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Call Mind Arsenal (Su): A Soulknife may spend a spell point as a move action

to call a weapon, shield, or armor equipped upon her person, which stays for
1 minute per level before returning from where it was called. The soulknife
must be proficient with the weapon, armor, or shield to call it, and in the case
of exotic weapons, she must have studied a pre-existing version of the
weapon or armor for at least 1 week. A soulknife who calls a weapon, armor,
or shield treats it as a mind blade/armor/shield respectively. This weapon or
armor is masterwork quality, and while antimagic/psionic barriers may
prevent the soulknife from calling these items, the items themselves are not
considered magical creations and so may not be dispelled. Ranged weapons
come with 50 pieces of basic ammunition. Dismissing called equipment is a
free action. Called equipment gain a +1 enhancement bonus for every 3
Soulknife levels the creator possesses, up to a maximum of +6 at 18th level.
These bonuses may be traded for special qualities according to Table: Bound
Equipment. An individual piece of called equipment cannot have higher than
a +5 enhancement bonus; enhancement bonuses beyond this amount must
be traded for special qualities. Call Mind Armaments replaces Summoned
Equipment but qualifies for Form Mind Armor, Form Mind Shield and
Summoned Equipment for purposes of meeting prerequisites for Blade Skills,
Arsenal Tricks and Feats.

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