5 minute read

Leatherstrong, Intelligent Belt

2 +1 longswords);Space/Reach 10 feet/10 feet;SA Spells;SQ Low-light vision, superior two-weapon fighting;AL CN;SV Fort +13,Ref+6,Will +11;Str 23,

Dex 9,Con 15,Int 18,Wis 10,Cha 19 Skills and Feats: Concentration +18,Craft (alchemy) +20,Craft (glassblowing) +20,Craft (leatherworking) +20,Craft (metalworking) +21,Craft (stoneworking) +20,Knowledge (arcana) +24,Listen +11,Search +10,Spellcraft +23,Spot +11; Craft Magical Arms and Armor,Craft Wondrous

Item,Forge Ring,Fuse with Item†,Implant Gambit†,

Improved Initiative,Life to the Inanimate†. Spell-Like Abilities: Vabrin has fused with a brooch of shielding with 89 points left. Possessions: +2 headband ofintellect, +2 scarfofcharisma (counts as cloak),two +1 longswords, Leatherstrong

Spells Known (6/7/7/7/6/6/4/;save DC 14 + spell

level): 0—dancing lights, detect magic, flare, ghost sound, mage hand, mending, ray offrost, read magic, resistance; 1st—grease, mage armor, magic missile, true strike, unseen servant; 2nd–bull’s strength, cat’s grace, detect thoughts, resist energy, shield; 3rd–dispel magic, invisibility, lightning bolt, nondetection, suggestion; 4th—charm monster, haste, fly, soul burst‡‡; 5th—fabricate, passwall, wall ofstone; 6th—disintegrate, globe ofinvulnerability Note: Vabrin was built using the variant sorcerer class presented in Chapter One.

Leatherstrong,intelligent belt,5th level: hp 19;

Communication:Speech;Perception:Sight and

Hearing;AL N;SV Fort +0,Ref+0,Will +4;Str —,

Dex —,Con —,Int 12,Wis 10,Cha 9

Skills and Feats: Diplomacy +5,Knowledge (history) +7, Listen +6,Spot +6;Extend Ability (endurance),

Toughen

Spell-Like Abilities: 1/day—detect magic, mending, cure light wounds, mage armor, endurance

Price: 26,500 gp

Feats

Vabrin’s talent with items has allowed him to develop three interesting new feats.

Fuse With Item [Eldritch]

Using your skill with magic,you absorb a magic item into your body,taking on its essence and powers.

Prerequisite: Charisma 19,caster level 10th

Benefit: You can absorb a magic item and make its powers inherent within you.You cannot fuse with magic weapons or armor,nor can you fuse with potions or scrolls.You can fuse with any other item.Activating or using an item that’s fused with you works the same as for a normal item.A fused wand ofwall ofice allows you to cast

wall ofice as a spell-like ability (using the item’s caster level) 50 times,or however many charges it had left at the time of the fusing.Bonus types do not change.A fused amulet of health +4 grants you a permanent enhancement bonus (not an inherent bonus) of+4.

Fusing with an item first requires an XP cost equal to half the item’s gold-piece value.Then,you must make a Spellcraft check with a DC equal to 20 plus the item’s caster level for each ofthe item’s separate abilities.Failure means that you cannot use that power.You may try only once per ability. Even ifyou are unable to use any ofthe powers ofa fused item,the item is consumed and the experience points lost.

Once consumed,a fused item cannot be taken away from you.It does not need to be drawn or wielded,and it is not visible in any way.It takes up no space on your body,so if you have fused with an amulet you can wear another amulet without problems.Like all spell-like abilities,using the fused item requires no components and draws no attack ofopportunity.

Items that logicallygrant no benefit from being absorbed— mainly because their power comes from being independent ofthe user,such as a figurine ofwondrous power or dust of tracelessness—cannot be fused.

Mord’s disjunction removes the item from you,restoring it to its normal state.

Intelligent Items: Fusing with an intelligent item forces you to make a Will save at the beginning ofeach day (DC equal to 10 plus the item’s level plus the item’s Charisma bonus).Ifyou succeed,you are in control for the day and can use the item’s abilities,skills,and feats (ifapplicable).Ifyou fail,the item remains in control ofyou for the day and can use your abilities,skills,and feats.Items fused with a character cannot gain levels as described on page 49.

Implant Gambit [Item Creation]

You put a secret “trick” into an item that you create.

Prerequisite: Caster level 12th,any item creation feat

Benefit: You can add a “gambit” into the powers ofa magic item that you create using another feat.The item must be one that you create,must have a market price ofat least 1,000 gp,and you must put the gambit in place during the item’s initial creation.Implanting a gambit requires the caster to spend more money and experience (see below) and adds a day to the creation time.

A “gambit” in this sense is one ofthe following: • Fail-Safe: You put a special command into the item that allows you—and only you—to say a word (using a standard action) that permanently drains it ofall power.This gambit adds 1,000 gp and 40 XP to the item’s creation cost. • Back Door: You put a special command into the item that allows you—and only you—to control it even when it falls into the hands ofanother.You must be

within 25 feet and have the item in line ofsight. Using this gambit requires a standard action and a successful Concentration check (DC 20).The item must be a command or spell-trigger item.This adds 5,000 gp and 200 XP to the item’s creation cost. • Recall: You put a special command into the item to return it to your hand when you desire it.The item must be on the same plane as you are,and ifit is currently within someone’s grasp (and not sitting unattended or stowed in a pack),the character holding the item gets a Will save to hold onto it (DC = 15 + your Charisma modifier).This adds 15,000 gp and 600 XP to the item’s creation cost. • Conditional Fail-Safe: You put a special function into the item that permanently drains it ofall power ifa specific condition arises.Conditions could include “if a character ofevil alignment holds the item for more than 1 round,” or “ifthe item enters the land of Tared-Ul” or—in the case ofan intelligent item— “ifthe item so wishes.” This gambit adds 10,000 gp and 400 XP to the item’s creation cost. • Conditional Recall: You put a special function into the item that returns it to your hand ifa specific condition arises.Conditions could include “ifa character ofevil alignment holds the item for more than 1 round,” or “ifthe item enters the land ofTared-Ul” or—in the case ofan intelligent item—“ifthe item so wishes.” This gambit adds 20,000 gp and 800 XP to the item’s creation cost.

Special: You can put more than one gambit into an item, adding the costs ofall gambits to the original price and a day per gambit to the creation time.

Life to the Inanimate [Item Creation]

You imbue an inanimate magical item with intelligence.

Prerequisite: Caster level 10th

Benefit: You can add intelligence to the powers ofa magical item,either one you are currently crafting (using other feats) or an existing item.The rules for creating an intelligent item begin on page 48.

Spells

All the spells provided here have a new type ofdescriptor: “intelligent item-affecting.” This descriptor indicates that the spell works only on magical items with their own distinct intelligence,as described in the DMG or in this book.

Bestow Malady

Transmutation [Intelligent Item-Affecting] Level: Sor/Wiz 3 Components: V,S Casting Time: Standard action

This article is from: