Intelligent ItemIntelligent Item | HD: d10 |
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| Base Attack Bonus | +0 | +1 | +2 | +3 | +3 | +4 | +5 | +6 | +6 | +7 | +8 | +9 | +9 | +10 | +11 | +12 | +12 | +13 | +14 | +15 |
| Fort Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| Ref Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| Will Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
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Special | Item Body, Empathy, Ego, Lesser Power | Darkvision | Speech | Comprehend Languages | Lesser Power | Read Magic | Telepathy | Greater Power | Improved Darkvision | Lesser Power | Blindsense | Greater Power | Dedicated Purpose | Greater Ego | Lesser Power | Greater Power | Bounded | Massive Ego | Virtually Indestructible | Lesser Power, Greater Power |
| Maneuvers Known | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 |
| Maneuvers Readied | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 5 | 6 | 6 | 6 | 7 | 7 | 7 | 8 | 8 | 9 |
| Stances Known
| 1 | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 | 7 | 7 | 8 | 8 | 8 | 8 |
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Skill 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
Features:Item Body: The Intelligent Item loses all other racial bonuses and becomes a construct, with all of its advantages and disadvantages, except for the extra HP:
- No Constitution score.
- Low-light vision.
Darkvision out to 60 feet.
Unlike most constructs, Intelligent Items cannot see in the dark right away.
- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
- Cannot heal damage on their own, but often can be repaired by certain spells. The DM may also allow the construct to be repaired with the use of the right skills with the right tools. A construct with the fast healing special quality still benefits from this quality.
- Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
- Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
- Since it was never alive, a construct cannot be raised or resurrected except for limited wish, wish and miracle. The 1st makes the construct lose a level, the other two don't.
- However, it can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials, which make it lose a level.
The Intelligent item takes the shape of either a masterwork weapon, armor or shield, or a masterwork tool for two specific skills, which become class skills for it even if they weren't before. It can be further enhanced with magic as a regular weapon/armor/shield by a spellcaster, or be turned into a wondrous item or magic ring as appropriate to its original form. However, being a piece of equipment, it has no equipment slots of its own.
An Intelligent Item can take the Deceivingly Innocent Form feat if it has ever been completely soaked in the fresh blood of sentient creatures and has at least 10 Cha, ignoring the normal prerequisites of the feat. At the item's discretions, any bloodstains are gone when the feat is taken as well.
The Intelligent Item cannot move on its own in any way, and has no physical ability scores, only mental ability scores. If it takes the Deceivingly Innocent form, it counts as having 8 Str, 8 Dex and still no Con while transformed. It can use itself as the item it was before (a transformed DiF weapon could turn one of its arms into said weapon, while a transformed DiF armor would count as if wearing itself). It can ignore any feat prerequisite that demands an physical ability score, but only benefits from that feat while carried with a wielder that meets said physical ability score, or meets it while on DiF form. The Intelligent Item can grant its feats to the wielder while holded, as long as said feats are directly tied to the item. For example an intelligent item could grant Improved Shield Bash if it had it, or a weapon could grant weapon focus on itself, but not something like Power Attack, that isn't tied to any specific kind of item.
It also gains a bonus to its Nat armor equal to its highest mental ability bonus, and an equal hardness score.
Finally it gains +1 HP per HD. This bonus retroactively increases by +1 for every 5 HD of the Intelligent Item.
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 either school. 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. If the Intelligent item uses a maneuver that would benefit the initiator, it may choose for it to benefit the wielder instead. If the Intelligent Item knows counters that would only trigger when the initiator is attacked, it may use them if the wielder is attacked.
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.
Fey Light-the Intelligent Item can use Faerie Fire as a SLA 3/day. Besides its normal effects, it reduces any miss chances of the target that aren't outright denied by 5% per HD (to a minimum of 0% miss chance).
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.
Sorrow-The Intelligent Item has a Deathwatch constant effect on self as the spell. If it has 5 or more HD it can use Dispel Magic as a SLA 1/hour. If it has 11 or more HD it can use Greater Dispel Magic 1/hour.
Sensitive-The Intelligent Item can use Detect Magic 1/minute. If it has 8 or more HD it can use Detect Thoughts 1/minute.
