The Mind's Eye11/28/2003


On the Road Again



This month's theme is travel, so we came up with few new powers and psionic items, including a cool new arctic cat saddle. To round it all out, we also have an interesting a new mount: the sand drummer.

New Psionic Items

Collar of Communication: The collar of communication is actually a set consisting of a crystal, studded leather collar and either a pendant, ring, or circlet of silver, depending on the creator's desire. This paired item, when worn by either a mount or pet and also the owner, provides an empathic link between them. The pair does not function unless the mount or pet wearing the collar has an Intelligence score of 1 or 2. The master and the pet or mount have an empathic link out to a distance of up to one mile. The master cannot see through the pet's or mount's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Faint telepathy; ML 1; Craft Universal Item, lesser mindlink; Price 3,000 gp.

Saddle of the Arctic Cat: Made from bone, leather, and crystalline strips, the saddle's form is tailored to fit the arctic cat. It includes extended leg braces with straps to help the rider stay on the cat as it races across the landscape. The special property of the saddle lies with the cat itself, however. The saddle is attuned to dimension slide when the cat does, allowing the rider to travel with the cat. After the dimensionslide, the rider can attempt a single attack with a -4 penalty. The rider cannot use an item or manifest, since these actions cannot be performed after the disorientation from the dimension slide.

Faint psychoportation; ML 5th; Craft Universal Item, dimension slide; Price 21,000 gp.

Saddle of Speed: This is a standard saddle designed to enhance the speed of creature wearing it. It functions just like the Speed of Thought feat. Various levels of saddle exist, with each level representing taking the Speed of Thought feat once. If the saddle wearer has a psionic class, the saddle works just like the feat, and the wearer's actual speed depends on the kind of saddle and reserve power points the wearer has. If the saddle wearer has psionic powers, but no psionic classes, its maximum speed depends on the kind of saddle and the highest level power the wearer has in reserve, as shown below:

Reserve
Power Points
Highest Level
Reserve Power
Maximum Level
Speed
3 1-2 1 (+10 ft.)
5-7 3-4 2 (+20 ft.)
9-11 5-6 3 (+30 ft.)
13-15 7-8 4 (+40 ft.)
17 9 5 (+50 ft.)

In any case, the wearer's speed increase is governed by what the saddle can provide, or the wearer's current reserve, whichever is lower.

Saddle of Speed 1: Faint Psychoportation; ML 3; Craft Universal Item, Speed of Thought; Price 2,000 gp.

Saddle of Speed 2: Moderate Psychoportation; ML 6; Craft Universal Item, Speed of Thought; Price 8,500 gp.

Saddle of Speed 3: Moderate Psychoportation; ML 9; Craft Universal Item, Speed of Thought; Price 18,000 gp.

Saddle of Speed 4: Strong Psychoportation; ML 12; Craft Universal Item, Speed of Thought; Price 32,000 gp.

Saddle of Speed 5: Strong Psychoportation; ML 15; Craft Universal Item, Speed of Thought; Price 50,000 gp.

Collar of Soundness These collars range in materials from plain metals and leather to crystal-encrusted platinum and gold, depending on the creator, but each is designed to do the same thing: provide temporary hit points for their favored mount. Several versions of these exist, depending on the ability of the creator. The temporary hit points can be generated by this item once per day. These temporary hit points do not stack with other sources of temporary hit points, and they last until they are used, dispelled, or replaced by activating the collar again.

Collar of Verve: This collar provides 1 temporary hit point per day. Faint psychometabolism; ML1; Craft Universal Item, verve; Price 400 gp.

Collar of Vigor: This collar provides 3 temporary hit points per day. Faint psychometabolism; ML1; Craft Universal Item, vigor; Price 800 gp.

Collar of Vim: This collar provides 12 temporary hit points per day. Faint psychometabolism; ML4; Craft Universal Item, vim; Price 6,400 gp.

Collar of Vehemence: This collar provides 18 temporary hit points per day. Moderate psychometabolism; ML6; Craft Universal Item, vehemence; Price 14,400 gp.

Collar of Vitality: This collar provides 24 temporary hit points per day. Moderate psychometabolism; ML8; Craft Universal Item, vitality; Price 25,600 gp.

Collar of Improved Verve: This collar provides 30 temporary hit points per day. Moderate psychometabolism; ML10; Craft Universal Item, improved verve; Price 40,000 gp.

