Saturday, September 28, 2024

Campaign Design - Prestige Classes: Prestige Paladin of Freedom

Paladin of Freedom (adapted from Unearthed Arcana)

After training in the arts of combat and the mysteries of the divine, the prestige paladin of freedom is anointed as a holy warrior dedicated to the protection of chaos and goodness. Most prestige paladins of freedom are clerics, favored souls, fighter/clerics, or fighter/favored souls though rare cleric/barbarians or favored soul/barbarians might pursue this path as well. Prestige paladins are usually dedicated to a chaotic good deity - Caire, Brid, and Þunor are most common. Many are lone wanderers, opposing tyranny and oppression while walking the earth. Compared to the standard paladin, the prestige paladin of freedom gives up a small amount of combat prowess in exchange for a larger spell list and a higher top end of his spell casting powers. Also, his class features aren't quite as powerful as the standard paladin's as a result of his reduced paladin class level.

In the Freeholds, the paladin of freedom class represents the basic holy warrior devoted (usually) to Caire, Brid, and Þunor, although some venerate Aíne, Syfa, or Yng. While many chaotically aligned orders and sects have their own unique training emphasizing those attributes most important to the veneration of their patron celestial, virtually all train paladins of freedom. Some groups emphasize training paladins more than others, and many see the initial training for paladin status as merely a starting point for the real indoctrination in the ways of that particular order. Although it would theoretically possible for followers of Eiur or Woda to train as paladins of freedom, such individuals would be exceptionally rare, in part because of Eiur's somewhat pacifistic creed being at odds with the idea of holy warriors devoted to her service.

Although the standard rules allow for “ecumenical” paladins devoted to no particular deity, but instead representing the power of good, I require that paladins follow a particular celestial. Most paladins of freedom are not members of one of the many holy orders of warrior-knights, preferring to walk their own individualistic path.

Hit Die: d10.
Luck Die: d4.

Requirements
To qualify to become a prestige paladin of freedom, a character must fulfill all the following criteria.
  • Alignment: Chaotic Good.
  • Base Attack Bonus: +4.
  • Skills: Knowledge: Religion 2+ ranks, Knowledge: Nobility and Royalty 2+ ranks, Ride 4+ ranks.
  • Feats: Mounted Combat.
  • Spell casting: Ability to cast protection from evil as a divine spell.
Class Skills
  • Skill List: The prestige paladin's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge: Nobility and Royalty) (Int), Knowledge: Religion (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at Each Level: 2 + Intelligence modifier.
Class Features
All the following are class features of the prestige paladin of freedom class.
  • Base Attack Bonus: Good. A prestige paladin of freedom gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A prestige paladin of freedom gains a +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A prestige paladin of freedom gains a +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. A prestige paladin of freedom gains a +13 base Will save bonus per class level.

  • Weapon and Armor Proficiency: Paladins of freedom are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

    • Option - Smiting Arrow: A paladin of freedom can choose to give up their proficiency with heavy armor and shields in exchange for the ability to smite evil with ranged attacks at up to 30 feet. Once made, this choice may not be changed thereafter.

  • Spells per Day: A prestige paladin of freedom's training focuses on divine spell casting. At every odd numbered level reached, the prestige paladin of freedom gains new spells per day as if he had also gained a level in whatever divine spell casting class he belonged to before he added the prestige class.

  • Spells: The prestige paladin of freedom adds some spells to his class spell list for any one divine spell casting class he belonged to before he added the prestige class. Regardless of his original divine spell casting class, he adds the following spells to his list of available spells for that class. He still needs to prepare (and, if appropriate, learn) these additional spells to cast them, and for all other purposes he is treated exactly as a caster of the appropriate level in his original divine spell casting class with respect to what spells are on his class spell list.

    • 1st Level: Alternate silvered weapon, blaze of light, bless weapon, clear mind, deafening clang, divine sacrifice, find temple, gaze of truth, golden barding, holy spurs, know greatest enemy, lesser one mind, lionheart, moment of clarity, protection from law, rhino's rush, second wind, sense heretic, silverbeard, sticky saddle, strategic charge, swift bless weapon, traveler’s mount, warning shout.
    • 2nd Level: Angelskin, aura of glory, call mount, holy mount, loyal vassal, one mind, steed of the seas, strength of stone, zeal.
    • 3rd Level: Blessing of Bahamut, diamondsteel, find the gap, forceward, greater one mind, heal mount, magic circle against law, mind bond, regal procession, remove curse, righteous fury, smite heretic, word of binding.
    • 4th Level: Dispel law, door to great evil, draconic might, favor of the martyr, freedom of movement, glory to the martyr, holy sword, righteous sword, sacred haven, seek eternal rest, spiritual chariot, winged mount.

