a few questions about Intelligent Items


Rules Questions


I would assume this is the place to ask theses questions. I am wanting to make a intelligent set of armor for my campaign and I am wanting to know what the benefits of the three stats available to the item are?
Does a high wisdom give a bonus to will saves or wisdom based checks for the wearer? If the item has a certain goal and this one will does a high charisma help it convince its wearer to work towards its goal or to over take the wearer? Is a high intelligence only for certain skills.?

It may be that I haven't looked in the right places for the information but if anyone can help me figure out the various uses for the ability scores I would be most grateful. Thank you in advance.


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The ability scores the item have no direct effect on the wearer unless it specifically says so in the item description.

So no the Wisdom will not effect the wearer/bearer/possessor of the item. It will effect the item's Will save and any checks based on Wisdom. Same for Intelligence and Charisma. Just treat the item as if it is an NPC construct. As intelligent magic items they may have various skills and those skills will use the appropriate skill mods for those skills. The item can and certainly is likely to employ Diplomacy, Sense Motive, Bluff and or any other skills (powers and abilities) it may possess to try and meet its goals just like any intelligent NPC would do.

CRB, Intelligent Magic Items wrote:
Intelligent items can actually be considered creatures because they have Intelligence, Wisdom, and Charisma scores. Treat them as constructs. Intelligent items often have the ability to illuminate their surroundings at will (as magic weapons do); many cannot see otherwise.

And keep in mind these rules (*cough* guidelines) are one area of the rules set that needs very heavy GM oversight to work without being extremely disruptive to a campaign. They can also be very fun when handled well. And rather obviously that is my opinion.


Also, magic items have no hit dice - so no skills (or feats) unless purchased under said guidelines.

That said, having an extra d20 rolled for perception checks or with attempts at Aid Another are always handy...


Thank you both. One more question would the ability scores matter if the person wearing them became a Graveknight?


Why wouldn't they?

A graveknight shares no ability scores with the item - the item makes all of its checks (any that it would make) separately, including ability checks and skill checks.

Thus, I'd say that they would, insomuch as it matters to any other character.


thank you


Glad to!

(By the way, the question wasn't rhetorical: if you know a reason why they would, I'd be interested in hearing it.)


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Ability scores won't effect each other but sheesh that is going to be a much harder to slay Graveknight if his armor (containing his soul) has both its own mind and the ability to say Teleport or run away as well. Of course it also means his 'phylactery' may also get uncooperative if not happy with his Knight which might prove interesting to deal with if you are the Graveknight in question.

*Party enters dungeon and sees an ancient suit of Armor, which appears to be having one half of a loud argument, apparently with itself* :p (and oh gads why did my brain just start channeling R2D2's voice for the Armor)


See, it was his intelligent armor back when he was a paladin...


I don't know a reason for certain. The way I view the Graveknight is they are the martials version of a Lich and their armor is their 'phylactery'. This would be the first intelligent item I am making ever and I want to use it for a reoccurring enemy for my campaign. I assume they only matter as much as any intelligent item but for some reason I keep wanting to think that the items stats somehow affect the person, that might be my inexperience showing. It might matter if it were like a headband of (int, wis, or cha).


Well the Graveknight is a NPC enemy who is happy to appose the party so I don't think they will fight but if the party kills it and one of them dons the armor hilarity will ensue.


And now I am imagining the armors voice as Bender because that is hillarious. This is not what I want for this guy but I must now have a scene where the party comes upon a man standing somewhere arguing seeming to himself.

Man "But I don't want too!" in a whiny voice.

Voice of Bender "Kill all humans."


Deaths Adorable Apprentice wrote:
I don't know a reason for certain. The way I view the Graveknight is they are the martials version of a Lich and their armor is their 'phylactery'. This would be the first intelligent item I am making ever and I want to use it for a reoccurring enemy for my campaign. I assume they only matter as much as any intelligent item but for some reason I keep wanting to think that the items stats somehow affect the person, that might be my inexperience showing. It might matter if it were like a headband of (int, wis, or cha).

Ah, I see: in that case, no. It's just that the item is intelligent.

It's vaguely similar to a familiar or cohort or special mount or animal companion or NPC in that way: another creature that has mental ability scores that generally works for the same goal as the "owner" (though it is not actually any of those things - it has different abilities benefits and drawbacks all its own.

EDIT: for clarity and wording
EDIT 2: By the way? Nothing wrong with not knowing something. I don't know lots of somethings. The only time it gets to be a problem is when you don't ask*.

* Well, okay, I suppose there are times when it could be a problem to ask, or when it isn't a problem not to ask, but the former is vanishingly rare on a forum about gaming, and the latter would mean there is no discussion... which doesn't do much for a forum, you know? Basically: don't ever feel awkward about not knowing things. It's cool. :D


Awww your so nice and I am not being sarcastic. And I am slowly getting over the awkwardness of not knowing stuff, it helps that I am asking strangers I can't see and I don't know if that is a good or bad thing it sounds weird. That and I play with people who have 10 to 30 years of experience while this is my 2nd year and I am GMing a mostly likely way to big campaign but I have never learned the easy way.


None of us have, DAA, none of us have. ^-^

Silver Crusade

One of the very best things about intelligent items is that they have their own set of actions and can use those actions to activate their own abilities, whether those abilities are from being intelligent or from the base item.

For example, if you cast levitate on yourself (standard action), you have to use a move action to change your elevation. But intelligent boots of levitation use their standard action to cast levitate on you (the wearer), and use their move action to move you up and down, leaving you with your full set of actions.

If the boots also have cure light wounds 3/day, they could use their standard action to cast it on you (at the same CL as the item) and then use their move action to move you vertically.

The item has the same initiative as the character, so each round you can decide which of you takes your turn first.


That is good. I must select the spells carefully then to insure the most damage as possible. Yay!

Scarab Sages

Intelligent items are uppity if you aren't ideologically in tune! Even if your will save is greater than its ego you will fail one save in 20 and it will be in charge for a day.

Then of course is the level loss if your alignments don't fully match.

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