Intelligent Items
Among the most miraculous of magic items are those that possess an intelligence of their own — treasures that step beyond mere tools to true allies. Magically imbued with sentience, these items think and feel the same way characters do and warrant being treated like NPCs. Only permanent magic items can be intelligent; potions, scrolls, and wands are never intelligent.
Designing an Intelligent Item
All intelligent items must have an alignment, three mental ability scores (Int, Wis, Cha), at least one language, a sense (default: see/hear 30 ft.), and at least one power. These properties are chosen or generated during creation and add to the item's market price and Ego score.
Mental Ability Scores
Each mental score begins at 10 and can be raised up to 20. The cost to raise a score is cumulative.
| Score | Cost per Score |
|---|---|
| 11–12 | 200 gp |
| 13–14 | 500 gp |
| 15–16 | 1,000 gp |
| 17–18 | 2,000 gp |
| 19–20 | 4,000 gp |
Alignment
An intelligent item has a fixed alignment. A character whose alignment does not correspond to the item's alignment (as noted in the item description) gains one negative level while carrying or using it — though this negative level never results in actual level loss and disappears when the item is no longer held.
Senses & Communication
Every intelligent item begins with sight and hearing within 30 feet and the ability to communicate via empathy — urges and emotions that encourage or discourage the wielder's actions. Additional forms of communication increase cost and Ego.
- Empathy — urges/emotions only (base)
- Speech — speaks aloud in its languages
- Telepathy — communicates directly with wielder's mind
- Read languages — can read any language
- Read magic — can read magical writing
The item understands Common plus one additional language per point of Intelligence bonus. If the item cannot speak, it can still read and understand all languages it knows.
Intelligent Item Powers
Each intelligent item must have at least one power. Activating a power or concentrating on an active one is a standard action for the item. CL equals the item's caster level; save DCs are based on the item's highest mental ability score.
Some items have a special purpose, granting a +2 Ego bonus. Items with a special purpose also have dedicated powers that function only when pursuing that purpose — the item can refuse to use these even if the owner is currently dominant.
Ego
Ego measures the item's total power and force of personality. An item's Ego score is the sum of all Ego modifiers plus a bonus based on the base magic item's cost. Items with Ego 20+ always consider themselves superior to any character and will constantly seek to assert dominance.
Items Against Characters
A personality conflict occurs when:
- The possessor acts against the item's alignment or special purpose, or
- The item has Ego 20+ and the possessor does not constantly defer to it.
Conflict Resolution
- Possessor makes a Will saving throw (DC = item's Ego).
- Success: Possessor is dominant for 24 hours — item grudgingly obeys.
- Failure: Item is dominant. It may command the possessor to pursue its purpose, or simply shut down, preventing its own use by the wielder.
- Situational modifiers apply: the possessor gains +2 if Ego ≥ item's Ego, +4 if Ego ≥ item by 5+; loses −2/−4 if lower. Being in a place hostile to the item's alignment imposes −5.