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.
Dark-The Intelligent Item can use Darkness as a SLA 3/day. It counts as a spell of level equal to ½ HD for purposes of countering Light spells. If the Intelligent Item has 6 or more HD, it can spend the three uses to replicate Deeper Darkness instead. In addition it can have the DCs of any of its magic enanchment abilities that have a DC be 10+1/2 HD+highest stat mod. It may use the HD and highest stat mod of the wielder if they're better than its own.
Light-The Intelligent Item can use Daylight as a SLA 3/day. It counts as a spell of level equal to ½ HD for purposes of countering Light spells. If the Intelligent Item has 6 or more HD, it can spend the three uses to replicate Invisibility Purge instead. In addition it can use its highest mental stat mod for Fortitude and Reflex saves.
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.
Truth-The Intelligent Item can use Zone of Truth 3/day. If all creatures in the area make their save, no uses are expended.
Daze-The Intelligent Item can use Daze Monster as a SLA 3/day, except it can affect creatures of any HD, as long as their CR isn't higher than its own HD+4.
Locating-The Intelligent Item can use Locate Object as a SLA 3/day. If it has 7 or more HD it can also use Locate Creature 3/day. If it a creature or item that the Intelligent Item had already touched, no uses are expended.
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.
Changing-The Intelligent item can change shape size and form into similar items as a fullround action, such as a spear that can choose to change into a lance, halberd, short spear or trident, as long as they're relatively close in form. This also allows the Intelligent Item to adapt to wielders of any size.
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.
Crusade-The Intelligent Item can use Detect Alignment (opposing alignment) at will. If it is an armor, increase its AC bonus by 4 against enemies with one or more opposing alignments, and natural 20s from such opponents don't automatically hit the user. If it is a weapon, it gains a +4 bonus on attack rolls against creatures of the opposing alignments, and doesn't automatically miss on a natural 1 against such enemies. If it is a masterwork tool, increase the skill bonus by 4 against opponents with opposing alignments, and the user and Intelligent Item can re-roll checks made with those skills and take the best result when used against such opponents. If it is neutral, this ability works only against extreme alignments (LG, LE, CG, CE)
Undead Hunter-The Intelligent Item can use Detect Undead at Will. If it is an armor, its armor bonus fully counts towards the AC of the user against touch attacks from the undeads. If it a weapon, it can score critical hits on undeads. If it is a masterwork tool, both Intelligent Item and user can re-roll the relevant skill checks against undead opponents.
Frightening-The Intelligent Item can use Cause Fear as a SLA 2/HD per hour, except it can affect creatures of any HD, as long as their CR isn't higher than its own HD+4. It can also use Fear as a SLA 3/day.
Anchoring-The Intelligent Item can use Dimensional Anchor as a SLA 1/hour. If an hostile creature adjacent to the user tries to teleport away, the Intelligent Item can use this as an Immediate action.
Banishing-The Intelligent Item can use Dismissal as a SLA 1/hour. If it has 13 or more HD it can use Banishment as a SLA instead. If it is a weapon, it grants a +4 bonus on attacks against extraplanar creatures. If it is an armor, it grants a +4 AC bonus against attacks from Extraplanar creatures. If it is a masterwork tool, increase the bonus to the relevant skills by 4 against extralplanar opponnents.
Invulnerability-The Intelligent Item can use Lesser Globe of Invulnerability as a SLA 1/hour, except it blocks spells of a level up to to ( ½ Intelligent Item's HD)-2.
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.
Shy-The Intelligent Item has a continuous Detect Scrying effect. If it is a weapon, it grants a +4 bonus on attacks against creatures that scried the user. If it is an armor, it grants a +4 AC bonus against attacks from creatures that scried the user. If it is a masterwork tool, increase the bonus to the relevant skills by 4 against opponents that scried the user.
Firewall-The Intelligent Item can create a Wall of Fire as a SLA in a ring with the wielder at the center 1/hour. If the user moves, the Intelligent Item can choose to move the Wall of Fire with it, damaging creatures it passes trough, but no more than 1/round due to the user's movement.
