form his mind blade into a double weapon that deals 1d8 points of damage for each end (there is no enhancement penalty as is normal for forming two mind blades). You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The user may choose to enhance each end separately with his Additional Configuration blade skill. The user may assign the damage type as normal, but both ends must be the same type (bludgeoning, piercing, or slashing). Dazzling Swordplay (Ps): At item level 3, three times per day, the wielder can use dazzling swordplay as a psilike ability with a manifester level equal to the wielder’s character level. Bladewind: At 4th item level, the wielder gains the bladewind blade skill as a bonus blade skill. Call to Hand (Ps): Once the 6th item level has been reached, as a move action, the wielder can at will call Tempest’s Blade to his hand using telekinesis, so long as Tempest’s Blade is within 30 ft. of the wielder. Third Configuration: At item level 7, the wielder gains a third configuration for the mind blade. This functions like the secondary configuration of the additional configuration blade skill, but the wielder can assign this third configuration after a 1 hour of concentration instead of the normal 8. This configuration may only be used on a mind blade formed through Tempest’s Blade. If Tempest’s Blade is not in hand, only the standard configurations may be used. Wither (Ps): At item level 8, three times per day, the wielder can use wither as a psi-like ability with a manifester level equal to the wielder’s character level. Dueling Weapon: At the 20th item level, as long as the wielder has Tempest’s Blade in hand, it grants him a +4 bonus on Initiative checks, a +2 bonus on disarm checks and feint checks, a +2 bonus to CMD to resist disarm attempts, and a +2 to the DC to perform a feint against him.
Ultimate Psionics 443 Appendix Presented below are the different creatures referenced in this book, the astral construct, astral swarm, and psicrystal. ASTRAL CONSTRUCT Astral constructs are brought into being by the metacreativity power astral construct. They are formed from raw ectoplasm (a portion of the astral medium drawn into the Material Plane). The power points spent by the construct’s creator during the manifestation of the power determine the level of the astral construct created. However, even astral constructs of the same level vary somewhat from each other, depending on the whims of their creators. COMBAT Astral constructs act as directed by their creators. As a free action, a construct’s manifester can direct the construct to attack particular enemies, use specific tactics or powers, perform other actions, or do nothing at all. The construct does exactly what its creator directs it to do. An astral construct generally appears as an animate clump of ectoplasm with a vaguely humanoid shape, but the manifester can mold or sculpt one according to his or her whim within the limits imposed by the creature’s size. The quality of such “construct sculpture” is determined by a Craft (sculpting) check. A result of 10 to 19 creates a creature that is recognizably similar to the desired creature shape; a result of 20 to 29 creates a construct that looks like an accurate portrayal of that creature type; a result of 30 or higher creates a construct that looks like a specific individual. No matter how high the Craft (sculpting) check result, though, an astral construct’s appearance can’t hide the otherworldly material from which it is formed. Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Special Abilities: Every time an astral construct is created, the manifester can choose to apply one special ability to the construct. When the manifester finishes manifesting the astral construct power, he chooses one or more special abilities from a menu of abilities appropriate to that level of astral construct. CREATING AN ASTRAL CONSTRUCT When manifesting the astral construct power, the manifester assembles the desired creature from a menu of choices, as specified in the construct’s statistics block. A manifester can always substitute two choices from a lesser menu for one of its given abilities. Multiple selections of the same menu choice do not stack unless the ability specifically notes that stacking is allowed. Some menu choices grant an astral construct the ability to manifest specific powers as psi-like abilities. Unless using the ability is a free action, an astral construct manifesting such a power does so as a standard action that provokes attacks of opportunity. All such powers have a manifester level equal to the astral construct’s Hit Dice or the creator’s manifester level, whichever is lower. An astral construct does not need to meet the prerequisites for a feat granted by a menu choice. Astral Construct Menu A A manifester creating a 1st-level, 2nd-level, or 3rd-level astral construct can choose one special ability from this