Collar of Improved Vigor: This collar provides 36 temporary hit points per day. Strong psychometabolism; ML12; Craft Universal Item, improved vigor; Price 57,600 gp.

Collar of Improved Vim: This collar provides 56 temporary hit points per day. Strong psychometabolism; ML14; Craft Universal Item, improved vim; Price 78,400 gp.

Collar of Improved Vehemence: This collar provides 80 temporary hit points per day. Strong psychometabolism; ML16; Craft Universal Item, improved vehemence; Price 102,400 gp.

Collar of Improved Vitality: This collar provides 96 temporary hit points per day. Strong psychometabolism; ML18; Craft Universal Item, improved vitality; Price 129,600 gp.

New Psionic Powers

The following astral tasker powers continue the power chain established in the online article "Astral Taskers."

Astral Tasker VI
Metacreativity (Int)
Level: Psion 8
Display: Vi, Ma
Manifestation Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more astral taskers, no two of which can be more than 30 feet apart
Duration: 1 hour per level
Saving Throw: None
Power Resistance: No
Power Points: 15

As astral tasker I except you can create one 6th-level astral tasker, 1d3 5th-level astral taskers, or 1d4+1 astral taskers of lower level.

You can imbue a moderate amount of knowledge in a 6th-level astral tasker, thereby granting it the ability to perform tasks as though it has up to two specific Profession or Craft skills. The skills are equal to that of the manifester. You cannot empower a tasker with a skill you do not have. You can empower a tasker with up to 2 skills. For instance, a psion with the Craft (blacksmithing) and Knowledge (religion) skills could create a 6th-level astral tasker with these skills. They might be useful in forging a holy symbol or crafting a weapon favored by a specific clergy.

A 6th-level tasker can be shaped into any configuration that a 5th-level tasker can be shaped into. Additionally it can be shaped to resemble a boat of 15 feet in length and 5 feet in width. Doing so requires a successful Craft (sculpting) check (DC 24). The tasker has 3 sets of automated oars spaced evenly along each side that are capable of a top speed of 20 feet (nautical good). If imbued with the Profession (sailor) of at least 4 ranks, speed increases to 30 feet (nautical good). Part of the tasker shaped like a rudder at the rear of the boat is the means by which the tasker receives its movement commands. The tasker can carry up to 8 passengers or 2,800 pounds of cargo (350 pounds replaces one passenger).

When crafting a 6th-level tasker, you can also choose to add the resistance ability from the Astral Construct Menu A twice, or the heavy armor or buff ability from the Astral Construct Menu B.

6th-Level Astral Tasker
Large Construct
Hit Dice: 10d10 (85 hp)
Initiative: -2
Speed: 30 ft. (6 squares)*
Armor Class: 12 (-1 size, -2 Dex, +5 natural), touch 7, flat-footed 12
Base Attack/Grapple: +7/+23
Attack: None
Full Attack: None
Space/Reach: 10 ft./5 ft.
Special Attacks: None
Special Qualities: Construct traits, darkvision 60 ft., ectoplasmic form, hardness 20, low-light vision
Saves: Fort +3, Ref +1, Will -2
Abilities: Str 35, Dex 6, Con -- Int --, Wis 1, Cha 1
Challenge Rating: 2
Alignment: Always neutral

Construct Traits: An astral tasker has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, subdual damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Darkvision 60 ft. and low-light vision.

Ectoplasmic Form: Taskers are composed of ectoplasm and are subject to powers that affect it.

*Tasker Movement: If the tasker has multiple legs, its movement is 50 feet. With wheels, it moves 70 feet. Water oars provide it with a movement of 20 feet (nautical good).

Astral Tasker VII
Metacreativity (Int)
Level: Psion 9
Display: Vi, Ma
Manifestation Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more astral taskers, no two of which can be more than 30 feet apart
Duration: 1 hour per level
Saving Throw: None
Power Resistance: No
Power Points: 17

As astral tasker I except you can create one 7th-level astral tasker, 1d3 6th-level astral taskers, or 1d4+1 astral taskers of lower level.

