- 1 Universal Items
- 1.1 Universal Item Descriptions
- 220.127.116.11.1 Amulet of Catapsi
- 18.104.22.168.2 Boots of Landing
- 22.214.171.124.3 Boots of Skating
- 126.96.36.199.4 Boots of Stomping
- 188.8.131.52.5 Boots of Temporal Acceleration
- 184.108.40.206.6 Crawling Tattoos
- 220.127.116.11.7 Crystal Anchor
- 18.104.22.168.8 Crystal Masks
- 22.214.171.124.8.1 Crystal Mask of Detection
- 126.96.36.199.8.2 Crystal Mask of Discernment
- 188.8.131.52.8.3 Crystal Mask of Dread
- 184.108.40.206.8.4 Crystal Mask of Insightful Detection
- 220.127.116.11.8.5 Crystal Mask of Knowledge
- 18.104.22.168.8.6 Crystal Mask of Languages
- 22.214.171.124.8.7 Crystal Mask of Mindarmor
- 126.96.36.199.8.8 Crystal Mask of Psionic Craft
- 188.8.131.52.9 Eyes of Expanded Vision
- 184.108.40.206.10 Eyes of Power Leech
- 220.127.116.11.11 Eyes of Power Leech, Vampiric
- 18.104.22.168.12 Gloves of Object Reading
- 22.214.171.124.13 Gloves of Titan’s Grip
- 126.96.36.199.14 Mirror of Mind Switch
- 188.8.131.52.15 Mirror of Suggestion
- 184.108.40.206.16 Mirror of Time Hop
- 220.127.116.11.17 Pearl, Brain Lock
- 18.104.22.168.18 Pearl, Breath Crisis
- 22.214.171.124.19 Pearl, Mind Seed
- 126.96.36.199.20 Pearl, Personality Parasite
- 188.8.131.52.21 Psionatrix
- 184.108.40.206.22 Psionic Restraints
- 220.127.116.11.23 Psychoactive Skins
- 18.104.22.168.23.1 Skin of the Chameleon
- 22.214.171.124.23.2 Skin of the Claw
- 126.96.36.199.23.3 Skin of the Defender
- 188.8.131.52.23.4 Skin of Fiery Response
- 184.108.40.206.23.5 Skin of the Hero
- 220.127.116.11.23.6 Skin of Iron
- 18.104.22.168.23.7 Skin of Nimbleness
- 22.214.171.124.23.8 Skin of Proteus
- 126.96.36.199.23.9 Skin of the Psion
- 188.8.131.52.23.10 Skin of the Spider
- 184.108.40.206.23.11 Skin of the Troll
- 220.127.116.11.24 Ring of Self-Sufficiency
- 18.104.22.168.25 Shards
- 22.214.171.124.26 Third Eyes
- 126.96.36.199.27 Torc of Free Will
- 188.8.131.52.28 Torc of Leech Freedom
- 184.108.40.206.29 Torc of Power Preservation
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).
|01-08||Skin of the defender||32,000 gp|
|09-16||Torc of power preservation||36,000 gp|
|17-24||Boots of temporal acceleration||43,200 gp|
|25-32||Third eye repudiate||43,200 gp|
|33-40||Skin of fiery response||60,000 gp|
|41-49||Skin of the troll||61,200 gp|
|50-57||Skin of the hero||77,500 gp|
|58-63||Skin of the spider||79,080 gp|
|64-72||Skin of proteus||84,000 gp|
|73-80||Third eye expose||112,000 gp|
|81-87||Third eye conceal||120,000 gp|
|88-92||Third eye dominate||120,000 gp|
|93-97||Skin of iron||129,600 gp|
|98-100||Skin of the psion||151,000 gp|
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
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-foot-radius 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.
Boots of Landing
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.
Boots of Skating
These boots allow the wearer to slide along the ground at will as if using the skate power.
Boots of Stomping
Boots of Temporal Acceleration
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.
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 the body adjustment power, which can be scribed even though it affects 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. Powers with an experience point requirement cannot be scribed into 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.
The cost of a crawling tattoo depends on the level of the power scribed in it.
|Power Level||Market Price|
Crawling Tattoo of Concussion
This crawling tattoo delivers a concussion effect, dealing 1d6 points of damage to a creature hit by its touch attack.
Crawling Tattoo of Energy Bolt
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 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.
Comprehension Crystal Anchor
Those who manifest clairsentience powers are affected as described above.
Creation Crystal Anchor
Those who manifest metacreativity powers are affected as described above.
