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Objetos psiónicos
ARTÍCULOS UNIVERSALESDescripción física: Varies. Activación: Usually command thought, but details vary from item to item. Descripciones universales de los objetosUniversal items can be configured to do just about anything.A continuación se describen los artículos universales estándar. Amuleto de 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. Botas de aterrizaje:
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. Botas de patinaje:
These boots allow the wearer to slide along the ground at will as
if using the patín power. Botas de pisotón:
These boots allow the wearer to use Pisotón as the power three times
per day (Reflex save DC 13) when the wearer stomps her
feet. Botas de Temporal
Aceleración: These boots allow the wearer to speed up his
own time frame for 2 rounds as if using the power Aceleración temporal. El usuario
puede usar este poder una vez al día. Tatuajes rastreros: 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 Ajuste del cuerpo 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. El portador de un tatuaje rastrero puede tocar el tatuaje como un acción estándar que provoca ataques de oportunidad, mentalmente especificando un objetivo (al que el usuario debe tener una línea de vista). En lugar de manifestar su poder almacenado, el tatuaje se anima, cae al suelo y se escabulle hacia el objetivo. El usuario original ya no necesita concentrarse en el tatuaje una vez animado. El tatuaje animado se mueve hacia su objetivo designado en el mismo redondo cuando se activa. Trátalo como una construcción fina que tiene AC 18, 10 puntos de vida, una dureza de 5, velocidad de 30 pies, y una bonificación en las tiradas de ataque igual a la del portador Nivel de manifestador + su modificador de habilidad clave. Tatuajes rastreros, a diferencia de las verdaderas construcciones, están sujetas a ilusiones, oscuridad, niebla, y efectos similares. Si el objetivo muere, teletranspórtate, o de otra manera ausente antes de que el tatuaje animado lo alcance, El usuario puede reclamar el tatuaje. Si se destruye, se arrastrará El tatuaje se rompe y se evapora. Un tatuaje rastrero debe entrar en la casilla del objetivo para ataque y, por lo tanto, provoca ataques de oportunidad a medida que pasa a través del área amenazada del objetivo. El tatuaje hace que uno ataque de toque por ronda a partir de entonces hasta que golpee a su objetivo o se destruye. En un ataque exitoso, el poder escrito en el El tatuaje de rastreo afecta al objetivo si el objetivo falla el tirada de salvación adecuada; Sin embargo, las potencias que normalmente permiten una La tirada de salvación de reflejos afecta automáticamente al objetivo tocado. Los tatuajes de rastreo pueden transportar poderes beneficiosos y dañinos y un objetivo puede permitir que el ataque táctil del tatuaje tener éxito si él o ella lo desea. A continuación se describen dos ejemplos de tatuajes de rastreo; mucho Son posibles más tipos. Mercado Precio: El costo de un tatuaje rastrero
depende del nivel de poder escrito en él.
Tatuaje rastrero de
Conmoción: This crawling tattoo delivers a conmoción effect, dealing 1d6
points of damage to a creature hit by its touch attack. Tatuaje de energía rastrero
Cerrojo: Each of these tattoos is keyed to one energy type:
cold, electricity, fire, or sonic. This crawling tattoo delivers
the Rayo de energía power, dealing 5d6
points of damage of its energy type. Ancla de cristal: 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 Bloqueo cerebral, con la salvedad de que el efecto es permanente hasta que sea disipado o descartado por el individuo que inicialmente clavó el ancla de cristal en la tierra. Cualquier anclaje puede ser extraído del suelo y reutilizado en un momento posterior. Hora. Cuando un ancla de cristal atrapa con éxito a un objetivo, un Un filamento delgado de ectoplasma insustancial conecta a la víctima al eje, incluso uno fuera del área original de la campo. Un ancla de cristal puede intentar atrapar a una víctima solo cinco veces al día. Los objetivos capturados anteriormente pueden permanecer capturados el día después del día y no cuentan para este límite diario en Intentos. El propietario de un ancla puede designar a ciertas criaturas para que sean no se ve afectado por el anclaje; Tales criaturas no necesitan hacer un ahorro y no cuenten para el límite diario de intentos. Uno Crystal Anchor puede atrapar a varios objetivos simultáneamente, y Varios anclajes de cristal pueden compartir campos superpuestos. Anclas que se activan cuando un poder específico se manifiesta en también son posibles, pero son más raros. Un ancla de cristal tiene AC 7, 15 puntos de vida, una dureza de 8 y un descanso DC de 20. Ancla de cristal corporal:
Those who manifest psychometabolism powers are affected as
described above. Cristal de comprensión
