Ravingdork |
My elf diviner, Corral Styne, bound her deceased husband's soul into her ring of telekinesis (making it intelligent), allowing the two of them to be together forever.
The best use for any arcane bonded item, I find, is to make it an intelligent item capable of taking its own actions. The above-mentioned "ring of memory" for example, can make use of its telekinesis ability EVERY round in addition to Corral's normal allotted actions. Totally beats a familiar with a wand (and is effectively an item familiar). Why would anyone trouble themselves with a wand familiar when the item bond is clearly superior?
What do you think?
Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8 |
Diekssus |
If I may say that you saying ;" Corral Styne, bound her deceased husband's soul into her ring of telekinesis (making it intelligent), allowing the two of them to be together forever." so casually is rather freighting.
Like intelligent items are all over the place, this ain't no mythic adventures boye
Ravingdork |
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In D&D v3.0 and v3.5 you needed to have at least a caster level of 15 before you could create an intelligent magical item. That limitation was removed in Pathfinder.
Now they are as easy to create as any other magical item, you merely need to invest the resources--which is surprisingly cheap for what you can get in return.
In other words, they probably are relatively common (for magical items at least).
Petty Alchemy RPG Superstar Season 9 Top 16 |
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I do hate it when people say "RP consequences", but goodness can you imagine?
Corral: "What's wrong honey, you seem a little down."
Ring: "It's nothing."
Corral: "Didn't you always say you wanted to be with me forever?"
Ring: "Yeah...but I guess this isn't what I had in mind."
Corral: "It's not? And could you fling that stack of swords at the red dragon?"
Ring: "Sure sure, but that's what I mean. I'm feeling kind of objectified. Maybe we need some time apart? I could wait for you in the Good afterlife."
Corral: "Don't be silly, I spent 100k binding your soul into this ring!"
Diekssus |
In other words, they probably are relatively common (for magical items at least).
the books says 1% at most. I'm pretty sure you didn't even roll a d100 and see if you condemned your husbands soul to oblivion because you failed the small chance of binding him properly. Or the option of it not being the husband at all but a devil who will literally kill you when you don't expect it.
Since there is no way to intentionally create them (never mentioned anywhere in the rules) you can only go by the fact that they are rare. if everyone with gold could get them, they would not be called rare.
Ravingdork |
Ravingdork wrote:In other words, they probably are relatively common (for magical items at least).The books says 1% at most...
...for FINDING random intelligent magical items. When creating them yourself, it's pretty much automatic if you can meet the requirements, expend the appropriate resources, and make the relevant Spellcraft check successfully.
Diekssus |
Diekssus wrote:...for FINDING random intelligent magical items. When creating them yourself, it's pretty much automatic if you can meet the requirements, expend the appropriate resources, and make the relevant Spellcraft check successfully.Ravingdork wrote:In other words, they probably are relatively common (for magical items at least).The books says 1% at most...
glad you base that, on absolutely nothing :)
it says that at most 1% of the magic items in the world are intelligent. not that your chance of finding them is 1%
Ravingdork |
*looks it up*
Huh. I guess so. Must have mis-remembered the passage.
That still doesn't change how easy they are to create, only their "general" rarity. (Which can be explained away as simply as supply and demand; how many hardy warriors really want singing sword?)
Diekssus |
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*looks it up*
Huh. I guess so. Must have mis-remembered the passage.
That still doesn't change how easy they are to create, only their "general" rarity. (Which can be explained away as simply as supply and demand; how many hardy warriors really want singing sword?)
how many warriors want a sword that can heal them when they've been knocked unconscious? .... um, every single one of them?
Ravingdork |
LazarX wrote:End thread?Lakesidefantasy wrote:Intelligent items are surprisingly easy for Characters to create.Which is kind of hard to verify, considering that there aren't any rules for actually doing it.
Are you saying there are no rules for creating intelligent items???
Mark Hoover |
ShadowcatX wrote:Are you saying there are no rules for creating intelligent items???LazarX wrote:End thread?Lakesidefantasy wrote:Intelligent items are surprisingly easy for Characters to create.Which is kind of hard to verify, considering that there aren't any rules for actually doing it.
Waitaminute; there ARE rules for crafting intelligent items? Also, speaking as a married man, let me just say; the reason my wife and I are good friends is BECAUSE we can take time apart every once in a while. If I had a dime for every fight that started around the idea of one of us feeling sort of overused, leaned on or otherwise taken for granted, I'd be a millionaire. That being said, if my consciousness lived in a ring that my wife wore and she could literally command me to pick up and hand her the remote, turn off the light, deliver feminine products etc...