Energy Crystal Anchor
Those who manifest psychokinesis powers are affected as described above.
Ghost Crystal Anchor
Those who manifest remote viewing are affected as described above.
Mind Crystal Anchor
Those who manifest telepathy powers are affected as described above.
Travel Crystal Anchor
Those who manifest psychoportation powers are affected as described above.
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 on their wearers.
A crystal mask is treated as eyewear or goggles for the purpose of determining which items can be worn on the body.
Crystal Mask of Detection
Crystal Mask of Discernment
Crystal Mask of Dread
Crystal Mask of Insightful Detection
Crystal Mask of Knowledge
Crystal Mask of Languages
Each of the various crystal masks of language grants the wearer the ability to speak and write five different languages.
Crystal Mask of Mindarmor
Crystal Mask of Psionic Craft
Eyes of Expanded Vision
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 Spot checks but takes a -2 penalty on saves against gaze attacks.
Eyes of Power Leech
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).
If the wearer has only one lens, the DC of the Will save is 14 instead of 16.
Eyes of power leech have no effect on nonpsionic targets or psionic creatures with a current power point reserve of 0.
Eyes of Power Leech, Vampiric
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.
Gloves of Object Reading
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.
Gloves of Titan’s Grip
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.
Mirror of Mind Switch
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.
Mirror of Suggestion
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.
Mirror of Time Hop
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.
Pearl, Brain Lock
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.
Pearl, Breath Crisis
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.
Pearl, Mind Seed
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.
Pearl, Personality Parasite
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.
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 to which the psionatrix is keyed.
Psionatrix of clairsentience
Blue light glimmers in this crystal’s heart.
Moderate clairsentience; ML 8th; Craft Universal Item, creator must be a seer; Price 8,000 gp.
Psionatrix of metacreativity
Green light glimmers in this crystal’s heart.
Moderate metacreativity; ML 8th; Craft Universal Item, creator must be a shaper; Price 8,000 gp.
Psionatrix of psychokinesis
Red light glimmers in this crystal’s heart.
Moderate psychokinesis; ML 8th; Craft Universal Item, creator must be a kineticist; Price 8,000 gp.
Psionatrix of psychometabolism
Violet light glimmers in this crystal’s heart.
Moderate psychometabolism; ML 8th; Craft Universal Item, creator must be an egoist; Price 8,000 gp.
Psionatrix of psychoportation
Yellow-red light glimmers in this crystal’s heart.
Moderate psychoportation; ML 8th; Craft Universal Item, creator must be a nomad; Price 8,000 gp.
Psionatrix of telepathy
Piercing yellow light shines from this crystal’s heart.
Moderate telepathy; ML 8th; Craft Universal Item, creator must be a telepath; Price 8,000 gp.
Each of the various psionic restraints is an iron cuff that cunningly locks around the wrist (DC 27 Open Lock 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.
Psychoactive skins (also sometimes called ectoshells) are fistsized 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
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.
Skin of the Defender
This psychoactive skin continually grants the wearer a +4 bonus to natural armor.
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.
Skin of the Hero
Skin of Iron
This psychoactive skin affects the wearer as the psionic iron body 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 psionic iron body effect is a standard action that provokes attacks of opportunity.
Skin of Nimbleness
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.
Skin of the Psion
This psychoactive skin grants the wearer 7 bonus power points per day and power resistance 21.
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.
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.
Ring of Self-Sufficiency
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.
Moderate psychometabolism; ML 7th; Craft Universal Item, creator must have ranks in the specified skill at least equal to the imprinted bonus; 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).
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.
While worn, a third eye conceal protects the wearer from view by all devices, powers, and spells that detect, inf luence, 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 psionic mind blank power.
The wearer of a third eye dominate can attempt to dominate a subject as with the power psionic dominate, augmented to target any creature type it can affect, once per day (save DC 18).
The wearer of this kind of third eye always knows when someone lies directly to him.
While worn, a third eye penetrate grants the wearer a +2 bonus on manifester level checks to overcome a creature’s power resistance.
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.
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).
The wearer of this kind of third eye can manifest clairvoyant sense at will.
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.
Torc of Free Will
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).
A torc is treated as an amulet for the purpose of determining which items can be worn on the body.
Torc of Leech Freedom
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.
A torc is treated as an amulet for the purpose of determining which items can be worn on the body.
Torc of Power Preservation
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).
A torc is treated as an amulet for the purpose of determining which items can be worn on the body.