Leggo my ego. Or: I need your intelligent item stories.


Advice


Good morrow Paizo community.

I have a player interested in playing (which has piqued my own curiosity) a character with an intelligent sword.

I have very little experience with such things, and have actually avoided intelligent items, even in published material, because of my own insecurities about running such things.

I've reached a stage in my GMing "career" where I feel like I'm ready to dip into this part of the game.

So! I need your stories! I need to hear from players and GMs alike on how playing in a dedicated campaign with an intelligent item works! Does it work? Is it more hassle than it's worth? Do you have some great stories from your table that wouldn't have happened without an intelligent item? Do you have a horror story from your table that wouldn't have happened without an intelligent item? To the GMs, tell me about the energy and time required to run a game with a dedicated intelligent item. Is it too time consuming? Is it just like running an NPC, but less fun? More fun? How about intelligent item abilities? Are they difficult to track and remember?

I know that's a lot of questions, but I really want to get some thoroughly fleshed out details as I work towards making this decision. I am absolutely going to base my decision to include or not include this intelligent item on the feedback I get here. So don't hold back!

Thanks!
MendedWall12


Intelligent items are basically a GMNPC, so any pros or cons come with that territory.

That said, they can be a lot of fun guiding or misguiding your PCs depending on the items alignment &/or agenda.

I gave one of my players a crystal hand (ala The Outer Limits, Demon with the Glass Hand). He was a wizard, and the Hand contained the consciousness of his mentor. It was a know-it-all, superior pain in the ass, but it also was a source of knowledge and a means for him to do spell research while on the go.

I enjoy making these things powerful, but with a cost. Is it worth it to put up with the item's attitude? Can the item be trusted? These give you some dynamics that can be fun to explore!

The Exchange

I had a good experience with one in an AP. The GM gave it a good personality to bounce off my PC.

I tended to be good on my will save rolls, but it did prevent me from throwing it at an enemy once.


I had someone use them as the driving villains behind a homemade campaign. There was a syndicate of 7 high-ego magic swords that kept overwhelming their wielders and starting up criminal empires.

I think they're cool. Besides, having friendly, constant npcs is a good thing, it really keeps the campaign together.

The bad thing about it is that it can lead to the bad GMPC syndrome, and talking swords neatly avoid that.

This pbp campaign has a magic sword done extremely well. Note how it adds exposition without revealing much actual knowledge, or solving problems the players couldn't.


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An intelligent magic item is also a great way to give the characters background information on demand. I support this idea.

I've owned a pair of intelligent magical glasses, which were great fun, and had a few bonus skills along with an intelligence of their own.

I've DM'd an intelligent magic sword, Lord Neon, who was a powerful wind-Duke who polymorphed himself into a sword, and couldn't cast the reverse spell without hands or a voice (he had reasons).

I played him as a bold, headstrong noble, unafraid to enter melee against ANYONE, but protective of his dignity. Hijinks ensued on two occassions when players wanted to use him to chop down a door (what am I, a lumber axe?) and to fight a metal-destroying ooze (absolutely not, it's filthy).


One of my favorite characters I never got to play was a blade bound kensai magus ('s sword). The magus himself has a super low wisdom and would fail against the sword most of the time. All of the time by later levels. The idea was to max craft weapon, to improve the sword regularly. The more expensive the sword got, the bigger the ego score became. His other feats went into improved Impaling critical, the idea being that around level 19 with all the gold of that character in the sword, nothing could ever save against the ego score of the blade. So if he critical hit something, they'd spend a move action to pull the sword out... and become the new, more powerful own(ed)er of the sword.

My point to this is not that intelligent items are hard to save against or anything (I worked really hard to make that ego score sky high) but that my sword had so much personality and back story that it was as if not more interesting than most of my characters. An intelligent item is a living being with a history that goes back until it was created. It is aware of all that time, which might well be just as long or longer than any of your pcs have been alive. If it's been locked in a chest for 200 years with a bunch of non intelligent items, it might be heavily traumatized. Or slightly nuts. Probably both.

If it's been used in countless battles and taken thousands of lives, it might have a particular hatred of a race that killed it's previous owner, be horrified by what it's been used for and refuse to kill willingly, or have grown to love the slaughter more than a chaotic evil barbarian. It may wish to take a human form, or it may wish to be destroyed at long last.