    In addition, a paladin of freedom can never prepare or cast any of the following spells: death ward, discern lies, dispel chaos, magic circle against chaose, or protection from chaos.

  • Divine Sight: At 1st level, the paladin pf freedom gains the power to see evil or law. The paladin must choose one of these two options, and once made, this choice may not be changed thereafter.

    • Detect Evil (Sp): At will, a paladin with this ability can use detect evil, as the spell.

    • Detect Law (Sp): At will, a paladin with this ability can use detect law, as the spell.

  • Vengeance of Freedom: At 1st level, a paladin of freedom is granted power to aid her crusade against evil. The paladin of freedom must choose one of the following two options. Once made, this choice may not be changed thereafter.

    • Hunter of Fiends (Ex): A paladin of freedom with this ability gains outsider (evil) as a favored enemy. The paladin gains a bonus equal to half their divine caster level (minimum 1) on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. In addition, the paladin gains Track as a bonus feat and the paladin may treat Survival and Knowledge: the Planes as class skills.

    • Smite Evil (Su): Once per day, a paladin of freedom with this ability may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of four times per day at 15th level.

  • Turn Undead (Su): A paladin of freedom gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of a level equal to her paladin of freedom levels. For the purpose of determining her ability to turn undead, a prestige paladin's class levels stack with her levels from all his other classes from which she has gained the ability to turn undead. For instance, a 4th-level fighter/1st-level cleric/2nd-level prestige paladin of freedom would turn undead as a 3rd-level cleric.

    A paladin with cleric levels who has selected one of the alternative abilities to replace their turn undead ability does not stack their cleric and paladin of freedom levels to turn undead. Instead, their paladin levels stack with their cleric levels for determining the effectiveness of their alternative ability. In addition, any paladin that does not already have the turn undead ability (such as a paladin who was a favored soul before becoming a paladin) may select one of the alternative abilities appropriate to their divine patron in place of the ability to turn undead.

  • Divine Grace (Su): At 2nd level, a paladin of freedom gains a bonus equal to her Charisma bonus (if any) on all saving throws.

  • Lay on Hands (Su): Beginning at 2nd level, a paladin of freedom with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her (paladin level + 3) × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

  • Divine Gift: Upon reaching 2nd level, a paladin of freedom gains one of the three divine gifts listed below. Once the choice is made, it cannot be changed thereafter.

    • Charging Smite (Su): If a paladin with this ability smites evil as part of a charge attack, they deal an extra 2 points of damage per divine caster level to any evil creature they strike (in addition to the normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used.

    • Special Mount (Sp): A paladin with this ability can call an unusually intelligent, strong, and loyal steed to serve him or her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium-size paladin) or a warpony (for a Small paladin). Should the paladin's mount die, another cannot be called for a year and a day. The new mount has all the accumulated abilities due a mount of the paladin's level.

    • Weapon of Arborea: A paladin with this ability gains a weapon forged by a celestial. The weapon must be the divine patron's favored weapon. The crafter requires that the paladin name the weapon. The paladin can summon the weapon to her hand or return it to its resting place in the forges of Heaven as a free action, and you can call it to your hand even if it is not in its resting place (such as if you have been disarmed). The paladin may call this weapon a number of times per day eqaul to 1 + her Wisdom modifier (minimum of once per day). Whatever its kind, the weapon is of intricate and unearthly beauty, although the paladin is bound by oath never to sell the weapon or give it to another creature (even to loan it to a friend). The weapon is a +1 weapon of its kind at 2nd level. When the wielder becomes a 5th level paladin, it becomes a +2 weapon, when she becomes a 10th level paladin, the weapon becomes a +2 holy weapon, and when she becomes a 15th level paladin, the weapon becomes a +2 anarchic holy weapon. It overcomes damage reduction as if it were good aligned and cure spells and other healing magic repair damage to is as if it were a living creature. The paladin may expend money and experience points to enhance the weapon as if she had the Craft Magic arms and Armor feat (on top of what the weapon is through this ability). If the weapon is ever destroyed, a different celestial weaponsmith crafts the paladin of freedom a new weapon, presenting it to her a year and a day after the previous weapon was destroyed.