Wet-The Intelligent Item can use Create Water as a SLA 3 times per minute, Quench as a SLA 1/hour, Control Water as a SLA 1/hour, Water Breathing permanent effect on the user. If it is a weapon, it can be used without penalty underwater. If it is an armor, it doesn't inflict a penalty on Swim checks.
Status Quo-The Intelligent Item can produce a permanent Status effect on a number of creatures (plus itself) up to its highest mental stat mod. If it tries to go over the limit, the oldest one ends. As a move action, it can transport itself to be automatically equipped in any of those creatures, making any previous gear they had on the same slot fall off.
Wind-The Intelligent Item can use Gust of Wind as a SLA 3/ hour, Wall of Wind and Air Walk 1/hour each. If it has 10 or more HD it can use Control Winds as a SLA 1/day as a fullround action well. If it has 14 or more HD it can use Control Weather as a SLA 1/day as a fullround action as well . If it has 16 or more HD it can use Whirlwind as a SLA 1/day as well.
Observer-The Intelligent Item bestows a See Invisibility effect on the user. It can also use Claivoyance as a SLA 3/day. If the Intelligent Item has 13 or more HD, it bestows a Truee Seeing effect on the user as well.
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.
Speed-The Intelligent item bestows a permanent Haste effect on the wearer. Once per day the wearer may take an extra standard, swift, and move action (but no more than one extra such action on the same round).
Slowpoke-The Intelligent item can use Slow as a SLA 3/ hour. If it has 17 or more HD it can use Time Stop as a SLA 1/hour.
Improved Darkvision: At 9th level the Intelligent item's Darkvision increases to 120 feet.
Blindsense: At 11th level the Intelligent Item gains Blindsense 120 feet.
Dedicated Power: At 13th level the Intelligent Item must define its purpose.
-Defeat/slay diametrically opposed alignment(if neutral, then extreme alignments like LE, CE, LG, CG)
-Defeat/slay arcane spellcasters, including spellcasting monsters and those with SLAs.
-Defeat/slay divine spellcasters, including divine entities and servitors.
-Defeat/slay nonspellcasters.
-Defeat/slay a particular creature type (as per the bane special ability).
-Defeat/slay a particular race or kind of creature.
-Defend a particular race or kind of creature.
-Defeat/slay the servants of a specific deity or religious creed.
-Defend the servants and interests of a specific deity or religious creed.
-Defeat/slay all of an higher CR than its own, except the wielder.
It then picks a Dedicated Power from the following list. It can use each as a SLA 1/day, save DCs are 10+1/2 HD+Highest mental stat mod. If used against a target the item wants to defeat/slay, or against a targer that harmed a creature the item wanted to defend, no uses are expended (and it can be used even if no uses were left), and increase any DCs by 2.
-Ice Storm (damage becomes 1d6 per CL, half bludgeoning and half cold, user and item aren't hindered).
-Confusion (even enemies normally immune can be affected, but they gain a +5 bonus on their saves).
-Phantasmal Killer (even enemies normally immune can be affected, but they gain a +5 bonus on their saves, failing the Will save deals 1d6 damage per CL if the Fortitude is sucessful).
-Crushing Despair (even enemies normally immune can be affected, but they gain a +5 bonus on their saves, penalty is equal to the highest mental stat mod of the Intelligent Item, and even if the target succeeds on the save, they suffer the “normal” -2 penalty for 1 round.
-Dimension Door on itself and wielder. Only counts as fulfilling the purpose when teleporting closer to a valid target.
-Contagion (even enemies normally immune can be affected, but they gain a +5 bonus on their saves).
-Poison (even enemies normally immune can be affected, but they gain a +5 bonus on their saves).
-Rusting Grasp. Counts as fulfilling the purpose if used against an item that's possession of a valid target.
-Lighting Bolt, no damage cap, ignores half the lighting resistance of the target, and deals half damage against creatures immune to lighting.
-Fireball, no damage cap. no damage cap, ignores half the fire resistance of the target, and deals half damage against creatures immune to fire.
-As a swift or move action, grants a luck bonus on attacks, saves and skill checks equal to the Intelligent Item's highest mental stat mod to the wielder for 1 minute. The bonus is also automatically granted on any attacks, saves, and skill checks against valid targets of the purpose.
