Intelligent bonded objects


Rules Questions


"The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it."

Does this mean that an intelligent bonded object cannot use its own powers?

Grand Lodge

VRMH wrote:

"The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it."

Does this mean that an intelligent bonded object cannot use its own powers?

I don't allow for intelligent bonded objects. In fact I don't use intelligent items at ALL in my campaigns save as plot devices which will be removed when their purpose is done.


An Intelligent Bonded Item may use its own powers but only when in the possession of the Wizard.


How do you even get an intelligent bonded item?

Edit: Find one and attune to it?


Whale_Cancer wrote:

How do you even get an intelligent bonded item?

Edit: Find one and attune to it?

That, or add intelligence to it once you reach the required level.

Grand Lodge

Whale_Cancer wrote:

How do you even get an intelligent bonded item?

Edit: Find one and attune to it?

There really isn't any rules text covering this, so it's all up to your DM. Wouldn't come up in my game because if they show up, no one's going to be attuning to them. I only have intelligent items show up as artifacts and they go away when their story purpose is done.


VRMH wrote:
Whale_Cancer wrote:

How do you even get an intelligent bonded item?

Edit: Find one and attune to it?

That, or add intelligence to it once you reach the required level.

I've looked for rules for crafting them, but I found none.


Whale_Cancer wrote:
I've looked for rules for crafting them, but I found none.

As far as I know there aren't any; just rules for what powers and abilities an intelligent item might have, and what those do to the item's value. So I'm assuming they're covered by the general crafting rules.

A lot of GMs seem to ban the crafting of intelligent items though, to keep them special (or keep them non-existent, whichever the case might be).

Grand Lodge

VRMH wrote:
Whale_Cancer wrote:
I've looked for rules for crafting them, but I found none.

As far as I know there aren't any; just rules for what powers and abilities an intelligent item might have, and what those do to the item's value. So I'm assuming they're covered by the general crafting rules.

A lot of GMs seem to ban the crafting of intelligent items though, to keep them special (or keep them non-existent, whichever the case might be).

I essentially view the Intellligent magic item section as a guideline for building a special type of NPC.


Intelligent Items are meant for GMs and such not Players. Which Ironically was why all Magic Items were in 3.5's DMG. PCs weren't meant to craft them or such but find/buy/obtain them as treasure or rewards.

Personally, I think Intelligent Items are nice for unique weapons. I would say an Intelligent Bonded Item would be more of a Cohort, Familiar, or Animal Companion...

And now I am going to make Craft Intelligent Item a Feat in my Campaigns. And allow a Master Craftsman Feat user get access to it.

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