Psionic Special Abilities - Weapons
Although they generally follow the rules for magic weapons, psionic weapons can differ from mundane and magic weapons in their design. Most possess some crystal components, and some are completely composed of crystal. Many also sport intricate traceries along the blade or haft, which flicker now and then as if channeling flows of psychic energy
Psionic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All psionic weapons are also masterwork weapons, but their masterwork bonus to attack does not stack with their enhancement bonus to attack.
Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons (for example, daggers) can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.
Many psionic weapons only have enhancement bonuses. Such items can also have the special abilities detailed here. A weapon with a special ability must have at least a +1 enhancement bonus. The rules for bonus damage dice, ranged weapons and ammunition, hardness, and hit points for psionic weapons are the same as for magic weapons.
Mentally Audible: Fully 30% of psionic weapons telepathically mutter, croon, recite battle poems, scream, or produce other mental "noises" when first drawn, at first blood, or when they slay a significant enemy. These telepathic weapons are obviously psionic. Such a weapon can't be concealed from creatures within 15 feet when drawn, nor can its mental "soundtrack" be curbed.
Activation: Usually a character benefits from a psionic weapon in exactly the way a character benefits from a mundane weapon - by attacking with it. If a weapon has a special ability that the user needs to activate, then the user usually needs to project the command thought (a standard action).
Intelligent items have extra abilities and sometimes also extraordinary powers and special purposes. Use the rules for defining intelligent items, substituting psionic manifestation for spellcasting as required. However, an intelligent item should have a unique flavor - don't be afraid to give it interesting psionic capabilities. For example, a psionic battleaxe might contain the trapped essence of a mind flayer, with the ability to manifest psionic powers in its own right: Metacreativity, Telepathy, and Clairsentience are all possible (disciplines keyed to physical abilities such as Strength are not eligible). Or a bow could launch deadly strikes against specified psionic beings, such as cerebreliths.
Psionic Weapon Special Abilities Descriptions
Most psionic weapons only have enhancement bonuses. They can also have the special abilities listed below here. A weapon with a special ability must have at least a +1 enhancement bonus.
- Coup de Grace
- Great Dislocator
- Power Storing
- Psychokinetic Burst
The following psionic weapons are types that are found throughout the planes.
Chain of Convolution
This powerful spiked chain can be used to trip or disarm an opponent from a distance.
Description: A chain of convolution is a +2 spiked chain. It is a crystalline spiked chain that is as hard as steel and pulses with a red glow from within. When the weapon's telekinetic ability is activated while attacking, the red glow appears to leap away in arcs and rays as the weapon is whipped about.
Activation: A chain of convolution always benefits from its base qualities. A standard action and a mental command is required to activate the chain's telekinetic ability, which can be activated twice per day.
Effect: When activated, a chain of convolution grants you the benefit of telekinetic maneuver . However, you can perform only the bull rush, disarm, and trip maneuvers with the weapon.
Aura/Manifester Level: Moderate psychokinesis. ML 11th.
This weapon can create a powerful psychokinetic shock wave that travels along the ground.
Description: An earth hammer is a +1 thundering warhammer. It appears as an intricate warhammer with a large green crystal embedded on each side of the hammer's head. Circular lines etched into the steel extend out from the crystals, as though depicting ripples in water. When the weapon is activated, the green crystals create an arc of psychokinetic energy that meets over the head of the hammer, crackling and spitting.
Activation: When you wield an earth hammer, you can activate the stomp power (EPH 133) by striking the earth with the weapon as a standard action.
Effect: This +1 thundering warhammer produces the effect of the stomp power as augmented by a 5th-level manifester. Any creature standing on the ground in a 20-foot cone-shaped spread must succeed on a DC 11 Reflex save or be knocked prone and take 5d4 points of nonlethal damage.
Aura/Manifester Level: Faint psychokinesis. ML 5th.
This ghostly longsword exists on both the Material Plane and the Ethereal Plane simultaneously, granting its wielder the ability to see into one plane from the other and attack creatures on either plane equally.
Description: An ethereal reaver is a +2 longsword. Its blade appears to be constructed of a ghostly, ethereal substance, though it is as hard as steel. The pommel and hilt are constructed of adamantine and worked through with inlaid platinum.
An ethereal reaver emits a low hum when drawn. Its blade leaves a trail of wispy smoke in the wake of its swing. When activated, the blade emanates a dim silvery glow as it pulses to life.
Activation: As a standard action, upon command, an ethereal reaver is sheathed in a dim silver glow that illuminates a 5-foot-radius area. An ethereal reaver can be deactivated by another command, also as a standard action.
Effect: When activated, an ethereal reaver allows you to see onto the Ethereal Plane, as though under the effect of the power psionic see invisibility. You can attack any creature that exists on the Ethereal Plane as though it were on the Material Plane. Likewise, if you are on the Ethereal Plane, you can attack any creature that exists on the Material Plane within the area you threaten, as though it were on the Ethereal Plane with you.
While the blade of this weapon exists on both planes, the pommel and hilt exist only on the plane where you currently reside. So, while you can be disarmed by an opponent on a plane opposite your own, the foe could not pick up the ethereal reaver.
Aura/Manifester Level: Moderate psychoportation. ML 7th.
This heavy flail possesses a shaft of adamantine, to which four greenish-mauve chains are attached. The tentacle-like chains can remove the brains of unlucky foes.
Description: A flayer is a +2 heavy flail with some visual embellishments. The wicked-looking weapon appears to be a heavy flail whose chains are designed so that each resembles articulated mind flayer tentacles. The chains sometimes seem to writhe and move of their own volition.
