Sword of Glory

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I have a question about scent in the game. My 1/2Orc uses the 'Keen Scent' feat which allows the character to have the ability to use scent as a character feature in the campaign. From the description below I am always asked to make perception rolls to sense people/creatures/etc when using scent. I interpret scent to be automatic within the ranges given below unless the person/creature/etc is deliberately trying to avoid detection by masking their scent. Therefore, just as it is obvious to walk into a room and see the obvious furniture etc visually before you unless deliberately hidden or concealed it should be just as obvious to notice the presence of the smell of the furniture etc in a room. This translates that if you walk into a room with three unconcealed people you will see them so by similar idea you would scent the same three people. If they were visually concealed then a perception roll would be necessary to see them and if they were scent concealed they would also need a perception roll to discern their scent. However most creatures do not attempt to conceal their scent and therefore should be detectable by scent as an unconcealed person would be visually (ie. without a perception roll but automatic within scent range as given below). Unless the person/creature/etc is deliberately masking their scent there is no opposed stealth check to make. A rogue hiding in shadows is trying to conceal themselves visually and audibly not olfactory. Unless they carry or cover themselves in false scents or overpowering smells such as pepper, etc. I do not see why a perception roll is necessary and if it is what is the purpose or use of being able to have the scent ability.

"Scent
This extraordinary ability lets a creature detect approaching
enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by
sense of smell, generally within 30 feet. If the opponent is
upwind, the range is 60 feet. If it is downwind, the range is
15 feet. Strong scents, such as smoke or rotting garbage, can
be detected at twice the ranges noted above. Overpowering
scents, such as skunk musk or troglodyte stench, can be
detected at three times these ranges.
The creature detects another creature’s presence but not
its specific location. Noting the direction of the scent is a
move action. If the creature moves within 5 feet (1 square)
of the scent’s source, the creature can pinpoint the area
that the source occupies, even if it cannot be seen."
Roleplaying Game Core Rulebook Pg.564

"Perception has a number of uses, the most
common of which is an opposed check versus an opponent’s
Stealth check to notice the opponent and avoid being
surprised. If you are successful, you notice the opponent
and can react accordingly. If you fail, your opponent can
take a variety of actions, including sneaking past you and
attacking you."
Roleplaying Game Core Rulebook Pg.102


Blueluck wrote:

1. Can anyone make a magical item intelligent during creation?

Yes. There are no rules or limitations regarding this.

2. If an intelligent item has a power from the Table 15-24: Intelligent Item Powers table (534), does it need its base stat to be high enough to match the level of the spell it can cast. For instance, can an intelligent sword with a 3rd-level spell power actually use this power without buying a 13 mental ability?
No. Again, there are no rules or limitations, so there is no requirement.

3. How do the mechanics of spells affect the intelligent item, especially "personal" and "touch" properties, and how do these mechanics affect the user? Are any spells off-limits for the item?

4. Do material costs apply to items using spells? If they do, how do you apply them?
Since the costs to add spells to an intelligent item are similar to those of making a magic item that casts the same spell, I would assume the same rules. That is, you supply sufficient quantity of the material components during item creation, but no materials upon casting.

5. If an intelligent magic item is arcane-bound, as per Wizard rules, do its spells only affect the user, even if the spell happens to be an area-effect buff?[b]
The spell would be cast as normal, multiple targets and all.

[b]Also, does the intelligent item's intelligence fade away if the owner dies (I imagine this one is true, but it's worth asking)?
Nope, otherwise you wouldn't find any intelligent magic items in dungeons, would you?

Based on Arcane Bond description for Bonded objects:

from pg78 in Pathfinder Core Rulebook (Under Wizards Arcane Bond ie Bonded Objects)

Core Rulebook wrote:

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of

casting, even if the spell is not prepared.

from pg532 in Pathfinder Core Rulebook (Intelligent Items)

Core Rulebook wrote:

Unlike most magic items, intelligent items can activate their own powers without waiting for a command word from

their owner. Intelligent items act during their owner’s turn in the initiative order.

1. Can an intelligent item activate the above ability on its own seperate from the Wizard whose Bonded Object the Intelligent Item belongs to?


In the description of the Ring of Sustenance it states "The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefits of 8 hours of sleep"

Does this mean that as a Wizard or Sorcerer I would only need to sleep 2 hours to begin regaining my spells?