  • Divine Resolve (su): The paladin of freedom becomes immune to compulsion effects (magical or otherwise). This ability functions while the paladin is conscious, but not if she is unconscious or dead.

  • Activate Aura (Su): At 3rd level, a paladin gains an aura. The aura extends from the paladin in a radius equal to 5 feet per point of Charisma bonus (with a minimum of 5 feet), and affects the paladin and all allies within the area. Activating an aura is a free action, and a paladin can only have one aura active at one time. The aura lasts for 1 round per paladin level. At 3rd level a paladin may activate their aura one time per day, but gains the ability to activate his aura more often as he progresses in level. The paladin gains a second aura at 9rd level, and a third aura at 14rd level. Some auras mimic spells of the name name: These auras' effects do not stack with the spells' effects.

    • Aura of Banishment: Only evil outsiders can feel this aura and suffer from its effects. No evil outsider with fewer Hit Dice than the paladin's character level can be summoned into this area, nor can such creatures use summonings or teleporting effects. In addition, this aura grants the paladin of freedom a +2 bonus on bluff checks against evil outsiders.

    • Aura of Might: The paladin of freedom and all her allies gain a +1 sacred bonus to damage rolls for every 3 of her paladin levels, to a maximum of +5 at level 15.

    • Aura of Devotion: The paladin of freedom and her allies receive a +1 deflection bonus to Armor Class for every 3 of her paladin levels, to a maximum of +5 at level 15.

    • Aura of Healing: The paladin of freedom and her allies gain fast healing 1 for the duration of the aura. Paladins devoted to Eiur must select this aura with the selection they gain at 3rd level.

    • Aura of Retribution: Whenever a creature deals damage with a melee attack to the paladin or one of her allies, it takes 2d4 points of holy damage +1 point per the paladin of freedom's Charisma bonus (if any). The base damage increases to 3d4 at 10th level and 4d4 at 15th level.

    • Aura of Resolve: When the aura of resolve is activated, each ally within the aura of the paladin paladin of freedom gains a +4 morale bonus on saving throws against compulsion effects.

    • Aura of Resistance: The paladin and her allies gain spell resistance equal to 5 + her paladin of freedom class level.

    • Aura of Sanctity: When the aura of sanctity is activated, the paladin of freedom must choose one of the following effects: fear effects (including possession), death effects, or petrification. While the aura is in effect the paladin is immune to the chosen effect and allies within the area of the aura gain a +4 bonus on saves against the chosen effect.

    • Aura of Wisdom: The paladin of freedom and her allies each regain one prepared spell or spell slot of a level equal to the highest level spell that the paladin can cast.

  • Divine Benison: At 3rd level, a paladin of freedom gains one of the following two abilities. Once this choice is made, it may not be changed thereafter.

    • Angel's Sight (Ex): A paladin of freedom with this ability gains darkvision with a range of 60 feet and low-light vision. If the paladin already has one of these senses, they gain no additional bonus from this ability.

    • Divine Health (Ex): A paladin of freedom with this ability gains immunity to all diseases, including supernatural and magical diseases.

  • Remove Disease (Sp): At 4th level, a paladin of freedom can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every four levels after 4th (twice per week at 8th and three times at 12th).

  • Crusader Strike (Ex): At 5th level, a paladin with the smite evil ability can string together multiple smite evil strikes. Each smite evil strike beyond the first deals additional damage equal to her Charisma bonus (if any) for each previous smite evil strike against that creature.

  • Weapon of Justice: At 7th level, a paladin gains Weapon Focus and Weapon Specialization with her divine patron's favored weapon, if she does not already have those feats.

  • Code of Conduct: A paladin must be of chaotic good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she oppose tyranny and oppression, seek to liberate slaves whenever possible, help those in need (provided they do not use the help for evil or lawful ends), and punish those who harm or threaten innocents.

  • Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin of freedom may accept only henchmen, followers, or cohorts who are chaotic good.
Prestige Paladin

LevelSpecialSpells per Day
1stDivine sight, holy vengeance, turn undead+1 level of existing divine spell casting class
2ndDivine grace, lay on hands, divine gift-
3rdActivate aura once per day, divine courage, divine benison+1 level of existing divine spell casting class
4thRemove disease once per week-
5thCrusader strike+1 level of existing divine spell casting class
6th--
7thWeapon of justice+1 level of existing divine spell casting class
8thRemove disease twice per week-
9thActivate aura twice per day, second aura+1 level of existing divine spell casting class
10th--
11th-+1 level of existing divine spell casting class
12thRemove disease three times per week-
13th-+1 level of existing divine spell casting class
14thActivate aura three times per day, third aura-
15th-+1 level of existing divine spell casting class

The Paladin of Freedom's Mount
The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well. A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s Hit Dice, base attack bonus, saves, skill points, and feats).

Paladin LevelBonus Hit DiceNatural Armor AdjustmentStrength Adj.IntelligenceSpecial
2nd-4th+2+4+16Empathic link, improved evasion, share spells, share saving throws
5th-7th+4+6+27Improved speed
8th-10th+6+8+38Command creatures of its kind
11th-15th+8+10+49Spell resistance
  • Paladin Level: The level of the paladin. If the mount suffers a level drain, treat it as a mount of a lower-level paladin.
  • Bonus Hit Dice: These are extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
  • Natural Armor Adjustment: The number listed here is an improvement to the mount's AC. It represents the preternatural toughness of a paladin's mount.
  • Strength Adjustment: Add this figure to the mount's Strength score.
  • Intelligence: The mount's Intelligence score.
  • Improved Evasion (Ex): If the mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
  • Empathic Link (Su): The paladin has an empathic link with the mount out to a distance of up to one mile. The paladin cannot see through the mount's eyes, but they can communicate telepathically. Even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of the empathic link between the mount and the paladin, the paladin has the same connection to an item or place that the mount does, just as a master and his familiar.
  • Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
  • Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
  • Improved Speed (Ex): The mount’s speed increases by +10 feet.
  • Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ paladin’s level + paladin’s Charisma modifier) to negate the effect.
  • Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 8. To affect the mount with a spell, a spell caster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
Ex-Paladins of Freedom: A paladin of freedom who ceases to be chaotic good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

Home     Prestige Classes

Wednesday, January 5, 2022

General Rules - Item Feats

Item Feats

This is a list of item feats that do not appear in the Player's Handbook, but that I use in my campaigns. As feats get added to my ongoing campaigns, I will add more to this listing.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Ability Focus
BoEM3
Item level 4th+One of the item's spell-like abilities becomes harder to resist
Ability Penetration
BoEM3
-All of the item's spell-like abilities gain a bonus to overcome spell resistance
Animate Self
BoEM3
Item level 5th+The item becomes animate as if affected by animate objects
Attack
BoEM3
Animate Self or FloatThe item can attack on its own
Bestow Feat
BoEM3
-The item can bestow a feat upon its bearer
Blindsight
BoEM3
-The item gains blindsight
Control User
BoEM3
Charisma 15+, Influence UserThe item can take control of its user

Home     General Rules

Tuesday, January 4, 2022

House Rules - Intelligent Item Creation

Creating Intelligent Magic Items (from the Book of Eldritch Might III)

Intelligent magic items are magic items of any kind (weapons, staves, rings, and so on) with their own sentience. These items think, feel, and possess all the traits you would expect to see in a person. Magic items can be imbued with life using the Life to the Inanimate feat. Note that this feat only allows a magic item to be infused with intelligence, a creator making a new magic item to be infused with intelligence would have to have the appropriate item creation feat to create the base item. An existing magic item can also be infused with intelligence.

Intelligent items differ from constructs. In fact, they are the opposite of constructs. Constructs are inanimate objects given locomotion but not intelligence. Intelligent items are inanimate objects given intelligence but not locomotion.

The intelligent items described here are more like non-player characters than simply as equipment. They have personalities, goals, objectives, wants, and fears. Friendly items will behave as would any other non-player character that accompanies the party - or, in the case of unfriendly items, will behave as any other foes.

An intelligent bow that is interested in furthering the cause of law might willingly loose arrows only upon chaotic opponents, although the archer might convince it to loose arrows upon neutral foes that threaten them. An ancient, intelligent ring with the ability to speak might have some interesting information to offer about the origins of a demonic dragon a group of heroes must face, but only after they complete a quest the ring gives them.

These magic items can grow with a character. A character can start at a relatively low level with an intelligent item and keep the item while advancing in level, valuing it as much at 16th level as they did at 6th. The item remains balanced because a character must continue to devote experience points to it.

