Intelligent Item (3.5e Class)

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Author: Franken Kesey (talk)
Date Created: 8/06/13
Status: Sandbox
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10 1 Moderate

"Variable" is not in the list (Good, Poor, Bad, Varies, Other) of allowed values for the "Fortitude Save Progression" property.
"Variable" is not in the list (Good, Poor, Bad, Varies, Other) of allowed values for the "Reflex Save Progression" property.
"Variable" is not in the list (Good, Poor, Bad, Varies, Other) of allowed values for the "Will Save Progression" property.

Class Ability=Other Other

Lawful Good, Lawful Neutral. Lawful Evil, Neutral Good, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil

Intelligent Item

Ever wanted to be an intelligent item? To be the mad conscience inside a player’s weapon? To be the malicious artifact that the party carries around but has a will of its own? The intelligent item class is for all those who think the mimic monster is the awesome — but were always disappointed they could not play one.

Making an Intelligent Item

Intelligent items are called “mimics” for short for all naming below.

Mimics come in many shapes and sizes. There are five different morphologies which a mimic can selectively advance in.

Abilities: all mimics do not have Constitution scores, additionally three out of the five types of mimic also do not have Dexterity scores (they cannot move). Those that are immobile can gain the dancing property (regaining their Dexterity score), but otherwise requiring another to move them. Ability choices rely on what type of mimic the player wishes to become: Jewelry uses Wisdom for spell-like abilities, Weapons and Shields use Strength for attack, Books use their Intelligence score for spell-casting, and Chests use their Charisma score for hit point bonuses each level (note that only chests get a bonus to hit points from ability scores). Charisma plays an important role later on.

Alignment: Any.

Table: The Intelligent Item

Hit Die: Varies

Level BAB Saving Throws Special Morphic Pool
Fort Ref Will
1st +0 +x +x +x Mimic Traits, Primary Morphology 2
2nd +1 +x +x +x 4
3rd +2 +x +x +x Shift Shape 6
4th +3 +x +x +x 8
5th +3 +x +x +x Secondary Morphology 10
6th +4 +x +x +x 12
7th +5 +x +x +x 14
8th +6/+1 +x +x +x Third Morphology 16
9th +6/+1 +x +x +x 18
10th +7/+2 +x +x +x 20

Class Skills (6 + Int modifier per level).
Appraise (Int), Bluff (Cha), Concentration (Wis), Control Shape (Wis), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int),

Class Features

All of the following are class features of the mimic.

Weapon and Armor: Mimics cannot use weapons or armor. They are the weapons and armor!

Mimic Traits: The players previous race becomes an augmented subtype. Which is used only for targeting abilities (like favored enemy) — otherwise lose all racial traits. The player’s type becomes Aberration with Shapechanger as a subtype.

However all this comes at a great cost:

  • Object: Mimics do not have Constitution scores (see constitution for the normal changes).
  • Limited Skills: Mimics can only use the listed skills (when in a mimic form): Appraise, Balance, Bluff, Concentration (Wisdom modifies instead of Constitution), Control Shape, Decipher Script, Diplomacy, Disguise (Charisma modifies instead of Dexterity), Gather Information, Hide, Intimidate, Knowledge, Listen, Move Silently, Ride (Charisma modifies instead of Dexterity), Search, Sense Motive, Spellcraft, Spot and Survival. Leveling in other classes does not grant skills that are not listed. Checks that involve unlisted skills are automatic failures.
  • Speechless: Mimics cannot speak unless noted in their morphology. But can understand any known spoken or written language.
  • Are generally blind, but always have blindsense in a 30 foot radius.
  • Have a -2 penalty to resist polymorphs from other sources.
  • Mimic base speed is ten — some mimics cannot move.
  • Has two poor saves.

Primary Morphology: Mimics morph into a new form on taking this class. The new form is not an alternate form (cannot change back to original), and can be modified. A search check that exceeds the mimic’s disguise check will detect that the object is a mimic. At 1st level, a mimic picks their primary morphology (Jewelry, Weapon, Shield, Chest or Book): taking any additional base traits from it, then taking a number of abilities equal to their Morphic Pool (see above table and below Morphology). A mimic can also select from the General morphologies.

Shift Shape: At 3rd level, mimic can slightly alter their base shape (i.e., to look like a different chest or book). This gives a +10 bonus to disguise checks. Weapon and Armor-based mimics can change into a completely different weapon as a full-round action. However, the disguise only lasts for 10 + class level + Charisma modifier minutes.

Secondary Morphology: At 5th level, mimic can pick another morphology. Mimics treat the secondary morphology as an alternate form, it takes two minutes to change forms. Mimic use the morphic pool and the above features mostly the same with their secondary form (i.e. only can use 12 mimic points at 6th level, thus can use all on primary, or split them between primary and secondary).