menu. Buff (Ex): The astral construct gains an extra 5 hit points. Celerity (Ex): The astral construct’s land speed is increased by 10 feet. Cleave (Ex): The astral construct gains the Cleave feat. Deflection (Ex): The astral construct gains a +1 deflection bonus to Armor Class. Fly (Ex): The astral construct has physical wings and a fly speed of 20 feet (average). Improved Bull Rush (Ex): The astral construct gains the Improved Bull Rush feat. Improved Slam Attack (Ex): The astral construct gains the Improved Natural Attack feat. Mobility (Ex): The astral construct gains the Mobility feat. Power Attack (Ex): The astral construct gains the Power Attack feat. Resistance (Ex): Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The astral construct gains resistance 5 against that energy type. Swim (Ex): The astral construct is streamlined and shark like, and gains a swim speed of 30 feet. Trip (Ex): If the astral construct hits with a slam attack, it can attempt to trip the opponent as a free action without provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct. Astral Construct Menu B A manifester creating a 4th-level, 5th-level, or 6th-level astral construct can choose one special ability from this menu. Alternatively, the construct can have two special abilities from Menu A. Compact Form: The astral construct is summoned in a smaller form, coming one size category smaller than normal. Its Strength is reduced by 2, its Dexterity is increased by 2, and its modifiers based on size are adjusted appropriately. Energy Touch (Ex): The astral construct deals an extra 1d4 points of damage of your active energy type (fire, cold, sonic, or electricity) when you manifest the construct. Extra Attack: If the astral construct is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier x 1-1/2. If the astral construct is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged. Fast Healing (Ex): The astral construct heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points. Heavy Deflection (Ex): The astral construct gains a +4 deflection bonus to Armor Class. Improved Buff (Ex): The astral construct gains an extra 15 hit points. Improved Critical (Ex): The astral construct gains the
Ultimate Psionics 444 Improved Critical feat with its slam attacks. Improved Damage Reduction (Ex): The astral construct’s surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction). Improved Fly (Ex): The astral construct has physical wings and a fly speed of 40 feet (average). Improved Grab (Ex): To use this ability, the construct must hit with its slam attack. A construct can use this ability only on a target that is at least one size smaller than itself. Improved Swim: The astral construct is streamlined and shark-like, and gains a swim speed of 60 feet. Muscle (Ex): The astral construct gains a +4 bonus to its Strength score. Poison Touch (Ex): If the astral construct hits with a melee attack, the target is affected by astral poison. Poison (Su): astral poison – injury; save Fort DC 10 + 1/2 astral construct’s HD + astral construct’s Cha modifier; frequency 1/minute for 2 minutes; effect 1 Con damage; cure 1 save. Pounce (Ex): If the astral construct charges a foe, it can make a full attack. Smite (Su): Once per day the astral construct can choose one target to focus on, dealing additional damage. The astral construct deals extra damage equal to its Hit Dice to this target until the target is dead, the astral construct’s duration is destroyed, expired, or dimissed, or the manifester who summoned it rests to regain daily power points. Trample (Ex): As a standard action during its turn each round, a Large or larger astral construct can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + 1/2 astral construct’s Hit Dice + astral construct’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a –4 penalty. Astral Construct Menu C A manifester creating a 7th-level, 8th-level, or 9th-level astral construct can choose one special ability from this menu. Alternatively, the astral construct can have two special abilities from Menu B. (One or both of the Menu B choices can be swapped for two choices from Menu A.) Blindsight (Ex): The astral construct has blindsight out to 60 feet. Concussion (Sp): The astral construct can manifest concussion blast (manifester level 7th) as a free action once per round. Constrict (Ex): The astral construct has the improved grab ability with its slam attack. In addition, on a successful grapple check, the astral construct deals damage equal to its slam damage. Dimension Slide (Sp): The astral construct can manifest dimension slide (manifester level equal to Hit Dice) as a move action once per round. Energy Bolt (Sp): The astral construct can manifest energy bolt (manifester level 8th) as a standard action once per round. The creator’s active energy type determines the type of energy used. Kineticists are not restricted to an active energy type