Communication and Perception

PerceptionAdditional Creation Cost
NoneNone
Intuition100 shillings + 4 experience points
Hearing200 shillings + 8 experience points
Sight1,000 shillings + 40 experience points
Sight with darkvision2,000 shillings + 80 experience points
Blindsight5,000 shillings + 200 experience points
If an item is intelligent, it is first important to determine what it can perceive and understand. A typical inanimate object perceives and understand nothing. Intelligent items have one or more of the types of perception as listed on the table to the right:

None: The item cannot sense what is going on around it on its own, but if it can communicate, it can still take actions cased on others' descriptions of the events taking place.

Intuition: The item can perceive only very general sorts of input. It knows then someone picks it up or uses it, when it gets hurt, the temperature around it, whether or not it is moving, and so on.

Hearing: The item can hear like a human, with a Listen bonus equal to its Wisdom modifier, plus any skill ranks. Items with hearing become vulnerable to auditory effects like a harpy's song that normally only affect creatures.

Sight: The item can see like a human, with a Spot bonus equal to its Wisdom modifier, plus any skill ranks. Although it has no eyes, it must focus this sense in one direction or another, the same way a person "looks around". Items with sight become vulnerable to gaze attacks and other sight-based effects (such as color spray) that normally only affect creatures.

Blindsight: The item has a special sense of everything around it, up to 60 feet. While not as detail-oriented as actual sight, it does allow the item to sense invisible objects. The item has a Spot bonus equal to its Wisdom modifier plus any skill ranks.

CommunicationAdditional Creation Cost
NoneNone
Pulse25 shillings + 1 experience point
Empathy50 shillings + 4 experience points
Speech200 shillings + 16 experience points
Telepathy5,000 shillings + 200 experience points
Super-Telepathy10,000 shillings + 400 experience points
The object also has one of the types of communications listed to the right:

None: The item cannot communicate in any way and cannot understand communication from others, even if it can head and someone speaks to it.

Pulse: The item can vibrate a little, just enough so that anyone holding it or touching it can tell. It understands no type of communication, regardless of what kind of perception it has.

Empathy: The item only understands one-word sorts of ideas or emotions, and can convey the same. It does so only mentally to whoever is holding it.

Speech: The item can speak audibly. It automatically knows one language (chosen by its creator). It can learn more languages by spending skill points.

Telepathy: The item can mentally communicate with anyone touching it. No shared language is necessary.

Super-Telepathy: The item can mentally communicate with anyone within 25 feet. No shared language is necessary.

Item Ability Scores

AddAdditional Creation Cost
+150 shillings and 1 experience point
+2100 shillings and 4 experience points
+3200 shillings and 8 experience points
+4400 shillings and 16 experience points
+5800 shillings and 32 experience points
+61,600 shillings and 64 experience points
+73,200 shillings and 128 experience points
+86,400 shillings and 256 experience points
+912,800 shillings and 508 experience points
+1025,600 shillings and 1,016 experience point
Items have three ability scores: Intelligence, Wisdom, and Charisma. When an item is created, roll 2d6 for each of these ability scores. Further, the creator can add bonuses to the rolled scores at the rate shown on the table to the right:

The item's final ability scores cannot exceed the creator's.

Items that can animate themselves also have Strength and Dexterity scores. Determine and increase those scores in the same way as their Intelligence, Wisdom, and Charisma.

Like characters, for every four levels and item gains, it can add +1 to one ability score.

Item Personalities

What does an item want out of "life"? What does it fear? Des it revere a celestial or infernal power? What is the item's alignment? These are questions to answer when the item is created. The creator has a great deal of influence over the item, but in the end , the item is free-willed. At the time of creation, the creator should make a caster level check, adding his Charisma modifier and consulting the following list:
  • 1 - 10: The DM determines all aspects of the item's personality.

  • 11 - 14: The item has the same alignment as the creator. The DM chooses all other aspects of the item's personality.

  • 15 - 19: The creator determines the item's alignment. The DM chooses all other aspects of its personality.

  • 20 - 29: The creator dictates the item's alignment and general "purpose" (what it looks upon as its goal).

  • 30 or higher: The creator dictates the alignment, goals, and personality of the item.
When the DM is creating aspects of the item's personality, she can do so randomly or as she sees fit. She can base the item on the creator if she wishes. For example, if the creator were a wizard, the item might love wizards. or it might hate them.