...
I blacked out for a minute there in a panic-induced coma. Let's get back to those rules on intelligent item creation and leave it at that.
ShadowcatX |
Yes, there are rules for creating intelligent magical items. You can find them here, in the Core Rulebook's Magic Item chapter, or here in Ultimate Equipment's Artifacts and Other Items section.
Odd. I see rules for designing magic intelligent magic items, such as a DM might use, but I don't see any rules for CRAFTING one, such as a player might use.
Mark Hoover |
Ravingdork wrote:Yes, there are rules for creating intelligent magical items. You can find them here, in the Core Rulebook's Magic Item chapter, or here in Ultimate Equipment's Artifacts and Other Items section.Odd. I see rules for designing magic intelligent magic items, such as a DM might use, but I don't see any rules for CRAFTING one, such as a player might use.
Hmmmm...
Ravingdork |
Odd. I see rules for designing magic intelligent magic items, such as a DM might use, but I don't see any rules for CRAFTING one, such as a player might use.
Right, because the GM totally needs to know the exact cost of an intelligent magical item. If it were for GMs only, they would have been treated more like artifacts.
Also, where in that entire section does it state that its for GMs alone? There is more than enough information there for both a GM AND a player to use. (Though I do agree that a GM has every right to limit access to them, just as he has the right to limit access to ANY magical item or player-controlled NPC in his games.)
What if it ends up with a different alignment than you and gives you a negative level?
Why would it? You're designing it! Just don't design one with an opposing alignment.
Dave Justus |
There are rules for designing a magic item, but not for crafting one. My interpretation is that intelligent items are created by accident, either in crafting or exposure to strange events or by very powerful entities, gods etc.
I would never as a GM allow a player to craft an intelligent item.
As for why the exact cost is important, if I am putting something in a game I need to know how it will effect WBL etc. etc.
Lakesidefantasy |
When it came up in my campaign I decided not to allow one of my players to create an intelligent sword. I was shocked to discover just how easy and cheap it was to create an intelligent magic item.
I agree that the language for creating intelligent items does not seem to imply that they are for Player Characters to create; however, there is apparently a precedent from Dungeons and Dragons, and Ultimate Campaign gives Costs and Construction Requirements for a number of specific intelligent magic items. Take that for what you will, but I see nothing stopping an accommodating Game Master allowing his Player's Characters creating intelligent magic items.
The cheapest intelligent magic item I can imagine would be a pair of intelligent Sleeves of Many Garments that would be able to cast resistance and cost 850 gp.
Diekssus |
There are rules for designing a magic item, but not for crafting one. My interpretation is that intelligent items are created by accident, either in crafting or exposure to strange events or by very powerful entities, gods etc.
I would never as a GM allow a player to craft an intelligent item.
As for why the exact cost is important, if I am putting something in a game I need to know how it will effect WBL etc. etc.
at this point the only way you can intentionally create intelligent items is using mythic rules, and if you want to craft one, your life and soul is the minimum price (in addition to gold of course)
So much for easy
Jessica Price Project Manager |
Ravingdork |
At this point the only way you can intentionally create intelligent items is using mythic rules...
That's just not true. Mythic rules let you make ARTIFACTS. Anyone with the right feats, skills, and resources can make an intelligent magical item.
If you really don't want them to be easy to make, re-institute the level 15 rule.
Tels |
Ravingdork, it may just be that my mind is in the gutter right now, or it may be that thread on Telekinesis but a woman that binds her husband's soul to her Ring of Telekinesis really changes the perspective of the violent thrust property of the Telekinesis spell...
Maezer |
What do you think?
I think its a interesting conceptual item that could provide for fun interaction. I also think its potentially game breaking. I'd be much more tempted to give the item unlimited mage hand. I can generate most of the same interactions and it does not have nearly the same effect on game balance.
As far as pricing it. I'd price I think Ravingdork has the right item its kind of like casting telekinesis with the familiar meta magic unlimited times. So about 8*15*1800 or 216,000 gp. Then discounted by 50% because its the bonded item.
Ravingdork |
In hindsight, I suppose there's nothing stopping a person from putting a ring of telekinesis on a familiar...
...still, there are items that a familiar might not be able to make use of that an intelligent item would (as they always can activate their own abilities).
Mark Hoover |
A ring of TK costs 37.5K GP to craft and costs 75K. Looking at WBL the earliest you might have this in a game (barring monty haul GMs, corner cases etc) would be 9th level. A 9th level familiar (normal animal type, not improved) has an Int of 10; not genius level, but certainly not stupid either. This is the avg intelligence of a Jinx Eater, an accomplished Tengu Rogue 3. I'm just sayin, perhaps a creature, sitting on the shoulder of a super-intelligent wizard, with enough intelligence of its own to plan a moderate rogue's caper, that is also extremely loyal to and understands the speech perfectly of said wizard, could probably be directed to utilize the full functions of a powerful magic item on it's paw. I'm just sayin...
Drejk |
2 people marked this as a favorite. |
Ravingdork, it may just be that my mind is in the gutter right now, or it may be that thread on Telekinesis but a woman that binds her husband's soul to her Ring of Telekinesis really changes the perspective of the violent thrust property of the Telekinesis spell...
Melvin the Mediocre |
Melvin the Mediocre wrote:What if it ends up with a different alignment than you and gives you a negative level?Why would it? You're designing it! Just don't design one with an opposing alignment.
According to the rules, you don't pick the alignmet, you roll it. Saying that you bound a spirit to the device to grant intelligence is nice flavor, but not supported by the rules. By the rules you give the item int, wis, and char which in turn gives the item a personality and there for an alignment.
Salazar |
Ravingdork wrote:In other words, they probably are relatively common (for magical items at least).the books says 1% at most. I'm pretty sure you didn't even roll a d100 and see if you condemned your husbands soul to oblivion because you failed the small chance of binding him properly. Or the option of it not being the husband at all but a devil who will literally kill you when you don't expect it.
Since there is no way to intentionally create them (never mentioned anywhere in the rules) you can only go by the fact that they are rare. if everyone with gold could get them, they would not be called rare.
Ultimate Equipment Page 356
''The following are examples of specific intelligent items that CAN BE CRAFTED or found in treasure hoards.''Atarlost |
Ravingdork wrote:Diekssus wrote:...for FINDING random intelligent magical items. When creating them yourself, it's pretty much automatic if you can meet the requirements, expend the appropriate resources, and make the relevant Spellcraft check successfully.Ravingdork wrote:In other words, they probably are relatively common (for magical items at least).The books says 1% at most...glad you base that, on absolutely nothing :)
it says that at most 1% of the magic items in the world are intelligent. not that your chance of finding them is 1%
That means there should be dozens of intelligent items every block in the merchant district of somewhere like Katapesh.
Mordo the Spaz - Forum Troll |
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That means there should be dozens of intelligent items every block in the merchant district of somewhere like Katapesh.
Also, this why crafting magic items takes so long. Nine-tenths of effort is avoiding creating Dagger +1 of High Ego Manic-Depressive Passive-Aggressive Nagging Potty-Mouth Sadist Bully Pick-Up Artist Griping.
Tels |
Atarlost wrote:That means there should be dozens of intelligent items every block in the merchant district of somewhere like Katapesh.Also, 1% of potions intelligent. And we drink -- end of them!
Think potions like us? They talk to other 1% items...
Oh god, I dearly want to include a potion that says something like this.
Zhangar |
I don't think I'd allow a PC to bind someone's soul to make a magic item - that's an 8th level spell that allows a save.
IIRC, in 3.X an intelligent item was the same alignment as its creator, implying it had a similar personality (i.e., the creator broke off a fragment of themselves into the item).
Heh. A wizard I played in a 3.5 game had craft ring, the Eberron feat for being able to wear four rings, and intelligent rings of invisibility and spell turning. That was handy.
I'd assume intelligent items are rare in part because most folks don't want equipment that can argue with them, disagree with them, plot against them, or seize control of their bodies if they flub an opposed ego check.
Diekssus |
Diekssus wrote:At this point the only way you can intentionally create intelligent items is using mythic rules...That's just not true. Mythic rules let you make ARTIFACTS. Anyone with the right feats, skills, and resources can make an intelligent magical item.
If you really don't want them to be easy to make, re-institute the level 15 rule.
I was talking about the mythic anvil, it states rules for making an intelligent item for failing on the last day of crafting, it sucks your soul in, the crafting process succeeds and the item is intelligent, before criticizing read the actual material