Activation: Using this weapon is as simple as wielding it. To activate the weapon's special effect, you must roll a natural 20 on an attack roll, followed by a successful roll to confirm the critical hit. The special effect of the weapon is effective only against living creatures that possess a brain.
Illithids, half-illithids, and those with the Illithid Heritage feat are automatically proficient with a flayer.
Effect: If the special effect is activated, the four chains of the flail strike like coordinated asps, penetrating the skull of the target and drawing our the brain, killing the target instantly.
Aura/Manifester Level: Strong psychometabolism. ML 18th.
Construction: Craft Psionic Arms And Armor, creator must be an illithid, half-illithid, or someone with the Illithid Heritage feat, 49,158 gp, 3,933 XP, 50 days. Weight: 4 lb. Price: 98,315 gp.
Source: Complete Psionic
This bastard sword has psionic qualities as well as a permanent conduit to the Negative Energy Plane.
Description: A lifequencher is a +1 sundering bastard sword. Its blade is blackened, and light within 1 foot of it seems to swirl along its surface and disappear.
Activation: The base quality of the weapon is always active. As a swift action, you can imbue the blade with the effect of the stygian weapon power three times per day.
Effect: You can attack a foe's weapon as if you possessed the Improved Sunder feat. When stygian weapon is activated in conjunction with a successful strike, the foe gains 1d4 negative levels for 1 round in addition to taking damage normally. If the foe has at least as many negative levels as it has Hit Dice, it is stunned for I round instead. On the following round, the subject regains lost levels. Usually, negative levels have a chance of permanently draining the victim's levels (or killing creatures with Hit Dice equal to or less than the number of negative levels gained), but the negative levels from stygian weapon don't last long enough to do so.
Aura/Manifester Level: Moderate psychometabolism. ML 9th.
This wicked-looking kukri is used to send the undead to their final rest, disrupting the flow of negative energy that keeps them going.
Description: A quietus stiletto is a +1 keen kukri with a blade constructed entirely of jade. The ivory handle is inlaid with golden runes in the forgotten language of Talaire. In that lost tongue, the runes spell out "quietus stiletto," hinting at this sacred blade's purpose.
When drawn, the blade of this kukri shimmers slightly. But when one or more undead are within 60 feet, a pale, blue-green light dances along its razor edge, and the blade emits a threatening hum that grows louder as the undead move closer to you.
Activation: The light and hum of the weapon are always active. An experienced wielder can gauge the proximity of undead by the volume of the blade's drone.
Effect: When a quietus stiletto scores a critical hit on undead creatures, it can sever their connection to the Negative Energy Plane, cutting them off from that source of power and instantly destroying them. Intelligent undead receive a DC 20 Will save to resist the effect, but a quietus stiletto automatically severs the link of mindless undead, such as skeletons and zombies. This weapon does not deal extra damage to undead on a critical hit, but you still roll to confirm a critical hit to determine if the weapon's destructive power activates.
Aura/Manifester Level: Strong psychometabolism. ML 13th.
Silver Sword, Githyanki
Powerful githyanki warriors carry these impressive weapons, which are typically +1 silvered greatswords. The weapon looks much like a standard weapon while still in its sheath. When drawn, the silver sword transforms into a column of silvery liquid, alternating the weapon's balance round by round as the blade's shape flows and shimmers. A silver sword has the additional quality of reaching into the minds of the foes it strikes, disrupting their psionic powers. A target hit by the weapon must succeed on a DC 17 Fortitude save or lose any psionic abilities for 1d4 rounds.
By using the sunder attack action, the wielder of a githyanki silver sword can attack an astral traveler's silvery cord. The cord trails 5 feet behind the traveler it is attached to, and can only be attacked by someone adjacent to the traveler who wielding a silver sword. The normally insubstantial cord is treated as a tangible object with the owner's Armor Class, a hardness of 10, and 20 hit points. If an astral traveler's cord damaged, he must succeed on a DC 13 Fortitude save or forced to return to his physical body. If the silver cord is severed, the traveler is slain instantly.
While this power can be applied to any melee weapon, githyanki make only greatswords with this ability. This ability can be applied only to a melee weapon manufactured with alchemical silver. Moderate psychometabolism; ML 11th; Craft Psionic Arms And Armor, creator must be a githyanki, weapon must made of alchemical silver, Banishment, Psionic; Price 50,530 ;Cost 25,530 gp + 2,000 XP.
Soul in Iron
This greatsword has psionic qualities as well as a permanent conduit to the Positive Energy Plane, channeling the energy into a bright, sunlike aura that damages undead creatures.
Description: A soul in iron is a +2 collision undead bane greatsword. The weapon glows with a white, sunlike radiance. To a living creature, this aura of energy has a warm, comforting feeling. Undead creatures are uncomfortable even looking at the energy.
Activation: The base weapon qualities (collision and undead bane) are always active. As a standard action, upon command, you can sheathe the weapon in a brilliant white radiance that illuminates a 30-foot-radius area. This glow can be deactivated by another command, also as a standard action. As a standard action, you can call on the effects of the stygian erasure power once per day, removing up to four negative levels you possess.
Effect: When the weapon strikes any creature, its collision special ability deals an additional 5 points of damage to the target. The greatsword's undead bane quality grants it a total enhancement bonus of +4 against undead, and the weapon deals an additional 2d6 points of damage to undead foes. When commanded, brilliant white light illuminates a 30-foot radius. When commanded, you gain the benefit of stygian erasure and remove up to four negative levels you possess (if any) once per day.
Aura/Manifester Level: Moderate psychometabolism. ML 9th.