
Dire Hobbit |

Hi, the text on intelligent magic items has this:
"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."
So if an intelligent item has a spell like effect, it could activate for it's user when it perceives the need for it. This would seem to be a loophole in the rule that a character needs to spend an action to activate a spell-like effect from an item (usually a standard action, I believe).
On the face of it, this would be a huge bonus for the character. For 500 gp, you get a free action of "someone else" activating your magic item for you. Since intelligent items can cast spells up to 7th level and do not necessarily have the power of speech, you get a potent spell cast silently on you when you need it. An archer might ask his bow to cast True Strike before firing that shot. A thief could ask a shortsword to cast Contagion before backstabbing. If they can cast those spells, anyway.
I can see where it should still take a magic item a standard action to activate that spell, so it may not come into effect until the next round. Still, it leaves the character free to make other attacks, sneak, cast spells... what have you.
Another downside might be that the item has a will of it's own. The sword may be overly ambitious and cast it's spell before it's really needed. Another item may be paranoid, and refuse to cast it's spell before IT feels the need is great. So the character may find herself in a lot of arguments with her equipment. However, the text of the rules fights against that too:
"All powers function at the direction of the item, although intelligent items generally follow the wishes of their owner."
Am I reading the rules correctly?

Scipion del Ferro RPG Superstar 2011 Top 4 |

I've always read it as they have have access to the spells which are built into their personality, but I suppose if you made an item with daily charges they should be able to access those as well.
And you'd run into the exact issues you describe. Needing to actually ask your magic item to work for you.

Dire Hobbit |

What I am asking about is making custom magic items. You can add spellcasting ability to intelligent items.
So an intelligent +1 ring of protection could cast Mage Armor 3/day. It would cost just 1,700gp to add that feature. 500 to make the ring intelligent. 1,200 for a first level spell, 3/day. If you were surprised, and could not spend the time "buffing" with spells you cast yourself, an the ring could boost your AC by 4 for you. It would require no action on your part. So you are free to ready weapons, cast another spell... whatever.
Seems like a big benefit for just a wee little price.
In addition, if the intelligent magic item were something like a ring of invisibility, it could activate it's magic for you. You'd wink out of sight AND be free to start running.

Scipion del Ferro RPG Superstar 2011 Top 4 |

I know they act on the same initiative, but you could ask them to specify who takes actions and when. This way they have to pick who goes first, the item or the player.
Player goes first
Free action; "Hey ring, I need to be invisible!"
-Runs 120feet
Ring goes
Free action; "Sure thing, Jimmy!"
-Casts Invisibility
or vis versa
Ring goes first
Free action; 'I love being a ring'
Does nothing
Player goes
Free action; "Oh heck, oh heck oh heck, make me unseen!"
-Takes full defense
Next round
Ring goes first
Free action; "Huh? Okee."
-Casts Invisibility

Dire Hobbit |

Intelligent magic items are pretty powerful stuff. They can indeed activate their powers independently. Think of them, in that regard, as cohorts or allied NPCs more than magic items.
And I agree that the price itself to make an item intelligent is FAR too low.
Which means that the price COULD come through role playing the item. But not ALL magic items are going to be quirky, temperamental, demanding nitwits. Indeed, I would think, realistically, that very few are.

Scipion del Ferro RPG Superstar 2011 Top 4 |

Which means that the price COULD come through role playing the item. But not ALL magic items are going to be quirky, temperamental, demanding nitwits. Indeed, I would think, realistically, that very few are.
If somebody wants to make an Intelligent item I always roll up an NPC personality for them, including traits and control them just like an NPC that's helping the PC.

Ravingdork |

Intelligent magic items are pretty powerful stuff. They can indeed activate their powers independently. Think of them, in that regard, as cohorts or allied NPCs more than magic items.
And I agree that the price itself to make an item intelligent is FAR too low.
In d20 D&D you had to be at least 15th level to create intelligent magic items (which often meant you weren't likely to get them as random treasure until about that time either). That rule appears to be missing in Pathfinder. Was that deliberate?

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James Jacobs wrote:In d20 D&D you had to be at least 15th level to create intelligent magic items (which often meant you weren't likely to get them as random treasure until about that time either). That rule appears to be missing in Pathfinder. Was that deliberate?Intelligent magic items are pretty powerful stuff. They can indeed activate their powers independently. Think of them, in that regard, as cohorts or allied NPCs more than magic items.
And I agree that the price itself to make an item intelligent is FAR too low.
My guess is no, it wasn't deliberate. Intelligent items in the core game should be relatively rare. Level limits or higher gp values would help to make them rare.

Scipion del Ferro RPG Superstar 2011 Top 4 |

I gotta say I really liked running into the Council of Thieves spoiler ahead;
Picked the lock on the door, he kicks it open and takes a step back to attack us with the glaive. The fighter charges in and attacks, the rogue tumbles in so the devil is cornered. Then he drops the glaive to attack with his claws. Fighter withdrawls, then the rogue grabs the glaive and tumbles out of there while I undelay and shut the door locking it behind them.

HalcyonAndOn |

So, the only limits are cash (which seem way too low, I agree) ego, and the crafting arms feat?
So adding powers doesn't increase the limit of the creator, 3x enhancement bonus?
Ravingdork wrote:My guess is no, it wasn't deliberate. Intelligent items in the core game should be relatively rare. Level limits or higher gp values would help to make them rare.James Jacobs wrote:In d20 D&D you had to be at least 15th level to create intelligent magic items (which often meant you weren't likely to get them as random treasure until about that time either). That rule appears to be missing in Pathfinder. Was that deliberate?Intelligent magic items are pretty powerful stuff. They can indeed activate their powers independently. Think of them, in that regard, as cohorts or allied NPCs more than magic items.
And I agree that the price itself to make an item intelligent is FAR too low.

HalcyonAndOn |

So, would you double the cost?
What about an additional crafting feat for intelligent items?
It seems really strange to me that an intelligent weapon could be created at 5th level but its 11th level for a staff.
Does anyone else put further limitations on their creation?
Intelligent magic items are pretty powerful stuff. They can indeed activate their powers independently. Think of them, in that regard, as cohorts or allied NPCs more than magic items.
And I agree that the price itself to make an item intelligent is FAR too low.