Book of Eldritch Might III - The Nexus - 3.5e

Page 56

Chapter Four: Vabrin’s Forge

twice, the item can develop a +2 equivalent ability. If used in this way, the item takes the feat(s) but gains no actual benefit from it until it has earned the value of the desired ability.

Weapon or Armor Enhancement Bonus (Item Only) The item gains more enhancement. Benefit: The item gains a +1 enhancement bonus if it is a weapon, a piece (or suit) of armor, or a shield. Special: An item can take this feat multiple times, each time adding a new +1 enhancement bonus. The item’s level must equal at least three times its enhancement bonus.

Running Items If a PC in the campaign has an intelligent item, the DM and the player should determine who “runs” the item. Often it proves easiest for the player to do so, but the item may be at cross-purposes with the character. This circumstance can lead to difficult or inappropriate roleplaying situations. At that point, the DM can “take over” the item. It may be appropriate for the DM to handle intelligent item advancement (choosing feats and spell-like abilities). Items should be treated just as NPCs. Each has a distinct personality and can be influenced by Diplomacy, Bluff, and even Intimidate checks. Items treated well often respond well. Items treated poorly, either physically or psychologically— and often, only the item can judge whether it is well cared for—react poorly to their users and others. Items act on their own. In combat, they use their wielder’s initiative roll but take their own actions.

Item Healing, Maladies, and Death Items do not heal hit points as living creatures do. However, a mending spell often repairs damage an item suffers (usually 1d8 hp worth) and make whole restores all lost hit points. An item restores mental ability score damage through rest like a creature, or through spells like lesser restoration. Item physical ability scores damage must be repaired through spells like restoration. As with creatures, items can gain diseaselike afflictions. Called maladies, they are sometimes brought upon by magic (see bestow malady†) and sometimes by other conditions, such as stress, neglect, or whatever else the DM deems appropriate. A few maladies are presented here, as a sampling: Devil’s Mind. The item begins acting erratically. It loses 1d3 points of Intelligence or Wisdom each day (50 percent chance of either on a given day). If the item can speak, its speech becomes slurred or jittery and quick. It appears obvious that something is wrong.

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Normally, an item may make a Will save (DC 18) each day to resist the effects. Three successful saving throws in a row usually shakes off the malady altogether. Dire Corrosion: The item suffers 1 point of damage per day and loses 1 point of hardness each week. When hardness reaches 0, the item loses 5 hp per day. Once out of hit points, the item crumbles to dust. It appears obvious that the item is decaying at a rate far faster than usual. Normally, an item may make a Will save (DC 16) each day to resist the effects. Two successful saving throws in a row usually shakes off the malady altogether. Object Paralysis: This malady affects only animate items or those that can float. They lose the ability to move entirely. Normally, an item may make a Will save (DC 15) each day to resist the effects. Three successful savVariant: Multiclassing Items ing throws in a row Using this variant rule, an item can multiclass, usually shakes off the taking other character classes instead of using the item advancement rules. While some malady altogether. classes are appropriate only to animate or Intelligent items floating items (like rogue or fighter), spellcasting classes prove very valuable to an item. can be destroyed, just Only items that can speak can cast spells with verlike regular items. In bal components. Spells with somatic components such a case, the item require a full round to cast (or double the normal casting time if longer than an action). Items still “dies.” They cannot be need normal material components as well. raised or resurrected, although a wish or miracle can restore them.

Intelligent Item Price To determine the price of intelligent items (even though Vabrin won’t sell them), use the following formula: Base price + 1,000 + (level2 x 1,000) gp The base price refers to the initial creation cost spent on ability scores, communication modes, and perception. Intelligent magic weapons or armor must have at least a +1 enhancement bonus, so you must also figure in that cost. Of course, someone with the proper feats can add abilities to an existing intelligent magic item. The XP cost for creating an intelligent magic item is 100 XP plus any experience points involved in granting it ability scores, communication modes, and perception, and any devoted to raising its level.

Sample Items Use these sample intelligent items as models for creating your own, or plug them directly into your game.

Goldenverse Goldenverse is a golden music box that can play almost any tune it has previously heard. It sometimes attempts to communicate through the song it


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