when choosing this menu option. Extra Buff (Ex): The astral construct gains an extra 30 hit points. Extreme Damage Reduction (Ex): The astral construct’s surface forms hard, armor-like plates and provides an additional 6 points of damage reduction. Extreme Deflection (Ex): The astral construct gains a +8 deflection bonus to Armor Class. Natural Invisibility (Su): The astral construct is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell. Power Resistance (Ex): The astral construct gains power resistance equal to 10 + its Hit Dice. Rend (Ex): The astral construct makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). An astral construct that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1-1/2 times its Str modifier. Spring Attack (Ex): The astral construct gains the Spring Attack feat. Whirlwind Attack (Ex): The astral construct gains the Whirlwind Attack feat. 1st-Level Astral Construct CR ½ 0 XP (included with master) N Small construct Init +2; Senses darkvision 60 ft., low-light vision,
Ultimate Psionics 445 Perception - Defense AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size) HP 15 (1d10+10) Fort +0, Ref +2, Will +0 Construct traits Offense Speed 30 ft. Melee Slam +4 melee (1d4+3) Space 5 ft.; Reach 5 ft. Statistics Str 15, Dex 15, Con —, Int —, Wis 11, Cha 10 BAB +1, CMB +2; CMD 14 Feats - Skills - Ecology Environment Any Organization Solitary Treasure none Special Abilities One ability from Menu A Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. 2nd-Level Astral Construct CR 1 0 XP (included with master) N Medium construct Init +2; Senses darkvision 60 ft., low-light vision, Perception - Defense AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural) HP 31 (2d10+20) Fort +0, Ref +2, Will +0 Construct traits Offense Speed 40 ft. Melee Slam +5 melee (1d6+4) Space 5 ft.; Reach 5 ft. Statistics Str 17, Dex 15, Con —, Int —, Wis 11, Cha 10 BAB +2, CMB +5; CMD 17 Feats - Skills - Ecology Environment Any Organization Solitary Treasure none Special Abilities One ability from Menu A Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. 3nd-Level Astral Construct CR 2 0 XP (included with master) N Medium construct Init +2; Senses darkvision 60 ft., low-light vision, Perception - Defense AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural) HP 36 (3d10+20) Fort +1, Ref +3, Will +1 Construct traits Offense Speed 40 ft. Melee Slam +8 melee (1d6+7) Space 5 ft.; Reach 5 ft. Statistics Str 21, Dex 15, Con —, Int —, Wis 11, Cha 10 BAB +3, CMB +8; CMD 20 Feats - Skills - Ecology Environment Any Organization Solitary Treasure none Special Abilities One ability from Menu A Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. 4th-Level Astral Construct CR 3 0 XP (included with master) N Medium construct Init +2 Senses darkvision 60 ft., low-light vision, Perception - Defense AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural) HP 47 (5d10+20) Fort +1, Ref +3, Will +1 Construct traits
Ultimate Psionics 446 Offense Speed 40 ft. Melee Slam +12 melee (1d6+10) Space 5 ft.; Reach 5 ft. Statistics Str 25, Dex 15, Con —, Int —, Wis 11, Cha 10 BAB +5, CMB +12; CMD 24 Feats - Skills - Ecology Environment Any Organization Solitary Treasure none Special Abilities One ability from Menu B Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. 5th-Level Astral Construct CR 5 0 XP (included with master) N Large construct Init +1; Senses darkvision 60 ft., low-light vision, Perception - Defense AC 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, -1 size) HP 68 (7d10+30) Fort +2, Ref +3, Will +2 DR 5/magic; Construct traits Offense Speed 40 ft. Melee 2 slams +15 melee (1d8+9) Space 10 ft.; Reach 10 ft. Statistics Str 29, Dex 13, Con —, Int —, Wis 11, Cha 10 BAB +7, CMB +17; CMD 28 Feats - Skills - Ecology Environment Any Organization Solitary Treasure none Special Abilities One ability from Menu B Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. 6th-Level Astral Construct CR 7 0 XP (included with master) N Large construct Init +1 Senses darkvision 60 ft., low-light vision, Perception - Defense AC 25, touch 10, flat-footed 24 (+1 Dex, +15 natural, -1 size) HP 85 (10d10+30) Fort +3, Ref +4, Will +3 DR 10/magic; Construct traits Offense Speed 40 ft. Melee 2 slams +20 melee (1d8+11) Space 10 ft.; Reach 10 ft. Statistics Str 33, Dex 13, Con —, Int —, Wis 11, Cha 10 BAB +10, CMB +22; CMD 33 Feats - Skills - Ecology Environment Any Organization Solitary Treasure none Special Abilities One ability from Menu B Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. 7th-Level Astral Construct CR 8 0 XP (included with master) N Large construct Init +1 Senses darkvision 60 ft., low-light vision, Perception - Defense AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, -1 size) HP 101 (13d10+30) Fort +4, Ref +5, Will +4 DR 10/magic; Construct traits Offense Speed 40 ft. Melee 2 slams +24 melee (1d8+12) Space 10 ft.; Reach 10 ft.