-Harm.
-Song of Discord (even enemies normally immune can be affected, but they gain a +5 bonus on their saves).
-Use 15d6 Greater Shouts as a single standard action.
-Waves of Exhaustion. Even creatures normally immune become Exhausted for 1 round.
-Resurection on the user. If the user died while pursuing the purpose, no uses are expended. If the Intelligent Item has 17 or more HD, it can use True Resurection instead.
Greater Ego: At 14th level the Intelligent Item gains +2 to two mental ability scores of its choice.
Bounded: At17th level the Intelligent Item can choose to bound with a certain wielder. It cannot be disarmed from said wielder, and if somehow separated, the wielder always knows where the Intelligent Item is, and the other way around as well. The Intelligent Item's DCs increase by 2 while wielded by the bounded wielder, and it allows them to re-roll any one die that involved the item per round (in the case of armor, saves can be re-rolled). The Intelligent Item can choose to bound with a new creature wielding it as a fullround action.
Massive Ego: At 18th level the Intelligent Item gains an extra +3 to two mental ability scores of its choice.
Virtually Indestructible: At 19th level even if seemingly destroyed, the Intelligent Item reforms itself in 24 hours in the nearest safe location. It takes a specific, extremely complicated ritual to destroy it once and for all, the details of which should be decided between player and DM.
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. When casting a spell with a range of personal, the Intelligent Item may choose to affect the wielder instead. Any spells the Intelligent Item casts on itself benefit the wielder as well. Bab is reduced to poor.
Personal Item
Prerequisite: Character level 3.
Benefit: You gain an Intelligent Item as a loyal cohort 2 levels behind your own and Elite Array of stats. When you level up, it levels up as well. It is extremely jeaolous however, and will refuse to help you if you take any other kind of cohort.
Youkai-Forged
Prerequisite: Intelligent Item level 1.
Benefit: You can learn maneuvers and stances from the
Ancient Temple school, but only use them while wielded by a mortal that would eventually die of old age. You can also start play as a pair of Youkai-Forged Blade, altough in that case you cannot be enhanched by magic means. It is up to the player whetever each sword has its own personality, or they share the exact same identity in two separate bodies, but either way their class abilities can only be used when they're both being wielded simultaneously by the same creature, or they're both unattended and within 5 feet of each other. If separated, the only actions they can take is talk and glow. You still have HP (which is split equally between both weapons if you choose that path) and can be damaged, but if reduced to 0 HP, you simply become unable to take actions in your own until you spend 8 hours without taking damage, after which you return to full HP. You can't recover HP by other means until then. Abilities that would normally allow you to take actions when unable cannot override this. If the Deceivingly Innocent Form feat is taken, the Intelligent Item either transforms into one humanoid with their combined HP wielding both blades if they all had the exact same shared identity, or two humanoids each equipped with a blade, but they must remain within 5 feet of each other and can only take one creature worth of actions each round between both of them. In the latter case if either suffers an ill condition, they all suffer it.
Collection Set
Prerequisite: Intelligent Item.
Effect: Your power is divided among into up to five items of your choice. If separated, the only actions they can take is talk and glow. It is up to the player whetever each collection item has its own personality, or they share the exact same identity in separate bodies, but either way their class abilities can only be used when they're all being wielded simultaneously by the same creature, or they're all unattended and within 5 feet of each other, and only get one action of their own between the five. HP and repair costs are split equally between all the collection items. If the Deceivingly Innocent Form feat is taken, the Intelligent Item either transforms into one humanoid with their HP wearing all the items if they all had the exact same shared identity, or one humanoid per item with it equipped, but they must remain within 5 feet of each other and can only take one creature worth of actions each round between all of them. In the latter case if either suffers an ill condition, they all suffer it.
Comments:Had a sudden urge to do this the other day. Intelligent Items tecnically aren't monsters, but they can take actions on their own and pop up in adventures as possible allies/antagonists, so why not?
Kinda in an hurry now, so no time for fancy comments.
If you want to play a plot piece of loot, the Intelligent Item's for you!