TheRaven SRD 3E
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This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
MAGIC ITEMS (INTELLIGENT ITEMS) INTELLIGENT ITEMS Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Only permanent magic items (rather than those with one use or with charges) can be intelligent. (This means that potions, scrolls, and wands, among other items, are never intelligent.) Melee weapons have intelligence 15% of the time (a 01-15 result on d%), ranged weapons have intelligence 5% of the time (a 01-05 result on d%), and items of other sorts are intelligent only 1% of the time (a 01 result on d%). Intelligent items can actually be considered creatures since they have Intelligence, Wisdom, and Charisma scores. The tables below should be used to determine the properties of an intelligent item: the number of powers, unusual properties, alignment, and special purpose of the item (if any). Of the three mental ability scores, two scores are favored (2d6 + some number) and one is completely random (3d6). Choose which scores get assigned which number, or roll 1d4 and determine randomly according to the following table: 1d4High ScoreMedium ScoreLow Score ---------------------------------- 1IntelligenceCharismaWisdom 2IntelligenceWisdomCharisma 3WisdomIntelligenceCharisma 4CharismaIntelligenceWisdom The first step in determining the properties of a random intelligent item is to determine its general capabilities. These are found by rolling d% and consulting Table: Item Intelligence, Wisdom, Charisma, and Capacities. Table: Item Intelligence, Wisdom, Charisma, and Capabilities d%Mental Ability ScoresCommunicationCapabilitiesMarket Price Modifier --------------------------------------------------------------------- 01-34Two at 2d6+5, one at 3d6Semiempathy*One primary ability+10,000 gp 35-59Two at 2d6+6, one at 3d6Empathy**Two primary abilities+15,000 gp 60-79Two at 2d6+7, one at 3d6SpeechTwo primary abilities+17,500 gp 80-91Two at 2d6+8, one at 3d6SpeechThree primary abilities+25,000 gp 92-97Two at 2d6+9, one at 3d6SpeechThree primary abilities+32,000 gp 98Two at 2d6+10, one at 3d6Speech, telepathyThree primary abilities+55,000 gp and one extraordinary power 99Two at 2d6+11, one at 3d6Speech, telepathyThree primary abilities+78,000 gp and two extraordinary powers 100Two at 2d6+12, one at 3d6Speech, telepathyFour primary abilities+90,000 gp and two extraordinary powers *The possessor receives some signal (a throb or tingle, for example) when the items ability functions. **The possessor feels urges and sometimes emotions from the item that encourage or discourage certain courses of action. Like a character, an intelligent item speaks Common plus one language per point of Intelligence bonus. The item can use either communication mode at will, with language use as any speaking item. The item can also read any languages it can speak. The item can read all languages as well as read magic. Intelligent Item Alignment Any item with Intelligence has an alignment. Note that intelligent weapons already have alignments, either stated or by implication. If youre generating a random intelligent weapon, that weapons alignment must fit with any alignment-oriented special properties it has. Table: Item Alignment d%Alignment of Item ------------------- 01-05Chaotic good 06-15Chaotic neutral* 16-20Chaotic evil 21-25Neutral evil* 26-30Lawful evil 31-55Lawful good 56-60Lawful neutral* 61-80Neutral good* 81-100Neutral *The item can also be used by any character whose alignment corresponds to the nonneutral portion of the items alignment Any character whose alignment does not correspond to that of the item (except as noted by the asterisk), gains one negative level if he or she so much as picks up the item. Although this never results in actual level loss, the negative level remains as long as the item is in hand and cannot be overcome in any way (including restoration spells). This negative level is cumulative with any other penalties the item might already place on inappropriate wielders. Items with Egos (see below) of 20 to 30 bestow two negative levels. Items with Egos of 30 or higher bestow three negative levels. Languages Spoken by Item Like a character, an intelligent item speaks Common plus one language per point of Intelligence bonus. Choose appropriate languages, taking into account the items origin and purposes. Intelligent Item Abilities Using the number of capabilities determined above, find the items specific abilities by rolling on the appropriate tables below. Table: Intelligent Item Primary Abilities d%Primary Ability ----------------- 01-04Item can Intuit Direction (10 ranks) 05-08Item can Sense Motive (10 ranks) 09-12Wielder has free use of Combat Reflexes 13-16Wielder has free use of Blind-Fight 17-20Wielder has free use of Improved Initiative 21-24Wielder has free use of Mobility 25-28Wielder has free use of Sunder 29-32Wielder has free use of Expertise 33-39Detect [opposing alignment] at will 40-42Find traps at will 43-47Detect secret doors at will 48-54Detect magic at will 55-57Wielder has free use of uncanny dodge (as a 5th-level barbarian) 58-60Wielder has free use of evasion 61-65Wielder can see invisible at will 66-70Cure light wounds (1d8+5) on wielder 1/day 71-75Feather fall on wielder 1/day 76Locate object in a 120-ft. radius 77Wielder does not need to sleep 78Wielder does not need to breathe 79Jump for 20 minutes on wielder 1/day 80Spider climb for 20 minutes on wielder 1/day 81-90Roll twice again on this table 91-100Roll on Table 8-34: Intelligent Item Extraordinary Powers instead If the same ability is rolled twice or more, the range, frequency, or effectiveness of the power is doubled, tripled, and so on. All abilities function only when the item is held, drawn, or otherwise brandished