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. Such a weapon cannot be concealed from creatures within 15 feet when it is drawn, nor can its mental “soundtrack” be curbed.
Activation: Usually a character benefits from a psionic weapon in the same 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 a command thought (a standard action).
Table: Psionic Melee Weapon Special Abilities
| Minor | Medium | Major | Special Ability | Base Price Modifier |
|---|---|---|---|---|
| 01–15 | 01–10 | — | Psychokinetic | +1 bonus1 |
| 16–45 | 11–25 | 01–09 | Dissipater | +1 bonus1 |
| 46–55 | 26–30 | 10–12 | Lucky | +1 bonus1 |
| 56–70 | 31–40 | 13–17 | Sundering | +1 bonus1 |
| 71–80 | 41–46 | 18–21 | Power storing | +1 bonus1 |
| 81–99 | 51–56 | 22–30 | Collision | +2 bonus1 |
| — | 57–65 | 31–37 | Mindcrusher | +2 bonus1 |
| — | 66–71 | 38–41 | Psychokinetic burst | +2 bonus1 |
| — | 72–75 | 42–49 | Suppression | +2 bonus1 |
| — | 76–78 | 50–58 | Psibane | +2 bonus1 |
| — | 79–81 | 59–61 | Parrying | +8,000 gp |
| — | 82–85 | 62–65 | Manifester | +16,000 gp |
| — | 86–88 | 66–71 | Bodyfeeder | +3 bonus1 |
| — | 89–91 | 72–77 | Mindfeeder | +3 bonus1 |
| — | 92–93 | 78–83 | Soulbreaker | +3 bonus1 |
| — | 94 | 84–86 | Psychic | +35,000 gp |
| — | 95 | 87–90 | Coup de grace | +5 bonus1 |
| 100 | 96–100 | 91–100 | Roll again twice2 | — |
| 1 Add to enhancement bonus to determine total market price. | ||||
| 2 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10. |
Table: Psionic Ranged Weapon Special Abilities
| Minor | Medium | Major | Special Ability | Base Price Modifier |
|---|---|---|---|---|
| 01–20 | 01–15 | — | Teleporting | +1 bonus1 |
| 21–40 | 16–30 | — | Psychokinetic | +1 bonus1 |
| 41–100 | 31–45 | 01–30 | Collision | +2 bonus1 |
| — | 46–50 | 31–40 | Suppression | +2 bonus1 |
| — | 51–66 | 41–65 | Psychokinetic burst | +2 bonus1 |
| — | 67–74 | 66–69 | Psibane | +2 bonus1 |
| — | 75–78 | 70–73 | Manifester | +16,000 gp |
| — | 79–82 | 74–79 | Dislocator | +3 bonus1 |
| — | 83–98 | 80–90 | Great dislocator | +4 bonus1 |
| — | — | 91–97 | Coup de grace | +5 bonus1 |
| — | 99–100 | 98–100 | Roll again twice2 | — |
| 1 Add to enhancement bonus to determine total market price. | ||||
| 2 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10. |