Third Morphology: At 8th level, mimic can pick another morphology. Mimics treat the third morphology the same as the secondary morphology.

Morphology

Traits

The noted traits come with the mimic type chosen, but mimic points can be used to add to these traits (see morphology below).

Traits
Type Size HD Comm. Mobility Skills Vulnerabilities Mimic Form
Jewelry Diminutive d4 Telepathy Immobile -32 A ring, necklace, bracelet, crown, medal, or other piece of jewelry.
Weapon1 Tiny3 d6 Telepathy Immobile -32 electric A simple weapon; if a ranged weapon is the chosen form become the weapon not the ammo.
Shield1 Tiny3 d8 Telepathy Immobile -32 electric Any shield (excluding a tower shield).
Chest Medium d10 Speak Mobile(10’) Spot4 A chest or box.
Book Tiny d4 Write Mobile(10’) +2Knowledge5 fire, water A book.
  1. The wielder considered proficient in the weapon or shield (but only with the mimic).
  2. A mimic removes three skills from their available skills (excluding knowledge-based).
  3. Properly sized for a medium-sized creature.
  4. Spot becomes an available skill (they are not blind).
  5. Knowledgeable: +2 bonus to a single type of knowledge (i.e., local, nature, etc.).

HD: the hit die the mimic uses each level. Comm.: the communications the mimic can use. Telepathy only applies to those who touch the mimic (treat like lesser telepathic bond); speech, is just that, the mimic can speak using the normal rules; write, allows the mimic to move ink on it to form words (thus speaking to those who can read). Mobility: either mobile or immobile: immobile mimic lose their Dexterity score (see Dexterity for the normal changes); mobile mimic have land speed in paren. Skills: denote if this type of mimic loses or gains available skills when in this form. Vulnerabilities: any vulnerabilities that either the mimic or wielder might have &mdash also take a penalty of 2 against spells with descriptor. Form: the form the mimic may turn into.

Lock: denotes if this type of mimic can be locked

  • The wielder considered proficient in the weapon (but only with the mimic).

The edges of the opening are jagged (like teeth). And there are two handles on each side that can turn into claws — with an appropriate claw attack.

Selections

Unless otherwise noted, each can be selected only once. All cost the same, are permanent and cannot be changed. Make sure to check out general morphologies as well.

Magical Jewelry

Select: jewelry can spend a mimic point to select from one of the below

  • Save Bonus: +1 to a single save when worn.
  • Minor Magic: Must have Speak and cannot cast spells that require somatic actions (unless they have still spell). Can cast two 1st-level spell, useable at will. Use Wisdom for spell-like abilities.
    • Moderate Magic: only if the mimic has Minor Magical Item. Learn either two 2nd-level or one 3rd-level spell, that can be used three times per day.
      • Major Magic: only if the mimic has Moderate Magical Item. Learn either two 4th-level or one 5th-level spell, that can be used once per day.

Weapon

Select: weapons can spend a mimic point to select from one of the below

  • Weapon Quality: Can, instead, become a martial weapon.
    • Improved Weapon Quality: Must have Weapon Quality. Can, instead, become an exotic weapon.
  • Attack and Damage Bonus: Wielder gains a +1 bonus to attack and damage rolls when wielding.
    • Magical Weapon: Must have Attack and Damage Bonus. The mimic gains a +2 weapon special ability (or two +1).
      • Improved Magical Weapon: Must have Magical Weapon. The mimic gains a +4 weapon special ability (or any combination that totals to 4).

Shield

Select: shields can spend a mimic point to select from one of the below

  • Shield Quality: can become a tower shield.
  • Shield Bonus: Shield AC bonus improves by 1, and armor check penalty with tower shields is reduced to 5.
    • Magical Shield: Must have Shield Bonus. The mimic gains a +2 shield special ability (or two +1).
      • Improved Magical Shield: Must have Magical Shield. The mimic gains a +4 shield special ability (or any combination that totals to 4).

Chest

Select: chests can spend a mimic point to select from one of the below

  • Armor Bonus: +1 to natural armor, and natural armor can be enchanted.
    • Magical Armor: Must have Armor Bonus. The mimic gains a +2 armor special ability (or two +1).
      • Improved Magical Armor: Must have Magical Armor. The mimic gains a +4 armor special ability (or any combination that totals to 4).
    • Improved Damage Reduction: Must have Hardened and Armor Bonus. Get a +1 bonus to DR
      • Specific Damage Reduction: Must have Improved Damage Reduction. Pick a damage type, get DR +3/ against the selected damage type (this stacks with unspecified DR from Hardened and Improved Damage Reduction (i.e., at 5th level, a mimic has DR 4/— and DR 7/slashing)). Specific Damage Reduction can be taken twice, for two different damage types.
  • Grappler : +2 to grapple checks.
  • Improve Size: Mimic becomes large sized (+2 Strength, -2 Dexterity), and increase movement by 5. (This can be taken in addition to Improve/Reduce Size — see general morphologies.)
  • Portable Hole: The chest can hold far more than its size (treat as a Bag of Holding, Type I)