Your intelligent item is permanent to the party unless something happens. So build it like a character with a unique history that goes back for as long as it's existed, possibly hundreds and thousands of years.


Bump for people in other time zones. :)


This can't be the entirety of intelligent item stories amongst the entire community?! Anyone? Anyone? Something E G O economics.


Oh let's see, (never a fan of formulaic weapons and WBL table slavery, these weapons power usually exceeded what is recommended)

There was Kestilon the elderly befuddled wizard and his intelligent staff of power that would constantly argue back and forth. He was an NPC the party would seek help from now and then and accompany them if he could remember where he left his boots...

The there was an intelligent Katana: Kirioto-san that insisted it's wielder have ranks in perform ceremonial tea and calligraphy (I made the skill have useful effects so the pc didn't feel they were wasting skill points) and maintain a fancy tea set worth 100gp per level of the wielder. In exchange he granted the use of certain samurai class powers and increased in power along with the pc.

There was a fancy cutlass that refused to come out of it's scabbard unless it was paid, no one was quiet sure where the gems went...

There was the noble longsword whose name I forget, Verily we must sally forth and slay the wretched beasties! He would gain bonuses the more beatup his wielder became and contest the wielder if they wanted to retreat. Nah, we shall have none of this retreating knavery! Strike him again, very roughly!


A sword that contained a small fragment of each previous wielder' soul, giving it sentience through these small shards of life. It abhorred the Undead, and had small runes that would -seemingly at random- change what they said. Sometimes they would warn of present dangers, sometimes they would hint at a moment in the future, but usually they just showed a phrase from the PC's holy book that called out his deity's hatred of the undead and those who raised such foul creatures.
The blade rarely conflicted with the character, but when it did it was to combat a potent undead creaure or a powerful necromancer. In these instances, the wielder would suddenly change his demeanor and become focused and cold - as if an emotionless shell of his former self- until the creature was slain or the blade lost control.
Most of its drawbacks came from the stipulations it forced onto the character in exchange for its powers, including the permanent loss of 2 points of Constitution which couldn't be healed in any way (this was the loss of a small portion of his soul).

Liberty's Edge

I had a player get a Bardiche called "Nagia Mafre" or "Frozen Death" with the soul of an Elven traitor, the soul was trapped in the weapon and forced to serve the elven lords.

Had a fun tim when the wielder was dominated by a vampire by rolling a 1, I told him to roll another will save and he proudly exclaimed he got a 20, the second save was the weapon trying to take control to and contest the vampire dominate. The player just dropped his face to the table after that,

Otherwise I played a Mystic Theurge of Wee-Jas (God of magic, death, knowledge, and hates undead) in a 3.5 game, my Scythe had one the only fragments of Wee-Jas herself so I kept that weapon safe but the close connection to my god drove my character a little fanatical, he would call out "PRAISE BE WEE-JAS!" when entering a fight or would just claim that Wee-Jas demands souls when we needed to decide if were were going to kill something or risk fighting a creature.


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In a game I ran I tried to make the weakest ego item that was still recognizable as an intelligent item. A pair of boots that had klepto animal instinct for theft, no complex motivation just an obsession for petty theft. Only empathy, no speech or telepathy. No special senses. Mage hand at will and 5 ranks in sleight of hand. It wasn't even good at minor larceny; mostly just grabbed unattended coins tips on the tavern table and such.

This was my trainer intelligent item, to see how it was to manage to see how much spotlight it took away from the players.

It was a success: I was really happy with not giving it a communication option, that made it much easier to manage and it didn't feel like a GM-PC/NPC. The simple motivations via empathy was easy to communicate, and the week ego made it's attempts at dominance near laughable; the player felt like the item was more like a pet than a person. And the use of the cantrip was enjoyed and useful to the rogue who wore the boots.

In future games I will continue to include the occasional intelligent item that can only communicate via empathy. And when do include an item with speech or telepathy, I will try to have it as a temporary inclusion instead of a permanent piece of loot.


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I gave my players an intelligent flying carpet.

Pro's:
- Larger than any other carpet
- Could carry more weight than any other carpet
- Had an absolutely astonishing sense of geography, religion, and nature.
- Enjoyed acting "Tour guide" i.e. +1 to next one of any of above rolls when having listened to the carpet for an hour.

