Player wants to be an Intelligent Weapon


Advice

Sczarni

A player in my campaign wants to play as an Intelligent Magical Item, specifically a whip, wielded by another character. He wants to have levels in sorcerer, but just...wants to be a whip. I've no idea how to go about handling this, as a race or anything. Maybe homebrew some sort of class that is just Intelligent Item and they get talents as they level up to pick from abilities the weapon would have, and then spellcasting so they can do stuff? I'm not sure how to handle things like disintigrate, disarm, magical items, etc. I'm not sure how to really go about this.


Are they going to be used by another party member, or is this just a random NPC that they possess using their ego?

The latter seems like it could more easily work. Have it so that they lose their spell casting if they are separated from their host (or if their host dies).

If it is a party member..that seems troublesome. Because the only way to stop the spell caster (which is a common tactic since you want to use that AoO to mess up their concentration) would be a sunder attempt... which could be avoided by a powerful martial character with high CMD. That is the problem- this could give a 'single' character that doesn't need to compromise in specialization, with twice the normal action economy.

Sczarni

He's going to be used by another player character. And yeah, that's a problem that I'm not sure how to address. Every attack on the one character requires a roll against both?

The Exchange

may be best to say no to it if you do not know how to address it. also maybe point the player towards the blade bound magus arctype with a little changing it may suite his needs.


Daring wrote:
He's going to be used by another player character. And yeah, that's a problem that I'm not sure how to address. Every attack on the one character requires a roll against both?

And is being wielded considered grappling?

Can they cast spells while a large portion of their body is being used to beat on orcs? I mean, if I grabbed the hafling sorcerer, and used him as a club, then I doubt he would be very effective at spellcasting.

Overall, just giving the whip a level 1 commoner that it possesses, powers up, and uses as a meat puppet would be easier.


Little Red Goblin just released a book with a weapon-shifting race.

Sczarni

lemeres wrote:


And is being wielded considered grappling?

Can they cast spells while a large portion of their body is being used to beat on orcs? I mean, if I grabbed the hafling sorcerer, and used him as a club, then I doubt he would be very effective at spellcasting.

My sides. I think you're right with the meat puppet thing. Sounds pretty great.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Daring wrote:
A player in my campaign wants to play as an Intelligent Magical Item, specifically a whip, wielded by another character. He wants to have levels in sorcerer, but just...wants to be a whip. I've no idea how to go about handling this, as a race or anything. Maybe homebrew some sort of class that is just Intelligent Item and they get talents as they level up to pick from abilities the weapon would have, and then spellcasting so they can do stuff? I'm not sure how to handle things like disintigrate, disarm, magical items, etc. I'm not sure how to really go about this.

I simply would create him as a standard intelligent weapon, that doesn't go up any higher or get any more powerful until and unless he's upgraded as a standard weapon.

Someone who wants to play that weird a character should get the downsides. along with the advantages.

If you insist on giving him a level path I would suggest the Monte Cook Item advancement "class" levels.

Scarab Sages

Go for it. He has no dexterity score, hardness, no constitution score, hit points bonuses based on his hit dice, and everything that comes with being a weapon. To cast spells, his wielder needs to have a hand free to complete the somatic components. It'd work a bit like a mounted character, but with more restrictions. He just shouldn't be mad when he gets sundered. :P


LazarX wrote:
Daring wrote:
A player in my campaign wants to play as an Intelligent Magical Item, specifically a whip, wielded by another character. He wants to have levels in sorcerer, but just...wants to be a whip. I've no idea how to go about handling this, as a race or anything. Maybe homebrew some sort of class that is just Intelligent Item and they get talents as they level up to pick from abilities the weapon would have, and then spellcasting so they can do stuff? I'm not sure how to handle things like disintigrate, disarm, magical items, etc. I'm not sure how to really go about this.

I simply would create him as a standard intelligent weapon, that doesn't go up any higher or get any more powerful until and unless he's upgraded as a standard weapon.

Someone who wants to play that weird a character should get the downsides. along with the advantages.

If you insist on giving him a level path I would suggest the Monte Cook Item advancement "class" levels.

Save that a total lack of progression basically is like saying "no, unless you want to be useless."


Davor wrote:
Go for it. He has no dexterity score, hardness, no constitution score, hit points bonuses based on his hit dice, and everything that comes with being a weapon. To cast spells, his wielder needs to have a hand free to complete the somatic components. It'd work a bit like a mounted character, but with more restrictions. He just shouldn't be mad when he gets sundered. :P

Well, sunder isn't instant kill...

Just damage.

It's one of the only ways he could be damaged, ever.

So... He really, really should expect it.

If he was wielded by a human fighter, the human fighter could put his FCB into sunder resistance, if they worked together to make this.


My thoughts:

A) Let enemies attack the whip independently of attacking the wielder. For the whip's AC, maybe wielder's touch AC + 2 size modifier. d10 hit dice, as normal for a construct. Allow normal healing, just for convenience.

B) Saving throws as a sorcerer (good Will), treat Con and Dex scores as 10s. Mostly keep construct traits, but no immunity to mind-affecting, and instead of immunity to stunning give it a +4 bonus against stunning (like an android.) Remove the immunity to ability damage and drain (although the physical scores will always be treated as 10s regardless.)

C) Sorcerer BAB.

D) No spells have somatic components, as if affected by the Still Spell feat.

E) Goes on his own initiative, unlike a normal magic weapon.

F) Unable to make any skill check or ability check that involves movement.


Honestly?

This is one of those things that fall into DM fiat.

If you allow it... Well, you're making up rules already.

Perhaps, due to the protection (of sorts) it brings, have the wielder of the item have to use the item to cast- preventing it from being used for a turn, and provoking AOO.


RumpinRufus wrote:

My thoughts:

A) Let enemies attack the whip independently of attacking the wielder. For the whip's AC, maybe wielder's touch AC + 2 size modifier. d10 hit dice, as normal for a construct. Allow normal healing, just for convenience.

B) Saving throws as a sorcerer (good Will), treat Con and Dex scores as 10s. Mostly keep construct traits, but no immunity to mind-affecting, and instead of immunity to stunning give it a +4 bonus against stunning (like an android.) Remove the immunity to ability damage and drain (although the physical scores will always be treated as 10s regardless.)

C) Sorcerer BAB.

D) No spells have somatic components, as if affected by the Still Spell feat.

E) Goes on his own initiative, unlike a normal magic weapon.

F) Unable to make any skill check or ability check that involves movement.

This works too.


Secret Wizard wrote:
Little Red Goblin just released a book with a weapon-shifting race.

Link? I can't find it.

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