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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
01–04Item has 10 ranks in Intuit Direction
05–08Item has 10 ranks in Sense Motive
09–12Wielder has free use of Combat Reflexes
13–16Wielder has free use of Blind-Fight
17–20Wielder has free use of Improved Initiative
21–24Wielder has free use of Mobility
25–28Wielder has free use of Sunder
29–32Wielder has free use of Expertise
33–39Detect[opposing alignment] at will
40–42Find trapsat will
43–47Detect secret doorsat will
48–54Detect magicat will
55–57Wielder has free use of uncanny dodge (as a 5th-level barbarian)
58–60Wielder has free use of evasion
61–65Wielder can use see invisibilityat will
66–70Cure light wounds(1d8+5) on wielder 1/day
71–75Feather fallon wielder 1/day
76Locate objectin a 120-ft. radius
77Wielder does not need to sleep
78Wielder does not need to breathe
79Jumpfor 20 minutes on wielder 1/day
80Spider climbfor 20 minutes on wielder 1/day
81–90Roll twice again on this table
91–100Roll 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 PowerUses
01–05Charm person(DC 11 1) on contact3/day
06–10Clairaudience/clairvoyance(100-ft. range, 1 minute per use)3/day
11–15Magic missile(200-ft. range, 3 missiles)3/day
16–20Shieldon wielder3/day
21–25Detect thoughts(100-ft. range, 1 minute per use)3/day
26–30Levitation(wielder only, 10 minute duration)3/day
31–35Invisibility(wielder only, up to 30 minutes per use)3/day
36–40Fly(30 minutes per use)2/day
41–45Lightning bolt(8d6 points of damage, 200-ft. range, DC 131)1/day
46–50Summon monster III1/day
51–55Telepathy(100 ft. range)2/day
56–60Cat’s grace(wielder only)1/day
61–65Bull’s strength(wielder only)1/day
66–70Haste(wielder only, 10 rounds)1/day
71–73Telekinesis(250 lb. maximum, 1 minute each use)2/day
74–76Heal1/day
77*Teleport,*600 lb. maximum1/day
78Globe of invulnerability1/day
79Stoneskin(wielder only, 10 minutes per use)2/day
80Feeblemindby touch2/day
81True seeingAt will
82Wall of force1/day
83Summon monster VI1/day
84Finger of death(100 ft. range, DC 171)1/day
85PasswallAt will
86–90Roll twice again on this table
91–100Roll 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 PowerUses
01–04Astral projection1/day
05–08Bull’s strength(wielder only; intensified; +10 enhancement bonus to Strength)1/day
09–12Cat’s grace(wielder only; intensified; +10 enhancement bonus to Dexterity)1/day
13–16Chain lightning(enhanced; 20d6 damage; DC 161)1/day
17–20Dominate monster(DC 19 1) on contact1/day
21–24Endurance(wielder only; intensified; +10 enhancement bonus to Constitution)1/day
25–28Energy drain(DC 19 1) on contact1/day
29–32Finger of death(heightened to 9th level; DC 191)1/day
33–36Foresight(wielder only)1/day
37–40Gate1/day
41–44Haste(wielder only; extended; 40-round duration)3/day
45–48Improved invisibility(wielder only; extended; 40-minute duration)2/day
49–52Mass heal1/day 53–56 Meteor swarm(DC 191)1/day
57–60Phase door2/day 61–64 Prismatic sphere(DC 191)1/day
65–68Stoneskin(wielder only; extended; 400-minute duration)3/day
69–72Summon monster IX2 (extended; 40-round duration)1/day
73–76Sunburst(heightened to 9th level; DC 191)2/day
77–80Teleport without error2/day
81–90Roll twice again on this table
91–100Roll 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.