A 7th-level tasker can be shaped into any configuration that a 6th-level tasker can be shaped into. Additionally it can be shaped to resemble a large boat of 25 feet in length and 10 feet in width. Doing so requires a successful Craft (sculpting) check (DC 26). The tasker has ten sets of automated oars spaced evenly along each side that are capable of a top speed of 15 feet (nautical average). If imbued with the Profession (sailor) of at least 4 ranks, its speed increases to 20 feet (nautical average). It also has a 25-foot-high mast and a sail capable of a speed of wind x 15 feet (nautical poor). The deck of the boat is flat with an area for passengers and storage below deck. Part of the tasker shaped like a ship's wheel near the rear of the boat is the means by which the tasker receives its movement commands. The tasker can carry up to 20 passengers or 7,000 pounds of cargo (350 pounds replaces one passenger). Additionally there is enough flat deck space to accommodate one catapult or two ballistae or light catapults should they be brought aboard.

When crafting a 7th-level tasker, you can also choose to add one of the astral construct abilities afforded to the 6th-level tasker as well as one Astral Construct Menu C ability (excluding gore) that is usable 3 times per day.

7th-Level Astral Tasker
Large Construct
Hit Dice: 13d10 (101 hp)
Initiative: -2
Speed: 30 ft. (6 squares)*
Armor Class: 12 (-1 size, -2 Dex, +5 natural), touch 7, flat-footed 12
Base Attack/Grapple: +9/+27
Attack: None
Full Attack: None
Space/Reach: 10 ft./5 ft.
Special Attacks: Special (see spell)
Special Qualities: Construct traits, darkvision 60 ft., ectoplasmic form, hardness 20, low-light vision
Saves: Fort +4, Ref +2, Will -1
Abilities: Str 39, Dex 6, Con -- Int --, Wis 1, Cha 1
Challenge Rating: 3
Alignment: Always neutral

Construct Traits: An astral tasker has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, subdual damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Darkvision 60 ft. and low-light vision.

Ectoplasmic Form: Taskers are composed of ectoplasm and are subject to powers that affect it.

*Tasker Movement: If the tasker has multiple legs, its movement is 50 feet. With wheels, it moves 70 feet. Water oars provide it with a movement of 15 feet (nautical good), and its sails provide it with movement of wind x 15.

Crystal Lodge
Metacreativity (Int)
Level: Psion 4, Psychic Warrior 4
Display: Me, Vi
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 20-ft.-square structure, 10 feet high
Duration: 2 hour/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 7

This power creates a sturdy lodge made of crystallized ectoplasm that pulses with a green inner glow. The floor is level, clean, and dry. The lodge's walls are 20 feet long and its ceiling is 10 feet overhead with a flat roof. Upon manifesting the power, you decide how many doors and shuttered windows the structure has: One door or window may be placed every 10 feet along a side of the lodge. The lodge must have at least one door.

The temperature inside the lodge is 70 degrees Fahrenheit if the exterior temperature is between 0 degrees and 100 degrees Fahrenheit. An exterior temperature below 0 degrees or above 100 degrees lowers or raises (respectively) the interior temperature on a 1-degree-for-1 basis. (Thus if it's -20 degrees outside, it will be 50 degrees inside.) The manifester can alter the amount of light inside the lodge. It can be raised to equal that of a single torch or lowered to that of a faint green glow.

The doors and shutters are secure against intrusion; each is psionic locked. In addition, the manifester of the lodge is mentally alerted if a creature of Tiny or larger size touches a door or window of the lodge, as long as the manifester is within one mile of the lodge. Ethereal or astral creatures do not trigger the alert unless they become material while in contact with the door or window. Finally, an astral tasker I is created to provide service to you for the duration of the shelter.

The lodge provides considerable security for its occupants. It is as strong as a normal stone building, and it resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege machinery or giants).

The lodge has a hardness of 8 and can sustain 90 points of damage before it collapses. The crystallized ectoplasm cannot be dismissed by the dismiss ectoplasm power as normal and instead takes 3d8 damage.

Crystal Lodge: 1 in. thick; hardness 8; hp 90; break DC 35; climb DC 25.

About the Authors

Mark A. Jindra has been a fan of Dungeons & Dragons for the past 25 years. In 1998 he landed a job as a web developer for Wizards of the Coast and is currently the developer of the D&D website. Mark has authored or coauthored various tournaments for the RPGA Network, and he also coauthors the monthly Mind's Eye feature on the Wizards of the Coast website.

Scott Brocius has been "kicking around" with the D&D game since being introduced to it 1980. He's been an RPGA member for several years and has helped organize and run RPGA events for several conventions, including Origins. The new edition of D&D has renewed his love for and interest in the game. Scott also coauthors the monthly Mind's Eye feature on the Wizards of the Coast website.

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