Ancla: Those who manifest clairsentience powers are
affected as described above. Cristal de la creación
Ancla: Those who manifest metacreativity powers are
affected as described above. Cristal de energía
Ancla: Those who manifest psychokinesis powers are
affected as described above. Ancla de cristal fantasma:
Those who manifest Visión remota are affected as
described above. Ancla de cristal mental:
Those who manifest telepathy powers are affected as described
above. Cristal de viaje
Ancla: Those who manifest psychoportation powers are
affected as described above. Máscaras de cristal: 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. Las máscaras de cristal confieren habilidades especiales o habilidades mejoradas a sus portadores. Una máscara de cristal se trata como anteojos o gafas protectoras para el con el fin de determinar qué artículos se pueden usar en el cuerpo. Máscara de cristal de
Detección: The wearer of a crystal mask of detection can
make Buscar checks with a +10
competence bonus. Máscara de cristal de
Discernimiento: The wearer of a crystal mask of discernment
can make Motivo de sentido checks with a +10
insight bonus. Máscara de cristal de
Temor: The wearer of a crystal mask of dread can attempt
to frighten other beings to her will. The wearer makes all
Intimidar checks with a +10
competence bonus. Máscara de cristal de perspicacia
Detección: The wearer of a crystal mask of insightful
detection can make Buscar checks and Mancha
checks checks with a +9 insight bonus. Máscara de cristal de
Conocimiento: Each of the various crystal masks of knowledge
grants the wearer a +5 competence bonus on a specific type of
Conocimiento check. Máscara de cristal de
Idiomas: Each of the various crystal masks of language
grants the wearer the ability to speak and write five different
languages. Máscara de cristal de
Armadura mental: A crystal mask of mindarmor grants the wearer a
+4 insight bonus on all Will saving throws. Máscara de cristal psiónico
Oficio: The wearer of a crystal mask of psionic craft makes
all Psicraft checks with a +10
competence bonus. Ojos de expandido
Visión: 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. Sanguijuela de ojos de poder:
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
Sanguijuela de poder. Un objetivo seleccionado
dentro de los 40 pies debe tener éxito en un DC 16 Guardará o una conexión
de energía crepitante se forma entre el portador y la víctima.
La conexión drena 1d6 puntos de potencia del objetivo por cada
ronda en la que el usuario mantiene la concentración (al máximo
de 7 rondas). El portador gana 1 punto de poder de los drenados
del objetivo en cada ronda (sujeto a su máximo normal; puntos
no puede ganar inmediatamente se pierden). Ojos de sanguijuela de poder,
Vampírico: 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. Guantes de Objeto
Lectura: 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 Lectura de objetos power. Guantes de titán
Agarrar: While wearing these oversize gloves, the user gains
a +8 enhancement bonus on gafa 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. Cambio de espejo de la mente:
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 Cambio de mente 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. Espejo de la sugestión:
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 sugerencia 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. Espejo del salto en el tiempo:
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 Salto en el tiempo 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. Perla, Bloqueo Cerebral:
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 Bloqueo cerebral, durante 3 rondas.
El uso destruye el artículo. Perla, Crisis de aliento:
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 de aliento for 5 minutes.
The use destroys the item. Perla, Semilla de la Mente: 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 Semilla de la mente power, with the
pearl’s wielder acting as the manifester. The use destroys
the item. Perla, Personalidad
Parásito: 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 Parásito de la personalidad for 5
rounds. The use destroys the item. Psionatrix: 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 de
Clarisensibilidad: Blue light glimmers in this
crystal’s heart. Psionatrix de
Metacreatividad: Green light glimmers in this
crystal’s heart. Psionatrix de
psicociensis: Red light glimmers in this crystal’s
heart. Psionatrix de
Psicometabolismo: Violet light glimmers in this
crystal’s heart. Psionatrix de
Psicoportación: Yellow-red light glimmers in this
crystal’s heart. Psionatrix de
telepatía: Piercing yellow light shines from this
crystal’s heart. Restricciones psiónicas:
Each of the various psionic restraints is an iron cuff that
cunningly locks around the wrist (DC 27 Abrir
Cerradura 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.
