Psionic Armour Abilities

The following armour abilities are reprinted from other SRDs and altered slightly for the Phoenix game. This list is not exhaustive and with the GM’s permission, you might be able to bring special abilities in from other published sources. These enhancements can be loaded into both Esoteric Items as well as Psionic items that you make yourself. These abilities can be applied to armour, shields, or any other protective gear.

 

Gleaming

This kind of Armour is usually made of crystal, though it doesn’t have to be. Gleams and flashes from the Armour give the wearer and his Armour a “fuzzy” appearance, granting the wearer concealment.

Faint metacreativity; EML 5th; Craft Psionic Arms and Armour, concealing amorpha; Price +3 bonus.

 

Power Resistance 

This kind of Armour or shield grants the wearer power resistance while it is worn. The power resistance can be 13, 15, 17, or 19, depending on the amount that was built into the Armour or shield.

Moderate clairsentience; EML 9th; Craft Psionic Arms and Armour, power resistance; Price +2 bonus (PR 13); +3 bonus (PR 15); +4 bonus (PR 17); or +5 bonus (PR 19).

 

Quickness

This kind of Armour increases the wearer’s speed by 5 feet. Thus, a character whose normal speed in Armour is 20 feet moves 25 feet in Armour of quickness.

Faint psychoportation; EML 4th; Craft Psionic Arms and Armour, burst; Price +1 bonus.

 

Radiant

The wearer of this kind of Armour gains resistance 10 against energy attacks (acid, cold, electricity, fire, or sonic). The Armour absorbs the first 10 points of damage dealt by any such attack, and this absorption causes it to radiate light for a number of rounds equal to the points of damage absorbed. This light is sufficient to illuminate a 60-foot-radius area.

If the Armour absorbs more damage while it is radiating light, the newer radiant effect overlaps (does not stack with) the effect that was already in place.

Moderate psychokinesis; EML 9th; Craft Psionic Arms and Armour; energy adaptation; Price +4 bonus.

 

Ranged

The wielder of a ranged shield can throw it in combat, with a range increment of 30 feet. While in the air, the shield is treated in all ways as a ranged weapon and cannot be blocked or grabbed except by those with appropriate feats. No matter the size of the wielder, a buckler or light shield deals 1d6 points of damage and a heavy one 1d8 points. (A tower shield cannot be created with this special ability.) The wielder’s Strength modifier and the shield’s enhancement bonus add to the base damage.

A ranged shield flies through the air back to the creature that threw it. It returns to the wielder just before the creature’s next turn (and is therefore ready to use again in that turn).

Catching a ranged shield when it comes back is a free action. If the wielder can’t catch it, or if the wielder has moved since throwing it, the shield drops to the ground in the square from which it was thrown.

Faint psychokinesis; EML 5th; Craft Psionic Arms and Armour, far hand; Price +1 bonus.

 

Time Buttress

This kind of shield gives the wielder a chance to avoid telling blows by using time itself as a shield. Once per day, the wielder can use timeless body as though manifesting the power.

Strong psychoportation; EML 17th; Craft Psionic Arms and Armour, timeless body; Price +5 bonus.

 

Vanishing

On command, this suit of Armour or shield renders its wearer and all the wearer’s equipment invisible to the minds of others, as if he had manifested the power cloud mind. The wearer can use this ability twice per day.

Faint psychokinesis; EML 5th; Craft Psionic Arms and Armour, cloud mind; Price +3 bonus.

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