Book

Select: books can spend a mimic point to select from one of the below

  • Improved Knowledge: Improve the chosen knowledge skill bonus by 3 (to +5 total). Then pick a secondary knowledge type, get a +1 bonus with it.
    • Greater Knowledge: Must have Improved Knowledge. Secondary improves by +2 (to +3 total). Then pick a third knowledge skill, which gets a +1 bonus.
  • Quill: gain a companion quill that may be used to write on the book. This quill can be telekinetically controlled if within a 15’ radius, as an attack action. The quill becomes a normal quill when outside the radius. The quill can attack dealing 1d6 damage, and can inject ink, poison or a cure if lethal damage is dealt. The quill also has piercing 2 (in other words it ignores 2 DR). If destroyed, the mimic can manifest a new quill as a standard action. The quill never requires ink, but does need material if injecting other substances. Mimics can use the quill to open locks. The open locks skill is added to usable skills only on locks with DC no greater than 25.
  • Wizard Spell Book: Must be at least 3rd level and have Speak and cannot cast spells that require somatic actions (unless the mimic has still spell). (If the Quill morphology is taken, then neither requirement is necessary.) Mimics are treated as spellbooks of a wizard of a level equal to their class level plus one half their HD. Mimics do not receive familiars, bonus feats, wizard: BAB, Saving throws or class skills. But for all other purposes (spells per day, prepared arcane spellcaster, school specialization, Intelligence for spellcasting), they are a wizard. Books are able to cast spells unaided.
  • Armor Bonus: Get a +2 bonus to natural armor.

General

General morphologies can be selected for primary or secondary shape — but only once for each shape. The Morphologies that any mimic can select:

  • Skill Bonus: +2 bonus to two mentally-based (Int, Wis or Cha) skills when being used.
  • Eyes: Spot becomes a usable skill.
  • Speak: Can speak any language known, which can be of any desired voice. This voice emanates from the item. (Some mimic can speak as a morphic trait.)
  • Telepathy: Can communicate in the general area (treat as telepathic bond). (Most mimics have a lesser form of communication.)
  • Still Spells: Acquire the still spell feat.
  • Improved Hit Die: Must be at least 2nd level. Improve the mimic’s HD one step (i.e. d10 to d12).
  • Improve/Reduce Size: Must be at least 3rd level. Mimic can shrink or enlarge one size category, and may toggle between the two categories as a free action.
  • Dancing: Must be at least 4th level. Gain a fly speed of 30 feet (good). Reacquire a Dexterity score if naturally immobile.
  • Blindsight: Must be at least 5th level. Blindsight in a ten foot radius.
  • Hardened: Must be at least 6th level. Gain DR 1/— (improves by one every 3 class levels after). This DR stacks with all other forms of DR. Also get a +3 bonus against sunder attempts (+1 for every three class levels after).

Mimic Lore

Characters with ranks in Knowledge (dungeoneering) can research mimics to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Dungeoneering)
DC Result
5
10
15 Mimics are intelligent beings with a will of their own that commonly take the form of objects, weapons, etc.
20

Other Classes and Forms

When in a mimic form mimics are very limited in what they can physically do, which makes them weak when ranking in other classes (excluding Book mimic, which are awesome when ranking in any other magic class). However, should a mimic gain a new form outside their original or mimic form(s), they can treat the new physical form as normal. Gain the abilities and features that are natural to the normal world.

<nowiki>


Back to Main Page3.5e HomebrewClassesBase Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
AuthorFranken Kesey +
Base Attack Bonus ProgressionModerate +
Class AbilityAlternate Magic +
Class Ability ProgressionOther +
Identifier3.5e Class +
Length10 +
Minimum Level1 +
Rated ByZhenra-Khal +
RatingRating Pending +
SkillAppraise +, Bluff +, Concentration +, Control Shape +, Diplomacy +, Disguise +, Gather Information +, Intimidate +, Knowledge +, Listen +, Ride +, Search +, Sense Motive + and Spellcraft +
Skill Points6 +
SummaryEver wanted to be an intelligent item? To
Ever wanted to be an intelligent item? To be the mad conscience inside a player’s weapon? To be the malicious artifact that the party carries around but has a will of its own? The intelligent item class is for all those who think the mimic monster is the awesome — but were always disappointed they could not play one.
ways disappointed they could not play one. +
TitleIntelligent Item +