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Psionic Armor and Shields

In general, psionic armor and shields follow the rules for the equivalent magic items, as far as enhancement bonuses, stacking, and other base abilities are concerned. An enhancement bonus is treated the same way regardless of whether magic or psionics created it. Psionic armor and shields differ from standard and magical equivalents in that psionic armor and shields incorporate one or more crystals into their construction. Particularly powerful armor and shields may be entirely composed of brightly hued or transparent crystals.

Special Qualities: Roll d%. An 01 result indicates the item is intelligent, an 02-31 result indicates that the command thought (if any) is psionically imprinted and whispers itself into the user’s mind on acquisition, and 32-100 indicates no special qualities. Intelligent items have extra abilities and sometimes also extraordinary powers and special purposes. Substitute manifesting for spellcasting as required.

Table: Armor Special Abilities

Minor Medium Major Special Ability Base Price Modifier
01-1001-0701-05Fusing+1 bonus1
11-20
08-10
06-07
Murmuring
+1 bonus1
21-30 11-13 08-09
Quickness +1 bonus1
31-55 14-29 10-14 Landing +4,000 gp
56-80 30-45 15-19
Floating +4,000 gp
81-88 46-55 20-29 Linked +6,000 gp
89-96
56-65 30-39
Seeing +6,000 gp
97
66-75
40-47
Murmuring, Greater
+2 bonus1
98 76-77
31-40 Power resistance (13) +2 bonus1
99 76-83 41-50 Ectoplasmic +10,800 gp
- 84-89 51-60 Gleaming +3 bonus1
- 90-94 61-70 Power resistance (15) +3 bonus1
- 95-98 71-77 Vanishing +3 bonus1
- 99 78-83 Mindarmor +24,000 gp
- - 84-89 Power resistance (17) +4 bonus1
- - 90-94 Radiant +4 bonus1
- - 95-96 Aporter +40,320 gp
- - 97-98 Power resistance (19) +5 bonus1
- - 99 Phasing +65,520 gp
100 100 100 Roll twice again2 -

1 Add to enhancement bonus to determine total market price.

2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.

Psionics Expanded Armor Special Abilties

Special Ability Base Price Modifier
Fusing +1 bonus1

1 Add to enhancement bonus to determine total market price.

Table: Shield Special Abilities

Minor Medium Major Special Ability Base Price Modifier
01-33 01-08 01-03 Heartening +720 gp
 34-4209-18
04-10
Fusing+1 bonus1 
43-51
19-24
11-12
Murmuring +1 bonus1 
52-60 25-28
13
Ranged +1 bonus1
61-89 29-34 14-18 Linked +6,000 gp
90-93
35-44
19-23
Murmuring, Greater
+2 bonus1
94-97 45-46 24-25
Power resistance (13) +2 bonus1
98 47-68 26-40 Manifester +10,800 gp
99 69-88 41-50
Averter +12,960 gp
- 89-90 51-52 Power resistance (15) +3 bonus1
- 91-94
53-62 Vanishing +3 bonus1
- 95-97
63-72 Wall +20,160 gp
- 98-99
73-82 Mindarmor +24,000 gp
- - 83-84 Power resistance (17) +4 bonus10-
-
-
85-91
Determination+30,000 gp
- - 92-95 Aporter +40,320 gp
- - 96-97 Power resistance (19) +5 bonus1
- - 99-99 Time buttress +5 bonus1
100 100 100 Roll twice again2 -

1 Add to enhancement bonus to determine total market price.

2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.