PSIONIC SHIELDS AND ARMOR
PSIONIC SHIELDS AND ARMOR
In general, psionic armor and shields follow the rules for the equivalent magic items, as far as enhancement bonuses, stacking, and other base abilities go. However psionic armor and shields differ from standard and magical equivalents in that every piece incorporates one or more crystals into it's construction. Particularly powerful armor and shields may be entirely composed of brightly hued or transparent crystals.
APORTER; As a move-equivalent action, this suit of armor or shield instantly transports the wearer and her equipment to any spot within 800 feet that she can visualize or specify, as the dimension door power. The armor or shield can transport the wearer in this fashion twice per day.
AVERTER; On command, three times per day, any creature to whom the wearer presents this shield must overcome an extremely powerful aversion to the weilder (actually the shield), if not, they will not come any closer than 30 from the bearer of this shield. This is a mind-affecting compulsion effect, as the aversion power.
CRYSTALLINE; This armor is made completely of crystal, although it possess all the qualitities of armor of its type. Gleams and flashes within the crystal give the wearer and his armor a "fuzzy" appearance, granting the wearer one-half concealment. This concealment translates into a 20% miss chance for each attack thrown her way.
ECTOPLASMIC; As a move-equivalent action, this armor converts itsefl, its wearer, and all the weare's equipment into ectoplasmic form for up to 15 minutes per day, similar to the power ectoplasmic form. In this semiliquid state the wearer gains damage reduction 20:1. The wearer can take on ectoplasmic form in increments of up to 5 minutes, but even 1 round/post spent in ectoplasmic form counts as one such increment.
FLOATING; This armor is psionically buoyant in water or similar liquid, negating the normal swim check penatly for wearing armor.
HEARTEN; This shield grants the owner up to 10 temporary hit points per day on command. These temporary hit points fade after 5 minutes. The wearer can activate this action as a free action at any time.
LANDING; A suit of armor with this capability appears normal. The wearer, however automatically ignore any damage dealt by the first 20 feet of a fall. Regardless of the height of the fall, the wearer always lands on her feet.
LINKED; The wearer of this armor or shield forms a telepathic bond with other wearers or linked armor or shields within 10 miles. This ability is otherwise similar to the mindlink power.
MANIFESTER; This shield must have at least one other special quality with a specified number of uses per day. It allows the wielder to use that ability more ofthen than otherwise allowed. For each additional use, the weilder pays 5 power points as a standard action.
MINDARMOR; This armor or shield grants the wearer increased resistance against all mind-affecting and/or compulsion powers.
PHASING; The wearer of this armor can move through wooden, plaster, or stone walls, but not other materials. Each day, the wearer can pass through a total length of 60 feet, breaking this distance up into several smaller passages or one long one, as desired. A wearer who exceeds this daily allotment is ejected from the material at the point of entry, ending up prone in front of the now impassable wall.
POWER RESISTANCE; This ability grants the armor's wearer greater resistance to spells and other magical like effects.
QUICKNESS; This armor increases the wearer's speed by 10 feet. Thus, a character whose normal speed is 20 feet moves 30 feet in armor of quickness.
RADIANT; The wearer gains energy resistance to energy based attacks (acid, cold, electricity, fire, and sonic). The armor absorbs the damage dealt by any such attack, causing it to shine for a number of rounds equal to the points of damage absorbed. This light is sufficient to illuminate a 60-foot radius. This is similar to the power energy containment.
RANGED; The wielder of this shield can throw it in combat, with a range increment of 1 feet/per level. While in the air, the shield is treated in all ways as a ranged weapon and cannot be blocked or grabbed except by appropriate feats. No matter the size of the wielder, a small shield deals 3d6 points of damage and a large one 3d10 points of damage. The wielder's strength modifier (if within 30 feet of the target) and the shields enhancement bonus, if any, add to the base damage.
Wether it misses or strikes its target, the shield returns through the air to the wielder that threw it. It returns on the next move-equivalent action of the wielder, who can also take a move-equivalent action as the shield returns. If no clear route exists back to the wielder, the shield falls to the ground.
REINFORCEMENT; This suit of armor or shield produces a psionic force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer the damage is dealt with as if normal damage.
THOUGHT BASTION; This shield protects the wielder as the psychic bastion feat. While holding the shield the wielder gains a mental hardness of +5 against a foe's successful psionic attack- even id insinuation. This bonus stacks with other mental hardness bonuses due to the psychic bastion feat or through other psionic defense modes.
TIME BUTTRESS; This shield gives the wielder a chance to avoid telling blows by reliving the last few moments of combat. Once per day, the wielder can use time regression as though manifesting the power.
VANISHING; On command, this suit of armor or shield renders its wearer and all the wearer's equipment invisible. This invisibility is broken by the standard methods. The wearer can use this ability twice per day.
WALL; As a standard action, the wielder can hold forth this shield and command a wall of ectoplasm to grow from the edges of the shield. This froms a wall whose area is up to 120 feet square or a sphere or hemisphere with a radius of up to 12 feet. The shield remains part of the wall untill the duration elapses or untill repossessed by the wearer, at which the wall of ectoplasmdissipates.