Ultimate Psionics 447 Statistics Str 35, Dex 13, Con —, Int —, Wis 11, Cha 10 BAB +13, CMB +26; CMD 37 Feats - Skills - Ecology Environment Any Organization Solitary Treasure none Special Abilities One ability from Menu C Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. 8th-Level Astral Construct CR 9 0 XP (included with master) N Large construct Init +1 Senses darkvision 60 ft., low-light vision, Perception - Defense AC 29, touch 10, flat-footed 28 (+1 Dex, +19 natural, -1 size) HP 118 (16d10+30) Fort +5, Ref +6, Will +5 DR 15/magic; Construct traits Offense Speed 40 ft. Melee 2 slams +29 melee (1d8+14) Space 10 ft.; Reach 10 ft. Statistics Str 39, Dex 13, Con —, Int —, Wis 11, Cha 10 BAB +16, CMB +31; CMD 42 Feats - Skills - Ecology Environment Any Organization Solitary Treasure none Special Abilities One ability from Menu C Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. 9th-Level Astral Construct CR 10 0 XP (included with master) N Huge construct Init +0; Senses darkvision 60 ft., low-light vision, Perception - Defense AC 33, touch 8, flat-footed 33 (+25 natural, -2 size) HP 144 (19d10+40) Fort +6, Ref +6, Will +6 DR 15/magic; Construct traits Offense Speed 50 ft. Melee 2 slams +33 melee (2d6+16) Space 15 ft.; Reach 15ft. Statistics Str 43, Dex 11, Con —, Int —, Wis 11, Cha 10 BAB +19, CMB +37; CMD 47 Feats - Skills - Ecology Environment Any Organization Solitary Treasure none Special Abilities Two abilities from Menu C Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. ASTRAL SWARM A shimmering mass swarms across the ground in a deadly wave. Astral Swarm CR 7 XP 3,200 N Diminutive construct (swarm) Init +4; Senses darkvision 60 ft., low-light vision, Perception +0 Defense AC 20, touch 18, flat-footed 16 (+4 Dex, +2 natural, +4 size) hp 77 (14d10) Fort +4, Ref +8, Will +4 Defensive Abilities construct traits, swarm traits, Immune weapon damage Offense Speed 30 ft. Melee swarm (4d6 plus ectoplasmic poison)
Ultimate Psionics 448 Space 10 ft.; Reach 0 ft. Special Attacks distraction (DC 17), poison Statistics Str 1, Dex 18, Con -, Int -, Wis 11, Cha 10 Base Attack +14; CMB -; CMD - Ecology Environment Any Organization solitary Treasure none Special Abilities Ectoplasmic Poison (Ex) Swarm—injury; save Fort DC 17; frequency 1/round for 2 rounds; effect 1d3 Dexterity drain; cure 1 save. PSICRYSTAL A small crystal, about the size of a hand, walks on spidery legs and glows with an inner light. Psicrystal CR - XP 0 (included in master’s) Diminutive construct (alignment as master) Init +2 Senses Sighted 40 ft., Perception +6 Defense AC 16, 16 touch, 14 flat-footed (+4 size, +2 Dex*) HP ½ master’s Fort *, Ref *, Will * - * as master’s saves Hardness 8 Offense Speed 30 ft., climb 20 ft.* Melee - Space 1 ft.; Reach 0 ft. Statistics Str 1*, Dex 15*, Con -, Int 6, Wis 10, Cha 10 BAB +0; CMB -9; CMD +3 Feats - Skills Climb +10*, Perception +6, Stealth +14 Ecology Environment Any Organization Solitary Treasure None Special Abilities Construct traits: A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Psicrystals do not have the usual construct traits of darkvision and low-light vision. Psicrystal Granted Abilities: The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a speed of 0 feet and has no Strength score and no Dexterity score.) Skills: A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened. *With self-propulsion ability activated. The psicrystal described here is that of a 1st-level manifester. The externalization of a fragment of a manifester’s consciousness, a psicrystal is rarely found far from a character with the ability to manifest psionic powers. A psicrystal’s characteristics depend on its master. For the purpose of effects related to number of Hit Dice, use the master’s total level in psionic classes. The psicrystal’s hit points are equal to half its master’s and its saving throw bonuses are the same as its master’s.
