Epic Intelligent Items

Just like nonepic magic items, epic magic items sometimes possess intelligence of their own. Such items are fully sentient and should be treated as NPCs. The Random Epic Magic Items section details the chances that epic armor, shields, rings, rods, staffs, wondrous items, and weapons might be intelligent. In short, a ring, rod, staff, wondrous item, armor, or shield has a 1% chance to be intelligent, a ranged weapon has a 5% chance to be intelligent, and a melee weapon has a 15% chance to be intelligent. Rather than using the tables for nonepic items, use the tables below 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.

Table: Mental Ability Scores for Intelligent Items
1d4 High Score Medium Score Low Score
1 Intelligence Charisma Wisdom
2 Intelligence Wisdom Charisma
3 Wisdom Intelligence Charisma
4 Charisma Intelligence Wisdom

The first step in determining the properties of a random intelligent epic magic item is to determine its general capabilities. These are found by rolling d% and consulting Table: Epic Items Intelligence, Wisdom, Charisma, and Capabilities.

Table: Epic Item Intelligence, Wisdom, Charisma, and Capabilities
d% Ability Scores Capabilities
  1. Cumulative if rolled multiple times.
01-22 Two 2d6+10, one 3d6 Three primary abilities, one extraordinary power
23-40 Two 2d6+11, one 3d6 Three primary abilities, two extraordinary powers
41-54 Two 2d6+12, one 3d6 Four primary abilities, two extraordinary powers
55-64 Two 2d6+14, one 3d6 Four primary abilities, three extraordinary powers
65-71 Two 2d6+16, one 3d6 Four primary abilities, three extraordinary powers, one awesome power
72-73 Two 2d6+18, one 3d6 Four primary abilities, three extraordinary powers, two awesome powers
74 Roll again, but add 1d6 to each ability score1
75-100 Use nonepic magic item Table: Item Intelligence, Wisdom, Charisma, and Capabilities

Market Price Modifier

To find the market price for an epic magic item, use these expanded guidelines, adjusting as necessary to find an appropriate final price. Each point of Intelligence bonus, Wisdom bonus, or Charisma bonus increases the item’s market price by 400 gp. Any form of communication possessed by the item increases its market price by the number shown on Table: Epic Item Communication. Each primary ability possessed by the item increases its market price by 2,000 to 10,000 gp (average 6,000 gp). Each extraordinary ability possessed by the item increases its market price by 15,000 to 35,000 gp (average 25,000 gp). A special purpose increases the item’s market price by 50,000 gp. An awesome power increases the item’s market price by 100,000 gp.

Intelligent Item Alignment

Any item with Intelligence has an alignment. Make sure that the alignment choosen or determine randomly (using Table: Item Alignment) matches any alignment-oriented special abilities of the item. Any character whose alignment is not compatible with that of the item gains one negative level for every 10 points of the weapon’s Ego if he or she so much as picks up the item. Although this never results in actual level loss, the negative levels remain as long as the item is in hand and cannot be overcome in any way (including restoration spells). These negative levels are cumulative with any other penalties the item might already place on inappropriate wielders.

Table: Item Alignment
d% Alignment of Item
  1. The item can also be used by any character whose alignment corresponds to the nonneutral portion of the item’s alignment (in other words, chaotic, evil, good, or lawful). Thus, any chaotic character (CG, CN, CE) can use an item with chaotic neutral alignment.
01-05 Chaotic good
06-15 Chaotic neutral1
16-20 Chaotic evil
21-25 Neutral evil1
26-30 Lawful evil
31-55 Lawful good
56-60 Lawful neutral1
61-80 Neutral good1
81-100 Neutral

Item Communication

Like a character, an intelligent item speaks Common plus one language per point of Intelligence bonus. Choose appropriate languages, taking into account the item’s origin and purposes. An item with multiple modes of communication can use any of its modes at will.

Table: Epic Item Communication
d% Communication Mode Market Price Modifier
  1. The possessor receives some signal (a throb or tingle, for example) when the item’s ability functions.
  2. The possessor feels urges and sometimes emotions from the item that encourage or discourage certain courses of action.
  3. Speaks Common plus one language per point of Intelligence bonus. Roll d%: 01-05, the item cannot read any languages; 06-75, the item can read any language it can speak (+1,000 gp to market price); 76-90, it can read all languages (+2,000 gp to market price); 91-100, it can read all languages as well as read magic (+3,000 gp to market price).
  4. The item can communicate silently with any wielder who has an Intelligence of 1 or higher, regardless of any language barrier.
01-10 Semiempathy1 +1,000 gp
11-35 Empathy2 +2,000 gp
36-75 Speech3 +3,000 gp
76-85 Telepathy4 +5,000 gp
86-100 Speech3 and telepathy4 +8,000 gp

Intelligent Item Abilities

Using the number of capabilities determined above, find the item’s specific abilities by rolling on the appropriate tables below.

