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 Intuit Direction |
| 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 Sunder |
| 29–32 | Wielder has free use of Expertise |
| 33–39 | Detect[opposing alignment] at will |
| 40–42 | Find trapsat will |
| 43–47 | Detect secret doorsat will |
| 48–54 | Detect magicat 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 invisibilityat will |
| 66–70 | Cure light wounds(1d8+5) on wielder 1/day |
| 71–75 | Feather fallon wielder 1/day |
| 76 | Locate objectin a 120-ft. radius |
| 77 | Wielder does not need to sleep |
| 78 | Wielder does not need to breathe |
| 79 | Jumpfor 20 minutes on wielder 1/day |
| 80 | Spider climbfor 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 |
|---|---|---|
| 01–05 | Charm person(DC 11 1) 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 | Shieldon 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 | Feeblemindby 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 | — |
| 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. |
If the same power is rolled twice, the uses per day are doubled. (If true seeingor passwallis 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 |
|---|---|---|
| 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 19 1) on contact | 1/day |
| 21–24 | Endurance(wielder only; intensified; +10 enhancement bonus to Constitution) | 1/day |
| 25–28 | Energy drain(DC 19 1) 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 | Improved invisibility(wielder only; extended; 40-minute duration) | 2/day |
| 49–52 | Mass heal1/day 53–56 Meteor swarm(DC 191) | 1/day |
| 57–60 | Phase door2/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 | Teleport without error | 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. | — |
| 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. |
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.