Call Armor

CALL ARMOR
Psychoportation (Teleportation)
Level: Justice 2, psychic warrior
1
Display: Material
Manifesting Time: 1 round
Range: 0 ft.
Effect: One suit of armor or
shield; see text
Duration: 1 min./level (D);
see text
Saving Throw: None
Power Resistance: No
Power Points: Justice 3,
psychic warrior 1
Armor appears on your body,
answering your mental call.
You call a suit of armor or a
shield to you, seemingly from
thin air. (Actually, it is a real item
snatched from some other random
location in space and time.) You don't
have to see or know of the item to call
it. In fact, you can't ever call a specific
item; you just specify the kind (chain
shirt, full plate, buckler, and so on).
The item is made of ordinary materials
appropriate for its kind. Armor appears
correctly donned, and a shield appears
on the proper arm. Armor and shields
gained by call armor are distinctive due
to their astral glimmer.
If a called suit of armor is ever off
your body or you relinquish your grip
on a called shield for 2 or more consecutive
rounds, the object automatically
returns to its point of origin. (For
this purpose, you're considered to be
wearing armor when you're donning
or shedding it.)
Augment: You can augment this
power in one or both of the following
ways.
1. For every 4 additional power points
you spend, the item's enhancement
bonus to Armor Class improves by 1.
For example, if you spend 15 power
points, you call a shield or a suit of
armor with a +3 enhancement bonus
to Armor Class.
2. If you spend 4 additional power
points, you can alter the substance of
the armor to make it mithral. If you
spend 8 additional power points, you
can make it adamantine.

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