Strong psychokinesis; ML 16th; Craft Universal Item, bend reality, dispel psionics; Peso 1 lb.
Una piel desplegada cubre completamente al portador y a todos sus como una segunda piel, lo que permite al usuario ver, oír, y respirar normalmente. Se aleja de varias partes de la cuerpo según sea necesario, como cuando el usuario necesita comer o acceder a un mochila. Los artículos retenidos o específicamente excluidos no son cubierto por una piel psicoactiva. Se pueden usar hasta tres pieles simultáneamente, aunque solo El más externo está activo en cualquier ronda dada (los poderes de Hidden pieles no se pueden manifestar). Las capas de la piel se pueden cambiar con un pensamiento de comando como una acción estándar, lo que provoca una capa inferior que la piel salga a la superficie. Piel de la
Camaleón: This psychoactive skin adjusts to surrounding
textures and colors, continually granting the wearer a +10
enhancement bonus on Esconder checks. Piel de la garra:
This psychoactive skin benefits only a wearer who has levels in
psychic warrior. If such a character wears this skin, he can
activate the garras de la bestia power at
will, as a free action that does not provoke attacks of
opportunity. He can also dismiss the claws equally quickly. Aspecto del defensor:
This psychoactive skin continually grants the wearer a +4 bonus
to natural armor. Piel de fuego
Respuesta: 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 retorta de energía 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. Aspecto del héroe:
This psychoactive skin continually grants the wearer a +3
deflection bonus to Armor Class, a +3 resistance bonus on all
saving throws, and a +3 enhancement bonus on attack rolls. Piel de hierro: This
psychoactive skin affects the wearer as the Cuerpo de hierro psiónico 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. Piel de agilidad:
This psychoactive skin continually grants the wearer a +10
competence bonus on Caída checks. Piel de Proteo: This
psychoactive skin continually affects the wearer as the metamorfosis power. While in a
form other than his natural form, the wearer does not appear to
be wearing the skin. Piel del Psion:
This psychoactive skin grants the wearer 7 bonus power points per
day and power resistance 21. Piel de la araña:
This psychoactive skin continually grants the wearer a +20
competence bonus on Ascensión checks and continually
affects the wearer as the Equilibrio corporal power. Three
times per day, the wearer can manifest Enredar el ectoplasma against a
target within 30 feet. Piel del 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. Anillo de
Autosuficiencia: This crystalline ring continually grants
the wearer a +10 competence bonus on Autohipnosis checks. Fragmentos: 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. Tercer Ojo: 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. Un tercer ojo se trata como anteojos o gafas protectoras para este propósito de determinar qué artículos se pueden usar en el cuerpo. Consciente: This kind of
third eye continually grants the wearer a +10 competence bonus on
Mancha checks. Esconder: 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 Metafacultad); this item affects
the wearer as if he enjoyed the benefit of the Mente psiónica en blanco power. Concentrar: This
kind of third eye continually grants the wearer a +10 competence
bonus on Concentración checks. Dominar: The wearer
of a third eye dominate can attempt to dominate a subject as with
the power Dominación psiónicaaumentada
para seleccionar cualquier tipo de criatura a la que pueda afectar, una vez al día (salva CD
18). Exponer: The wearer of
this kind of third eye always knows when someone lies directly to
him. Reunir: This kind of
third eye continually grants the wearer a +10 competence bonus on
Recopilar información checks. Penetrar: While
worn, a third eye penetrate grants the wearer a +2 bonus on
manifester level checks to overcome a creature’s power
resistance. Ladrón de poder: 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. Repudiar: While
worn, this powerful item allows the wearer to manifest Disipar psiónicos once per day with
a +20 modifier on the dispel check (the wearer uses the +20
modifier in place of his manifester level). Sentido: The wearer of
this kind of third eye can manifest sentido clarividente at will. Vista: 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 Visión remota power, once per
day. Torc del Libre Albedrío:
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 Bloqueo cerebral power or items
that produce brain lock effects (such as crystal anchors). Torc de la libertad de la sanguijuela:
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 Sanguijuela de poder against him per
day. Torc de Poder
Preservación: 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). |