and the possessor is concentrating on the desired result. Activating a power is a standard action, but using a free feat is not. Feats may be used regardless of prerequisites, but the item still must be held and drawn. At the DMs discretion, an intelligent item might activate a power on its own. Table: Intelligent Item Extraordinary Powers Times d%Extraordinary PowerPer Day ---------------------------- 01-05Charm person (DC 11) on contact3/day 06-10Clairaudience/clairvoyance (100-ft. range, 1 minute per use)3/day 11-15Magic missile (200-ft. range, 3 missiles)3/day 16-20Shield on wielder3/day 21-25Detect thoughts (100-ft. range, 1 minute per use)3/day 26-30Levitation (wielder only, 10 minute duration)3/day 31-35Invisibility (wielder only, up to 30 minutes per use)3/day 36-40Fly (30 minutes per use)2/day 41-45Lightning bolt (8d6 points of damage, 200-ft. range, DC 13)1/day 46-50Summon monster III1/day 51-55Telepathy (100 ft. range)2/day 56-60Cats grace (wielder only)1/day 61-65Bulls strength (wielder only)1/day 66-70Haste (wielder only, 10 rounds)1/day 71-73Telekinesis (250 lb. maximum, 1 minute each use)2/day 74-76Heal1/day 77Teleport, 600 lb. maximum1/day 78Globe of invulnerability1/day 79Stoneskin (wielder only, 10 minutes per use)2/day 80Feeblemind by touch2/day 81True seeingAt will 82Wall of force1/day 83Summon monster VI1/day 84Finger of death (100 ft. range, DC 17)1/day 85PasswallAt will 86-90Roll twice again on this table- 91-100Roll again on this table, and then roll for a special purpose on Table: Intelligent Item Purpose If the same power is rolled twice, the uses per day are doubled. (If true seeing or passwall is rolled twice, roll again.) Powers chosen by the possessor are then set and never again changing for that character. Powers function only when the item is drawn and held, and the possessor is concentrating upon the desired effect. Activating a power is a standard action. At the DMs discretion, an intelligent item might activate a power on its own. Special Purpose Items Items with special purposes are a challenge to run. However, they are worth the trouble, because they can deeply enrich a campaign. Purpose An items purpose must suit the type and alignment of the item and should always be treated reasonably. Table: Intelligent Item Purpose d%Purpose --------- 01-20Defeat/slay diametrically opposed alignment* 21-30Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities) 31-40Defeat/slay divine spellcasters (including divine entities and servitors) 41-50Defeat/slay nonspellcasters 51-55Defeat/slay a particular creature type 56-60Defeat/slay a particular race or kind of creature 61-70Defend a particular race or kind of creature 71-80Defeat/slay the servants of a specific deity 81-90Defend the servants and interests of a specific deity 91-95Defeat/slay all (other than the item and the wielder) 96-100DMs or characters choice *The purpose of the neutral (N) version of this item is to preserve the balance by defeating/slaying powerful beings of the extreme alignments (LG, LE, CG, CE). Special Purpose Power A special purpose power operates only when the item is in pursuit of its special purpose. Table: Intelligent Item Special Purpose Powers d%Special Purpose Power ----------------------- 01-10Blindness* (DC 12) for 2d6 rounds 11-20Confusion* (DC 14) for 2d6 rounds 21-25Fear* (DC 14) for 1d4 rounds 26-55Hold monster* (DC 14) for 1d4 rounds 56-65Slay living* (DC 15) 66-75Disintegrate* (DC 16) 76-80True resurrection on wielder, one time only 81-100+2 luck bonus to all saving throws, +2 deflection AC bonus, spell resistance 15 *This power affects the opponent of the items wielder on a successful hit unless the opponent makes a Will save at the listed DC (even if the spell itself calls for another type of save). Item Ego Ego is a measure of the total power and force of personality that an item possesses. Table: Item Ego Attribute of ItemEgo Points --------------------------- Each +1 enhancement of item1 Each +1 bonus of special abilities1 Each primary ability*1 Each extraordinary power*2 Special purpose4 Telepathic ability1 Read languages ability1 Read magic ability1 Each +1 of Intelligence bonus1 Each +1 of Wisdom bonus1 Each +1 of Charisma bonus1 *If double ability, double Ego points. Items against Characters When an item has an Ego of its own, it has a will of its own. Similarly, any item with an Ego score of 20 or higher always considers itself superior to any character, and a personality conflict results if the possessor does not always agree with the item. When a personality conflict occurs, the possessor must make a Will saving throw (DC = items Ego). If the possessor succeeds, he or she is dominant. If the possessor fails, the item is dominant. Dominance lasts for one day or until a critical situation occurs. Should a item gain dominance, it resists the characters desires and demands concessions such as any of the following: Removal of associates or items whose alignment or personality is distasteful to the item. The character divesting his or herself of all other magic items or items of a certain type. Obedience from the character so the item can direct where they go for its own purposes. Immediate seeking out and slaying of creatures hateful to the item. Magical protections and devices to protect the item from molestation when it is not in use. That the character carry the item with him or her on all occasions. That the character relinquish the item in favor of a more suitable possessor due to alignment differences or conduct. In extreme circumstances, the item can resort to even harsher measures: Force its possessor into combat. Refuse to strike opponents. Strike at its wielder or his or her associates. Force its possessor to surrender to an opponent. Cause itself to drop from the characters grasp. |