Con's:
- Slightly slower than other carpets
- Complained constantly about everything ("Why am I rolled up? It's dark here. No one appreciates my efforts", "I am dirty, why am I not being cleaned? Ye Gods, you are going to try to clean me with THAT brush? I require mastercrafted cleaning tools...specialized!" And so forth)
- It had a mean streak. It if conceived that it was carrying to much weight, it usually tried to shift some weight around to drop items off. That included items, armors, gold, chests, PC's that had not cleaned it with due respect...
- It had complete control over its own movement, requiring PC's to be on its good side. (Carpet cleaning can become expensive!)
- PC's had to take their boots off when entering the carpet. It also could "simply not abhor mud!"

Shadow Lodge

In theory I'm a real fan of intelligent items, but in practice they tend to be fairly subdued in our games.

The most memorable was possibly an adamantine fullblade (imported from 3.5, a slightly larger greatsword that was an exotic weapon) named "The Father of All Swords," which had the power to unmake its descendants by sundering them and could only be claimed by slaying its wielder. It only spoke directly to its wielder and so the player mostly just roleplayed as its translator with little GM direction - except for the one time that it succeeded at an ego check to make him stand up to a dragon in single combat. We had a super-optimized merciful healer cleric for that session so he survived, but I think he ate something like three times his HP in total damage.

The second place goes to a joke - a sword named "Purity" that has the special purpose of exterminating human half-breeds. The party consisted of a half-elf, an aasimar, a tiefling, and a gnome with a bit of dwarf in her. The sword didn't have the ego to actually inconvenience anyone but kept telepathically asking if we didn't just want to fall upon its blade and make things easier for everyone.

The rest are either fairly innocuous by design (eg a magical lighter that can cast spark at will, has the mind of a tobacconist, and makes cigar recommendations for its owner) or ended up being overlooked because the person responsible for roleplaying them (IIRC generally the GM) forgot to do so.


I am currently playing a Summoner with an Intelligent, Cursed Katana, w/ Bane of undead, and impact; her name is Katrina, and she has the spell "Alter-Self", at will.
I don't know if it's PFS legal (probably not), but it's quite fun. She can use Alter-self to take on the form of a six-year-old Human, Half-Celestial (her wielder is also Half-Celestial). We made it so the Alter Self ability is only for role-play reasons, so she doesn't have any other spells in her child form. My character basically sees her as a daughter, one who has an overly cheerful personality and enjoys riding on my PC's shoulders (until she sees a zombie or a Vampire, "Mahonri, is that a Vampire?" "Yup" "May we please commence the slaughter?" "Sure, why not?" She also provides motivation for my PC; her curse can be lifted with the condition that we slay a particular vampire lord (In the meantime, my PC has a permanent loss of 2 CON, and has to make a Fort save each day or loose 1 CON for the day).
Her backstory is also interesting; we still don't know how she was created, but her previous owner threw her off a cliff after she was cursed, then she went through a period of mental instability until she came in contact with the PC. She still has some of that instability, but as time progresses she becomes more and more stable. The only problem we've had with her is that one of our party is a necromancer, another is a Damphir... who is also Half-Celestial... (The necromancer has more issues than the Damphir, "KATRINA! QUIT CHOPPING MY SKELETONS! ARRGH; MY ZOMBIE HORSE!") It doesn't help that my PC has a low tolerance to undead, and he's known the necromancer since before the campaign, so if Katrina gets bored, he kinda just rolls w/ it.

Comedy wise, I had quite a bit of fun with an Intelligent "Instant Fortress" cube. "Knock, Knock!" "Who's there?" *SLAM*-"THE DOOR! GET IN HERE YOU BLOODY FOOLS!"

I also know that the Leadership Feat can allow you to make Intelligent items into cohorts, and it gives them some extra perks as the PC levels up over time. I did that with Mahonri and Katrina.


MendedWall12 wrote:


[...]
Is it just like running an NPC, but less fun? More fun? How about intelligent item abilities? Are they difficult to track and remember?

[...]

In one my favorite campaigns as a player, the GM had an history of creating housemade extravagant intelligents items.

and they were Awesome .

Basically, a fun-to-play-with intelligent item offers abilities that are powerful or useful enough that the players will want to use it as much as possible, yet contains restrictions that will limit how much they can rely on it, but in an entertaining way.

