Masterwork Tool of Knowledge (Arcana) and Knowledge (The Planes)
Lesser Powers: Image, Sensitive, Specialised Tool (Knowledge Arcana)
Intelligent Items usually also have fancy magic abilities. At 1st, 5th, 10th, 15th and 20th pick one of the following options. They don't provoke attacks of opportunity. Unless otherwise noticed, each can only be picked once. Save DCs are 10+1/2 HD+highest mental stat mod.
Specialized Tool-Choose a skill in which the Intelligent Item has ranks. The Intelligent Item gains a racial bonus on checks with that skill equal to 3+Intelligent Item level+1/2 other levels. This may be picked multiple times, each one choosing a new skill.
Sensitive-The Intelligent Item can use Detect Magic 1/minute. If it has 8 or more HD it can use Detect Thoughts 1/minute.
Image-The Intelligent Item can use Silent Image as a SLA 3/day. At 3 HD, upgrade to Minor Image. At 6 HD, upgrade to Major Image. At 9 HD upgrade to Persistent Image. At 12 HD upgrade to Permanent Image.
Greater Power: Vision
At 8th level, plus at levels 12, 16 and 20, the Intelligent Item unlocks new abilities. They don't provoke attacks of opportunity. Unless otherwise noticed, each can only be picked once. Save DCs are 10+1/2 HD+highest mental stat mod.
Vision-The Intelligent Item can use Arcane Eye 1/hour. If it has 9 or more HD it can use Prying eyes 1/day. If it has 13 or more HD, the Intelligent Item can also use Plane Shift 1/day.
Arcane Item
The Intelligent Item loses the Martial Purpose ability and no longer learns maneuvers or stances. Instead, they become able to cast spells as a sorceror of their Intelligent Item level, but they must choose a school of magic besides Evocation from which they can't learn any spells. As with maneuvers, the Intelligent Item cannot cast spells by itself, it must be wielded by somebody to speak the words, do the movements, and sprinkle any needed components on the Intelligent Item. The Exception being an Intelligent Item transformed by Deceivingly Innocent Form. Any spells the Intelligent Item casts on itself benefit the wielder as well. Bab is reduced to poor.
Banned School: Necromancy
Empathy
At first level the Intelligent item can see and hear as a regular human, even if it has no discernible eyes, but cannot directly communicate with beings. It however can make the wielder feel urges and basic emotions, that are usually used to encourage or discourage certain courses of actions.
Ego
As a fullround action the Intelligent Item may attempt to dominate the one wielding it, forcing a Will save with DC 10+1/2+HD+highest mental stat mod. Increase the DC by 4 if the wielder isn't proficient in the item, or doesn't have any ranks on the relevant skill. If it fails, the wielder is under a Dominate effect from the Intelligent Item that lasts 1 minute. If it succeeds, the Intelligent Item cannot attempt to dominate it again for 1 minute. Anyone who has ever lost at least one Ego save against an Intelligent Item cannot willingly leave it unless the Intelligent Item says otherwise.
In addition, if not being used by anyone, the Intelligent Item can project an aura that inevitably atracts a local commoner from a common local race of equal level to appear and pick up the Intelligent Item in 1d12 days.
Finally such is the Ego of Intelligent Items that as a swift action they can project light from themselves as a Light spell. The color of the light can be any, but the decision must be made at first level and can't be changed later on.
Darkvision
At 2nd level the Intelligent Item gains Darkvision 60 feet, At 9th level the Intelligent item's Darkvision increases to 120 feet.
Speech
At 3rd level the Intelligent Item can speak, or directly communicate with the wielder by telepathy.
Comprehend Languages
At 4th level the Intelligent Item benefits from a permanent Comprehend Languages effect.
Read Magic
at 6th level the Intelligent Item benefits from a permanent Read Magic effect.
Telepathy
At 7th level the Intelligent Item gains Telepathy 100 feet.