MAGIC SPECIAL ABILITIES
Acid Resistance, Improved
Acid Resistance, Greater
Cold Resistance, Improved
Cold Resistance, Greater
Electricity Resistance, Improved
Electricity Resistance, Greater
Fire Resistance, Improved
Fire Resistance, Greater
Silent Moves, Improved
Silent Moves, Greater
Sonic Resistance, Improved
Sonic Resistance, Greater
Absorbs the first 10 points of acid damage per attack that the wearer would normally take (similar to the Resist Energy spell).
Acid Resistance, Improved
As acid resistance, save that it absorbs the first 20 points of acid damage per attack.
Acid Resistance, Greater
As acid resistance, save that it absorbs the first 30 points per attack.
Upon command, an animated shield floats within 2 feet of the wielder, protecting her as if she were using it herself but freeing up both her hands. Only one shield can protect a character at a time. A character with an animated shield must still have proficiency with the shield, or suffer the normal penalties.
A shield with this ability attracts ranged weapons to it. It has a deflection bonus of +1 against ranged weapons because projectiles and thrown weapons veer toward it. Additionally, any projectile or thrown weapon aimed at a target within 5 feet of the shield's wearer diverts from the original target and targets the shield's bearer instead. (If the wielder has total cover relative to the attacker, the projectile or thrown weapon is not diverted.) Additionally, those attacking the wearer with ranged weapons ignore any miss chances that would normally apply. Projectiles and thrown weapons that have an enhancement bonus higher than the shield's base AC bonus are not diverted to the wearer (but the shield's increased AC bonus still applies against these weapons). The wielder can activate or deactivate this ability with a command word.
PSIONIC SPECIAL ABILITIES
Power Resistance 13
Power Resistance 15
Power Resistance 17
Power Resistance 19
As a standard action, a suit of aporter armor or an aporter shield transports the wearer and her equipment to any spot within 800 feet that she can visualize or specify, as the Psionic Dimension Door power. The armor or shield can transport the wearer in this fashion twice per day.
On command, up to three times per day, any creature to whom the wearer presents an averter shield must succeed on a DC 14 Will save or be overcome by a powerful aversion to the wielder (actually the shield), and will not approach within 30 feet. This is a mind-affecting compulsion effect, as the Aversion power.
As a standard action, ectoplasmic armor converts itself, its wearer, and all the wearer's equipment into Ectoplasmic Form for up to 5 minutes once per day, as the power of the same name. In this semisolid state, the wearer gains DR 10/psionics.
This kind of armor is psionically buoyant in water or a similar liquid, negating the normal penalty for wearing armor when making Swim checks. Additionally, it grants a +4 circumstance bonus on Swim checks.
This kind of armor is usually made from crystal, though it doesn't have to be. Gleams and flashes from the armor give the wearer a "fuzzy" appearance, granting the wearer concealment.
This kind of shield grants the wearer up to 5 temporary hit points per day on command. These temporary hit points fade after 4 minutes. The wearer can activate this power as an immediate action at any time.
A suit of armor with this capability allows the wearer to ignore any damage dealt by the first 60 feet of a fall. Regardless of the height of a fall, the wearer always lands on his feet.
This kind of armor or shield allows the wearer to form a telepathic bond with other wearers of linked armor or shields within 10 miles. This ability is otherwise similar to the Mindlink power.
This kind of shield generates 3 power points once per day that the wearer can use when manifesting a power he knows. These power points must all be used on the same power.
This kind of armor or shield grants the wearer a +3 insight bonus on Will saving throws to resist all mind-affecting and/or compulsion powers.
The wearer of this kind of armor can move through wooden, plaster, or stone walls, but not other materials. The wearer can call on this special ability as a standard action. When the phasing ability is active, the wearer can pass through a wall or some other kind of appropriate object for a total distance of 60 feet per day (see below), breaking this distance up into several smaller passages or one long one, as desired. A wearer who exceeds this daily distance limit while inside solid material is ejected from the material at the point of entry, ending up prone in front of the now-impassable barrier.
Phasing through a wall that separates two adjacent squares on the grind counts as 5 feet of distance. Phasing through a wall or barrier of any greater thickness counts as distance equal to the barrier's thickness plus 5 feet.
This kind of armor or shield grants the wearer power resistance while it is worn.
This kind of armor increases the wearer's speed by 5 feet.
The wearer of this kind of armor gains resistance 10 against energy attacks (acid, cold, electricity, fire, or sonic). The armor absorbs the first 10 points of damage dealt by any such attack, and this absorption causes it to radiate light for a number of rounds equal to the points of damage absorbed. This light is sufficient to illuminate a 60-foot-radius area.
If the armor absorbs more damage while it is radiating light, the newer radiant effect overlaps (does not stack with) the effect that was already in place.
The wielder of a ranged shield can throw it in combat, with a range increment of 30 feet. While in the air, the shield is treated in all ways as a ranged weapon and cannot be blocked or grabbed except by those with the appropriate feats. No matter the size of the wielder, a buckler or light shield deals 1d6 points of damage and a heavy one 1d8 points. (A tower shield cannot be created with this special ability.) The wielder's Strength modifier and the sheild's enhancement bonus add to the base damage.
A ranged shield flies through the air back to the creature that threw it. It returns to the wielder just before the creature's next turn (and is therefore ready to use again in that turn).
Catching a ranged shield when it comes back is a free action. If the wielder can't catch it, or if the wielder has moved since throwing it, the sheild drops to the ground in the square from which it was thrown.
This kind of armor grants a wider than normal field of vision, so that opponents flanking the wearer gain only a +1 bonus on their attack rolls instead of +2 (rogues still get their full sneak attack damage because the wielder is still flanked). The wearer gains a +1 enhancement bonus on Spot checks but takes a -2 penalty on saves against gaze attacks.
This kind of shield gives the wielder a chance to avoid telling blows by using time itself as a shield. Once per day, the wielder can use Timeless Body as though manifesting the power.
On command, this suit of armor or shield renders its wearer and all the wearer's equipment invisible to the minds of others, as if he had manifested the power Cloud Mind. The wearer can use this ability twice per day.
As a standard action once per day, the wielder can drop this kind of shield at his feet and command a Wall of Ectoplasm (as the power) to come into being, with the shield as the point of origin for the effect. This effect forms a wall whose area is up to twelve 10 foot squares or a sphere or hemisphere with a radius of up to 12 feet. The wall dissipates after 7 minutes, or sooner if the wielder of the shield reclaims it (thus dimsissing the effect).
Page Last Updated November 13th, 2005
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