For example, my group had a lot of trouble with the information gathering part of an adventure, and the GM made us discover an artifact giant wooden head sculpture that had godlike-omniscience. however, it could only answer to question with yes or no , and had a personality of getting offended at certain type of questioning and go dormant for a while when that happened after throwing a few harmless insults. All that together made for a memorable experience.

Intelligent items, imho, are easier to deal with (as DM) than resourceful NPCs.

Where an NPC posses something the players want (might it be resources, spell casting, physical help, contacts...) but the players struggle to obtain it from him, they can get frustrated and try to hammer (sometime literally) the NPC into service, eventually getting angry when they fail and blaming the NPC for their failures.

With an intelligent item ,they never act like so. They might struggle to make it do what they want, but it will always be a game . Instead of getting frustrated against the other party's motivations, humanity, and personality, they know they can't force the item to do want they want. If it doesn't comply, that's because it's his nature , that's was IT IS.
They only have themselves to blame, and know they can do better.

[Edit]
Loved the carpet, it's an excellent example :)


Come on; is that it? Any other stories people? WE MUST HAVE MORE!!!

Liberty's Edge

PC defeated/destroyed the Body of a SoulBound doll and stuck the gemstone into his EarthShaker (Large Hammer) The Dolls Alignment is NE.

Not sure if I'll evolve the Soul Stone for making the weapon Intelligent or making it a 'animated object' of sorts with the new persona

So far :3 It seems like a comical angle for the Mummy Mask game with the ancient Osirian speaking spirit of the Stone babbling to the Duegar PC that has no idea what it's saying.


I remember a good story about an intelligent weapon, and there's even a song about it...

Back in a 3.5 Shackled City game the DM gave every PC free ranks in a "background skill". My Int 8 Barbarian put his in Craft (Club) and started out with a masterwork club. In an early but reasonably successful attempt at modding I sculpted the head of the mini's greatclub to look like it had the face of a bearded man carved into it. Much later on when the PCs were flush with gold the greatclub got enchanted as an item more intelligent than the wielder and sometimes referred to him as Dummy.

The fact that the club could detect invisible creatures and cast Glitterdust was kind of a big deal sometimes. It didn't add much to the complexity of the game though since the DM more or less let me run the club like an NPC cohort or familiar. Back to the subject of black blades for a moment, Shiroi previously mentioned a Magus archetype called Bladebound. It basically gives the character a familiar in the form of a magic weapon. The mechanics differ, but it could easily be handled in a similar fashion with little more work for the DM than if the PC had a familiar.


Long-standing intelligent swords are "The Don" and "Mugsy", modeled on the Bugs Bunny skit Bugsy and Mugsy. I've not had them resurface in quite some time.

The last time they were in play they they were short swords, but this was before the advent of nifty weapons such as gladii or wakizashi.

The Don is the high-Ego item of the pair, vocalized as per 'Boss' from the aforementioned cartoon. Its goal is to acquire personal wealth (exotic woods, endangered/dangerous species leathers, star-metals, incredibly valuable gemstones incorporated into its hilt, pommel, sheath and baldric/belt) and sociopolitical power as the 'power behind the throne'. It's not picky about how it acquires such power and tends to view its wielders as meatbags. Ideally, a wielder is an eager partner-in-crime, but a dominated meatbag works just fine from its perspective. A dragon's hoard is just as acceptable a source of the wealth required to build an empire of one sort or another as running rackets and smuggling.

The Don lacks in originality, so he and Mugsy embrace adventurous 'get rich quick' schemes regardless of piddling issues such as alignment, odds of success or the survival of the meatbag wielding them.

Mugsy is The Don's twin, far weaker Ego and a permanent minion of The Don. Mugsy is utterly loyal to The Don, whom it always calls 'Boss'. Not exactly endowed with great intellect, Mugsy mostly serves as The Don's yes-man, foil and comedy relief.


I like adding these occasionally into the a campaign. They can be much better than a normal PC, and helps add flavor / history / background into the campaign without the PCs bringing along another body. My current homebrew, has a bone great club that contains the spirit of an ancient champion. He is a spirit of good, guiding the PC when he can with history and religion knowledge. The player liked it so much he started taking levels in paladin to follow the path of the ancient spirit.

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