Intelligent Item Powers Suggestions


Pathfinder First Edition General Discussion

Grand Lodge

There is a player in my home game that wants to become evil and worship an evil god. I want to give him the chance to roleplay this but still give him a reason to continue with the Shattered Star Adventure Path that I am GMing.

Here's my premise. Cleric devoted to Gozreh finds a magic item (trident or amulet, I think). The item gradually reveals both its intelligence and its powers to the cleric as he becomes more powerful. The item, named Shala, the Redeeming Wave, is devoted to Dagon, the demon lord of the sea and sea monsters. Over time, the item will explain to the cleric that Dagon wants to rid the world of sin, thus giving the cleric a reason to continue the Adventure Path quest (collect the Shards of Sin, assemble them into a powerful artifact that can be used to any Runelords, who represent sin, that may appear) after making a pact with and then worshipping Dagon. Neither the item nor Dagon reveals that Dagon wants to achieve his goal by scouring the world of all sentient life. Dagon, as a former qlippoth, seeks both an end to all demons and a means to rid himself of the sins he has absorbed that changed him into a demon lord.

I'm trying to decide what powers Shala has. Some type of water breathing and swimming ability seems right. Maybe fire resistance as well. Other than that I'm not sure, partly because there are so many. He will be 7th level when he gets the item. I'm thinking that he will get one power as soon as he possesses the item and that the powers will be revealed to him at levels 8, 12, 16 and 20.

Does this sound okay or overpowered to anyone? Does anyone have a suggestion for powers at those levels that relates to Dagon, the sea, or the destruction of life?


I think a thing to keep in mind with intelligent items is that they're capable of growing in power over time (c.f. the Black Blade Magus) and it's thematic that a character indulging the item's agenda increases both the item's ego and correspondingly its power.

So if I was an evil wizard/god/whatever making an intelligent amulet to corrupt people, the thing I would be very aware of is that I do not want someone to take it off for another amulet. So the thing I'd be aware of is that the amulets that most people use are either Amulets of Natural Armor or Amulets of Mighty Fists (though a cleric probably wouldn't use those).

So I might though a Natural Armor bonus on there in addition to a swim speed and underwater breathing ("hey, just like merfolk get", the user might think.) That way the cleric won't take off their amulet just because they want better AC.

Grand Lodge

That is a good reason to make the item a trident. I know that the player would like a magical trident, and some of the powers that are revealed could be magic weapon powers. Other than Seaborne, I'm not sure what weapon powers would be appropriate though.


The 3pp spell Fluid Form is suitably weird and thematic for a water devil-god.

/cevah

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