Intelligent ItemSkill Points: 2+Int mod per level (x4 at 1st level).
Class Skills Appraise, Bluff, Decipher Script, Diplomacy, Intimidate, Knowledge(any), Listen, Profession (any), Search, Sense Motive, Spellcraft, Spot
Proficiencies: Itself
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.
Martial Purpose: For unknown reasons, all intelligent items have a desire for action, usually slaying or defending a certain kind of creature. The Intelligent Item chooses up to two martial schools it qualifies for. If the Intelligent Item is a weapon, it must be a discipline weapon for both schools. If the Intelligent Item is a masterwork tool, the chosen skills must be the same as the chosen discipline's skills. The Intelligent Item learns and readies maneuvers from those schools, provided they aren't of an higher level than ½ (Intelligent Item level+1).
Unlike martial Initiators, the Intelligent Item cannot use its maneuvers and stances on its own (it can't move after all). If equipped by another creature, the Intelligent Item can however guide its user to perform the maneuvers, and only the Intelligent Item spends actions. The Intelligent Item uses the physical scores of the user, and also its Bab, IL, mental ability scores, and relevant skills and skill ranks if better than the item's own. The user must scream or whisper a fancy name in a dramatic way as part of the maneuver, which doesn't take any action on their part, besides the player needing to describe it. If the Intelligent Item initiates a stance, it overwrites any martial stance the user may be using. If the Intelligent Item is dropped, any maneuver or stance benefit it was providing end and the Intelligent Item must spend new actions to restart them.
An Intelligent Item who has taken the Deceivingly Innocent Form Feat can use its maneuvers while in humanoid shape.
The Intelligent Item can automatically recover 3 expended maneuvers by starting to shed light with its Ego. If it was already shedding light, it must turn it “off” before being able to recover the expended maneuvers. It cannot use those recovered maneuvers until the start of its next turn.
The Intelligent can choose and prepare its readied maneuvers with 5 minutes of shining brightly without taking any other actions (or going into long expository monologues, provided it can can speak).
At 4th level, and all subsequent even-numbered level, the Intelligent Item can swap one of its older maneuvers with a new one he qualifies for from the same school.
Lesser Power: 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.
Blessing-The Intelligent Item can use Bless as a SLA 3/day, except increase the morale bonus granted by an amount equal to 1/3 HD.
Holder-The Intelligent Item can use Hold Person as a SLA 3/day. If it has 9 or more HD it can use Hold Monster instead. If it has 13 or more HD it can use Hold Person, Mass instead. If it has 17 or more HD it can use Hold Monster, Mass instead.
Healing-The Intelligent Item can use Cure Light Wounds as a SLA 3/day. At 4 HD this upgrades to Cure Moderate Wounds. At 6 HD this upgrades to Cure Serious Wounds. At 8 HD this upgrades to Cure Critical Wounds. At 11 HD this upgrades to Heal.
Darkvision: At 2nd level the Intelligent Item gains Darkvision 60 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.
Greater Power: 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.
Magic Circle-The Intelligent item can use Magic Circle Against (opposing alignment) at will on the user, except the Deflection and Resistance bonus are equal to its highest mental stat mod. If it is neutral, this ability works only against extreme alignments (LG, LE, CG, CE). The wearer also gains +2 CL/IL against opponents of the opposed alignment.
Improved Darkvision: At 9th level the Intelligent item's Darkvision increases to 120 feet.