Ultimate Psionics 449 Glossary Presented below are a variety of commonly-used terms for ease of reference. They are presented in alphabetical order. Ability Burn: A special form of ability damage that cannot be magically or psionically healed, even by effects that remove ability drain. It is caused by the use of certain psionic feats and powers. It returns only through natural healing. Active Energy Type: The current selected type of energy (cold, electricity, fire, or sonic). Most psionic powers with the [Energy] descriptor deal damage based on the active energy type. Kineticists may change their active energy type freely, and wilders may temporarily change their active energy type during a wild surge; otherwise, a psionic character may change his active energy type when gaining psionic focus. The psionic character need not maintain psionic focus to maintain an active energy type. Augment: An optional cost in power points that can be paid during manifestation to improve certain powers. The total power point cost is equal to the base power's cost plus any power points spent on augmentation; this total power cost cannot exceed the character's effective manifester level. Base Class: A class that progresses from level 1-20. Character Level: The sum of a character's class levels. Class Level: The level of a character in a particular class. Collective: A group of creatures joined together by a psionic bond. A collective may, but does not always, allow the ability to share effects and communicate. Discipline: One of six types of psionic powers. The six disciplines are clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy. Discipline Power: A psionic power that usually can only be learned by psions that specialize in that specific discipline. Display: A cosmetic auditory, material, mental, olfactory, or visual effect that accompanies the primary effect of a psionic power, as indicated in the power's description. No power's display is significant enough to create consequences (such as damage or a distraction) during combat. A manifester may manifest a power without its usual displays with a successful concentration check (DC 15 + the level of the power). Focus: See Psionic Focus Incorporeal: Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical and nonpsionic attack forms. Incorporeal creatures take half damage (50%) from magic and psionic weapons, spells, powers, spell-like effects, psi-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects. Key Ability Modifier: The ability score modifier for the character's key ability score. For example, for psions this is Intelligence, for psychic warriors this is Wisdom, and for wilders this is Charisma. Key Ability Score: The ability score used to determine bonus power points, the maximum power level a character can manifest, and the save DCs of powers. For example, this is Intelligence for psions, Wisdom for psychic warriors, and Charisma for wilders. Manifest: To cause a psionic power or psi-like ability to take effect. The process of manifesting a power is akin to casting a spell, but with significant differences. A power is manifested when a psionic character pays its power point cost. Some psionic creatures have psilike abilities, which they can manifest without paying a power point cost. Manifester Level: Generally equal to the number of class levels in a given manifesting class. Some prestige classes add manifester levels to an existing class. Manifester levels from multiple base classes do not stack (they are tracked individually, akin to how sorcerer and wizard caster levels are tracked individually). A character with psi-like abilities, but no class levels in any manifesting class, does not have a manifester level for most purposes, including feat and prestige class requirements. Manifester Level Check: A check made by rolling 1d20 and adding the character’s effective manifester level. Metapsionic Feat: A type of feat which modifies a power being manifested. Using metapsionic feats typically requires expending psionic focus (see Psionic Focus) and may require spending additional power points on the power. Any additional cost to manifest a power using a metapsionic feat may not result in the power costing a total number of power points greater than the character’s effective manifester level. Mind-affecting: A mind-affecting power or effect works only against creatures with an Intelligence score of 1 or higher. Mindless: A creature with no Intelligence score. Constructs, most oozes, some plants, some undead, and most vermin are mindless. Negative Levels: For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels, and manifesters do not lose access to powers, nor suffer a decreased power point pool. If a creature’s negative levels equal or exceed its total Hit Dice, it dies. Network (descriptor): A power that carries special benefits when used by a character with a collective. Null Psionics Field: A field where psionics are suppressed. This can be naturally occurring or created via other means, such as the null psionics field power. Power: A psionic power is a one-time psionic effect. It is akin to a spell, but relies upon psionic energy rather than magical energy. Power Point: A measure of psionic energy. Power points are spent to manifest powers or use special abilities. Spent power points can be replenished after 8 hours of rest, akin to casters regaining spent spell slots.