Item Levels

Like creatures, intelligent items have levels and can gain more. Unlike creatures, they do not gain levels based on experience or overcoming challenges. Instead, a living creature must infuse personal energy in the form of experience points into the item. The number of experience points required for an item to gain a level is equal to one-quarter the number of experience points needed for a character to gain a level. Anyone touching an intelligent item can infuse it with power, although a character cannot infuse an item that is higher level than he or she is; so a 6th-level fighter cannot infuse an 8th-level item. Also, a character cannot infuse an intelligent item with so many experience points that the character would lose a level.

Unlike a character, an item does not have to start at 1st level. The creator can infuse sufficient experience points into an item upon creation to raise its level immediately.

When leveling, Intelligent items are treated just like non-player characters. Choices made during level advancement are subject to the DM's discretion.

Hit Points

An item gains an additional hit point each level.

Item Attacks

Items able to animate or activate themselves have a base attack bonus. To this bonus they add a Strength or Dexterity modifier (depending on whether they make melee or ranged attacks), their own enhancement bonus (if any), and so on.

Saving Throws

All saving throws made by an intelligent item use the base saving throw bonus presented on the table below. To this bonus, they add the appropriate ability score modifier (if any), their own enhancement bonus (if any), and so on. For an item's every 10 points of hardness (depending on its material), it adds +1 to Fortitude saving throws. Like constructs, items only make Fortitude saving throws against an effect that also affects objects, such as disintegrate. Items in the possession of a character with better saving throw bonuses than their use the possessor's saving throw bonus instead.

Spell-Like Abilities

Items gains new spell-like abilities as they gain levels, much in the same way that a spellcasting character gains new spells. Each new spell-like abilities they gain (according to the table below) can be used once per day. The item chooses abilities from among the spells on any spell list. It may select an ability more than once, for multiple uses each day; a spell chosen three times can be used as a spell-like ability three times per day. Items receive bonus spell-like abilities based on their Wisdom scores, even if the spells in question are arcane spells.

The saving throw Difficult Class for an item's spell-like ability is based upon the item's Charisma modifier: DC = 10 + the level of the spell the ability comes from + the item's Charisma modifier.

Since they are spell-like abilities, they require no verbal, somatic, or material components. Spells with an experience point cost of up to 1,000 shillings can be used as abilities only once per week as oppose to once per day. Spells with an experience point cost of more than 1,000 experience points can be used as abilities only once per month.

Personal spells can be used as spell-like abilities on the item or on the item's user. All other spells are handled as described regarding targets, range, and so on.

Items cannot activate a spell-like ability or animate themselves the same round as they are used by a character. Thus, a character cannot use a magical sword as a weapon the same round as the sword uses a spell-like ability or animates to make an attack.

Item Traits

Intelligent items are immune to poison, disease, and similar effects. They are not subject to critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage. Items cannot heal damage. items can be repaired.

Items always fail Constitution checks. they can make concentration checks - items base Concentration on Charisma rather than Constitution. Nothing that requires a physiology or understandable anatomy works on items. They are immune to effects that require a Fortitude save (unless the effect also works on objects, such as disintegrate). In such cases, items apply their Charisma modifier to their Fortitude saving throw, as well as +1 for every 10 points of hardness.

An item with no Dexterity score cannot move. Items normally act on their wielder's initiative score, but take their own actions if they have actions they can take. If an unattended item can act (such as by casting spells), it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The item fails all Reflex saves and Dexterity checks.

Items have distinct personalities and can be influenced by Diplomacy, Bluff, and even Intimidate checks. Items treated well often respond well. Items treated poorly, either physically or psychologically - and often, only the item can judge whether it is well cared for - react poorly to their users and others.

An item with no Dexterity score takes only partial actions. items with a Dexterity score can take actions normally. Items cannot be affected by haste or slow.

Item Skills

Intelligent items can have ranks in any skill with Intelligence, Wisdom, or Charisma as a key ability. Items can also take Concentration, using Charisma as the key ability rather than Constitution. Still, some skills, like Craft: Alchemy or Disable Device, require a mobility that the item does not have. All the item can do in such a case is aid another who can actually carry out the task. The DM can use common sense to determine which skills require abilities the item does not possess.

Items that can become animate can have Strength- and Dexterity-based skills at the DM's discretion.

Items have skill points equal to (2 + Intelligence bonus) x4 at 1st level, and skill points equal to 2 + Intelligence bonus for each additional level.

