Intelligent item with multiple spells


Advice


My GM is allowing the players to design a special "signature item" for each PC. We are 11th level. The item's value should be up to 60,000 gp, but could be worth more at the character's risk.

I play a halfling rogue. I already have Celestial Armour and Slippers of Spider Climbing.

I would like to have an intelligent item that can buff my character in combat. I wonder if this intelligent item would be viable? Or cheesy?

Base item: Belt of Mighty Constitution +4 (16,000 gp)
Intelligent item (500 gp)
Alignment: neutral-good
Intelligence 14 (1,000 gp)
Wisdom 12 (500 gp)
Charisma 10
Telepathy (1,000 gp)
Senses: 120 feet (1,000 gp)
Blindsense (5,000 gp)

Feather Fall 1/day (400 gp)
Vanish 3/day (1,200 gp)
Expeditious Retreat 3/day (1,200 gp)
Darkvision 1/day (2,400 gp)
Cat's Grace 3/day (1,200 gp)
Greater Invisibility 1/day (11,200 gp)
Faerie Fire 1/day (400 gp)
Cure Light Wounds 3/day (1,200 gp)
Silence 1/day (2,400 gp)

Total value: 52,600 gp

Dark Archive

Total looks OK assuming you don't have to pay 50% extra for additional powers (does that apply here?). (Also note typo on the cats grace cost)

EGO of 19, that's one uppity item.

What 3 languages does it understand/think?

Does it glow at will so it can see?


I'm not seeing a entry for 1st-level spell 1/day. How does that affect the item's ego?
Cat's Grace is a 2nd-level spell. 3/day is 7,200gp not 1,200gp.

An item with that high of an ego would definitely have it's own personality and motivation. You should think about that.
Also, remember, an intelligent item is basically an NPC that the GM controls. A DC 19 Will save any time you two don't agree is pretty steep.


Thanks for spotting the typo regarding the Cat's Grace price: it should be 7,200 gp. That's what I have noted on my spreadsheet so the total should still be 52,600 gp.

"Total looks OK assuming you don't have to pay 50% extra for additional powers (does that apply here?)." - ZomB

I am not sure myself - which is one of the reasons that I'm asking here.

"EGO of 19, that's one uppity item." - ZomB

Hmm, you're right. Perhaps I'll drop the divine effects and just keep the arcane spells.

"What 3 languages does it understand/think?" - ZomB

Common, Abyssal & Celestial. I think that they would be the most appropriate. [Crafted by an arcane trickster to help her fight demons.]

"Does it glow at will so it can see?" - ZomB

It has Blindsense. If it glowed, it would screw my character's use of it. My character is a rogue and wants to be stealthy.

"I'm not seeing a entry for 1st-level spell 1/day." - Quantum Steve

I extrapolated it from the costs of the other spells/day. A second-level spell 3/day costs three times as a much as a second-level spell 1/day. The same is true for third-level and fourth-level spells. Therefore I assume that a first-level spell 3/day costs three times as much as a first-level spell 1/day.

"How does that affect the item's ego?" - Quantum Steve

All of the spells/day effects modify Ego by either +1 or +2. Therefore I assume that a first-level spell 1/day modifies Ego by +1.

Revised version:-

Base item: Belt of Mighty Constitution +4 (16,000 gp) Ego +3
Intelligent item (500 gp)
Alignment: neutral-good
Intelligence 14 (1,000 gp) Ego +2
Wisdom 10
Charisma 10
Telepathy (1,000 gp) Ego +1
Senses: 120 feet (1,000 gp)
Blindsense (5,000 gp) Ego +1

Feather Fall 1/day (400 gp) Ego +1
Vanish 3/day (1,200 gp) Ego +1
Expeditious Retreat 3/day (1,200 gp) Ego +1
Darkvision 1/day (2,400 gp) Ego +1
Cat's Grace 3/day (7,200 gp) Ego +1
Greater Invisibility 1/day (11,200 gp) Ego +2

Total value: 48,100 gp
Ego 14

"An item with that high of an ego would definitely have it's own personality and motivation.... Also, remember, an intelligent item is basically an NPC that the GM controls." - Quantum Steve

Sure, I agree. My character has a reasonable Diplomacy. Also has a Will save of +10 if that is necessary.

I am planning for the item's motivation to be to "oppose demons". (Our campaign is heading that way.)

Dark Archive

Axl wrote:

"Total looks OK assuming you don't have to pay 50% extra for additional powers (does that apply here?)." - ZomB

I am not sure myself - which is one of the reasons that I'm asking here.

As your GM is instructing you to do this it is his call. Its safer to assume worst case until the GM clears it.

Quote:
I am planning for the item's motivation to be to "oppose demons". (Our campaign is heading that way.)

Note that a special purpose adds 2 to its EGO


Hi Axl, the GM from the campaign you're playing in here. :)

I'm cool with this item as you have most recently defined, which means you don't have to pay for the additional powers, as it's still way within the budget I gave anyway.


Awesome! Thank you danskmacabre, ZomB and Quantum Steve.

(I'm still open to discussion if anyone wants to make any other comments.)

Dark Archive

Given the 12K left I would add another 4th level spell. Perhaps Dimension Door?

Also Darkvision and Darkness are a great rogue combo - better than invisibility.


I'm playing a Kingmaker campaign and my character recently built an intelligent magic item similar to this. I'm a Paladin, so my item is a sword, but the GM really liked the idea and was thinking of making an intelligent item for each of the PCs.

You've given me some great ideas for our rogue's item! Thanks!


ZomB, actually we already have some "crystals of darkness" that produce a permanent darkness effect, analogous to an Everburning Torch. Otherwise I agree that Darkness would be a good choice. Dimension Door is also a good suggestion.

I am still a little concerned by the balance of the item. I think that I'd like to see how the item works in actual play first. If it turns out to be underpowered, then I might ask our GM for something extra.

The other possibility is that if my item is less valuable (in terms of gold pieces), my GM might give me a bit more leeway with co-operation from the item.

Blueluck, I'm glad that we helped. Good luck in your game.

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