Table: Intelligent Item Primary Abilities
d% Primary Ability
01-04 Item has 10 ranks in Survival
05-08 Item has 10 ranks in Sense Motive
09-12 Wielder has free use of Combat Reflexes
13-16 Wielder has free use of Blind-Fight
17-20 Wielder has free use of Improved Initiative
21-24 Wielder has free use of Mobility
25-28 Wielder has free use of Improved Sunder
29-32 Wielder has free use of Combat Expertise
33-39 Detect [opposing alignment] at will
40-42 Find traps at will
43-47 Detect secret doors at will
48-54 Detect magic at will
55-57 Wielder has free use of uncanny dodge (as a 5th-level barbarian)
58-60 Wielder has free use of evasion
61-65 Wielder can use see invisibility at will
66-70 Cure light wounds (1d8+5) on wielder 1/day
71-75 Feather fall on wielder 1/day
76 Locate object in a 120-ft. radius
77 Wielder does not need to sleep
78 Wielder does not need to breathe
79 Jump for 20 minutes on wielder 1/day
80 Spider climb for 20 minutes on wielder 1/day
81-90 Roll twice again on this table
91-100 Roll on Table: 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 (or worn, in the case of such items). An intelligent item might activate a power on its own.

Table: Intelligent Item Extraordinary Powers
d% Extraordinary Power Uses
  1. Choose an ability score of the item (usually the highest) at the time the item is created or randomly generated. Add that ability’s bonus to the given DC.
01-05 Charm person (DC 111) on contact 3/day
06-10 Clairaudience/clairvoyance (100-ft. range, 1 minute per use) 3/day
11-15 Magic missile (200-ft. range, 3 missiles) 3/day
16-20 Shield on wielder 3/day
21-25 Detect thoughts (100-ft. range, 1 minute per use) 3/day
26-30 Levitation (wielder only, 10 minute duration) 3/day
31-35 Invisibility (wielder only, up to 30 minutes per use) 3/day
36-40 Fly (30 minutes per use) 2/day
41-45 Lightning bolt (8d6 points of damage, 200-ft. range, DC 131) 1/day
46-50 Summon monster III 1/day
51-55 Telepathy (100 ft. range) 2/day
56-60 Cat’s grace (wielder only) 1/day
61-65 Bull’s strength (wielder only) 1/day
66-70 Haste (wielder only, 10 rounds) 1/day
71-73 Telekinesis (250 lb. maximum, 1 minute each use) 2/day
74-76 Heal 1/day
77 Teleport, 600 lb. maximum 1/day
78 Globe of invulnerability 1/day
79 Stoneskin (wielder only, 10 minutes per use) 2/day
80 Feeblemind by touch 2/day
81 True seeing At will
82 Wall of force 1/day
83 Summon monster VI 1/day
84 Finger of death (100 ft. range, DC 171) 1/day
85 Passwall At will
86-90 Roll twice again on this table
91-100 Roll 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 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. An intelligent item might activate a power on its own.

Table: Intelligent Item Awesome Powers
d% Awesome Power Uses
  1. Choose an ability score of the item (usually the highest) at the time the item is created or randomly generated. Add that ability’s bonus to the listed DC.
  2. The weapon can only summon monsters whose alignment has no components that oppose the item’s alignment.
01-04 Astral projection 1/day
05-08 Bull’s strength (wielder only; intensified; +10 enhancement bonus to Strength) 1/day
09-12 Cat’s grace (wielder only; intensified; +10 enhancement bonus to Dexterity) 1/day
13-16 Chain lightning (enhanced; 20d6 damage; DC 161) 1/day
17-20 Dominate monster (DC 191) on contact 1/day
21-24 Bear’s endurance (wielder only; intensified; +10 enhancement bonus to Constitution) 1/day
25-28 Energy drain (DC 191) on contact 1/day
29-32 Finger of death (heightened to 9th level; DC 191) 1/day
33-36 Foresight (wielder only) 1/day
37-40 Gate 1/day
41-44 Haste (wielder only; extended; 40-round duration) 3/day
45-48 Greater invisibility (wielder only; extended; 40-minute duration) 2/day
49-52 Mass heal 1/day 53-56 Meteor swarm (DC 191) 1/day
53-56 Meteor swarm (DC 191) 1/day
57-60 Phase door 2/day 61-64 Prismatic sphere (DC 191) 1/day
61-64 Prismatic sphere (DC 191) 1/day
65-68 Stoneskin (wielder only; extended; 400-minute duration) 3/day
69-72 Summon monster IX2 (extended; 40-round duration) 1/day
73-76 Sunburst (heightened to 9th level; DC 191) 2/day
77-80 Greater teleport 2/day
81-90 Roll twice again on this table
91-100 Roll again on this table, and then roll for a special purpose
on nonepic magic item Table: Intelligent Item Purpose.

Unless otherwise stated, all awesome powers function at 20th caster level. If a power is rolled twice, the uses per day are doubled. 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. An intelligent item might activate a power on its own.