Item Feats

Items gain feats as creatures do. Rather than gaining a new feat at every three levels, they follow the progression shown on the "Intelligent Items" table. Items get a feat at 1st level, and 2nd level, and ten one for every other level thereafter. The feats listed on the table below are all the feats that an item gets.

Items can have the following feats from the Player's Handbook: Great Fortitude, Iron Will, Lightning Reflexes, Skill Augmentation, and Skill Focus. Great Fortitude, Iron Will, Lightning Reflexes all apply to saves made by the item or on the item's behalf by its possessor. They can also choose feats from the Item Feats list.

Item Healing, Maladies, and Death

Items do not heal hit points as living creatures do. A mending spell often repairs damage an item suffers (usually 1d8 hit points worth) and make whole restores all lost hit points. An item restores mental ability score damage through rest like a creature, or through spells like lesser restoration. Item physical ability score damage must be repaired through spells like restoration.

As with creatures, items can gain disease-like afflictions. Called maladies, they are sometimes brought upon by magic (such as via the spell bestow malady) and sometimes by other conditions, such as stress, neglect, or anything else the DM deems appropriate. A few maladies are presented below, as a sample:
  • Devil's Mind: The item begins acting erratically. It loses 1d3 points of Intelligence or Wisdom each day (50 percent chance of either on a given day). if the item can speak, its speech becomes slurred or jittery and quick. It appears obvious that something is wrong. Normally, an item may make a DC 18 Will save each day to resist the effects. Three successful saving throws in a row usually shakes off the malady altogether.

  • Dire Corrosion: The item suffers 1 point of damage per day and loses 1 point of hardness each week. When hardness reaches 0, the item loses 5 hit points per day. Once out of hit points, the item crumbles to dust. It appears obvious that the item is decaying at a rate far faster than usual. Normally, an item may make a DC 16 Will saving throw each day to resist the effects. Two successful saving throws in a row usually shakes off the malady altogether.

  • Object Paralysis: This malady only affects animate items or those that can float. They lose the ability to move entirely. Normally, and item may make a DC 15 Will save each day to resist the effects. Three successful saving throws in a row usually shakes off the malady altogether.
Intelligent items can be destroyed, just like regular items In such a case, the item "dies". They cannot be raised or resurrected, although a wish or miracle can restore them.

Intelligent Magic Item Market Price

To determine the market price of intelligent items, use the following formula: Base price + 1,000 + (level2 x 1,000) shillings.

The base price refers to the initial creation cost spent on ability scores, communication modes, and perception. Intelligent magic weapons, armor, and shields must have at least a +1 enhancement bonus, so you must also figure in that cost.

Of course, someone with the proper feats can add abilities to an existing intelligent magic item.

The experience point cost for creating an intelligent magic item is 100 experience points plus any experience points involved in granting its ability scores, communication modes, and perception, and any devoted to raising its level.

Intelligent Items
- Once per Day Spell-Like Abilities -
LevelBase Attack BonusBase SavesSpecial0th1st2nd3rd4th5th6th7th8th9th
1+0+2Feat10--------
2+1+3Feat11--------
3+2+3-21--------
4+3+4Feat211-------
5+3+4-221-------
6+4+5Feat3211------
7+5+5-3221------
8+6/+1+6Feat33211-----
9+6/+1+6-43221-----
10+7/+2+7Feat433211----
11+8/+3+7-443221----
12+9/+4+8Feat5433211---
13+9/+4+8-5443221---
14+10/+5+9Feat55433211--
15+11/+6/+1+9-55443221--
16+12/+7/+2+10Feat555433211-
17+12/+7/+2+10-555443221-
18+13/+8/+3+11Feat5555433211
19+14/+9/+4+11-5555443221
20+15/+10/+5+12Feat5555543321

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Tuesday, December 28, 2021

House Rules - New Magic Rods

This is a listing of magic rods that may appear in my campaigns.

This list may use abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Mirror Rod: (Book of Eldritch Might II) This shiny silver rod measures about 15 inches long and appears relatively unremarkable. Upon command, it transforms into a 5-foot-square high-quality silver mirror, just right for the scry spell (or for mirror master special abilities). it can remain in mirror form for up to one hour before reverting back to a rod, at which point it must remain a rod for an hour.
  Aura: Strong transmutation; Caster Level: 15th; Prerequisites: Craft Rod, polymorph any object; Cost: 2,400 shillings; Cost to Create: 1,200 shillings + 96 experience points. Weight: 4 lbs.

Rod of the Winds: (Book of Eldritch Might II) This 3-foot long rod, fashioned from dark blue steel, ends in a loop about 8 inches across; the loop is made from the same material as the rod itself. When you speak the command word, a small and tightly controlled gate to the Elemental Plane of Air opens within the loop. From this gate, a powerful wind gushes forth, causing havoc in a cone 80 feet long and wide. Characters within this cone must make DC 18 Fortitude saves each round or suffer the ill effects of w windstorm (as detailed in Chapter 3: Adventures in the Dungeon Master's Guide). The gate remains open for 1d6 rounds, during which time the wielder can move or redirect the cone. The gate can open four times per day.
  Aura: Overwhelming conjuration; Caster Level: 17th; Prerequisites: Craft Rod, gate, gust of wind; Cost: 81,000 shillings; Cost to Create: 40,500 shillings + 3,240 experience points. Weight: 4 lbs.

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Monday, December 27, 2021

House Rules - New Magic Staves

This is a listing of magic staves that may appear in my campaigns.

This list may use abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Gemstaff: (Book of Eldritch Might II) This gem-studded, golden staff, though only about 4 feet long, is worth 25,000 shillings in gem value alone. It has the following powers:
  • Call of the Topaz (1 charge)
  • Call of the Ruby (1 charge)
  • Call of the Sapphire (2 charges)
  • Call of the Emerald (2 charges)
  • Call of the Diamond (2 charges)
  Aura: Strong enchantment; Caster Level: 13th; Prerequisites: Craft Staff, call of the diamond, call of the emerald, call of the ruby, call of the sapphire, call of the topaz; Cost: 120,000 shillings; Cost to Create: 60,000 shillings + 4,800 experience points. Weight: 4 lbs.

Staff of the Primal Lands: (Book of Eldritch Might II) This gnarled staff looks like an unworked, still-living tree branch. It has the following spell-powers:
  • Bear's Endurance (1 charge)
  • Bull's Strength (1 charge)
  • Cat's Grace (1 charge)
  • Resist Elements (1 charge)
  • Water Breathing (1 charge)
When broken in a retributive strike, it has a special effect rather than an explosive one. Everyone within 30 feet falls victim to a primal release spell, with no saving throw (spell resistance still applies).
  Aura: Strong transmutation; Caster Level: 15th; Prerequisites: Craft Staff, bear's endurance, bull's strength, cat's grace, primal release, resist elements, water breathing; Cost: 100,000 shillings; Cost to Create: 50,000 shillings + 4,000 experience points. Weight: 5 lbs.

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Saturday, December 18, 2021

House Rules - New Specific Magic Weapons

The following specific weapons usually are preconstructed with exactly the qualities desribed here.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

The Bleeding Sword: (Book of Eldritch Might) This +2 longsword continually drips with black blood. The blood is foul and diseased, and anyone struck with the blade must make a DC 14 Fortitude saving throw or fall victim to the disease devil chills.
  Aura: Moderate necromancy; Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, contagion; Cost: 30,315 shillings; Cost to Create: 15,316 shillings + 1,200 experience points. Weight: 4 lbs.

Bow of the Ceniþ Marches: (adapted from the Book of Eldritch Might II) The archers of Ceniþ are renowned for their deadly precision and powerful bows. This +2 composite longbow is a strength bow - self adjusting for the strength of the user, up to a Strength bonus of +10. Thus, the bow always has just the right amount of pull for the user.
  Aura: Moderate transmutation; Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, bull's strength; Cost: 12,400 shillings; Cost to Create: 6,400 shillings + 480 experience points. Weight: 3 lbs.

Flayer Flail: (Book of Eldritch Might) Made from the head and tentacles of a slain mind flayer, this +1 heavy flail can cast confusion (Will save DC 16 negates) once per day upon a single target struck by its tentacle barbs.
  Aura: Moderate enchantment; Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, confusion; Cost: 3,435 shillings; Cost to Create: 1,885 shillings + 124 experience points. Weight: 20 lbs.

Harp Bow: (adapted from the Book of Eldritch Might II) This ornate harp can be played normally and also can be used as a +1 shortbow. Bard enjoy this item because it lets them use the Accompaniment feat while remaining armed.
  Aura: Faint evocation; Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 5+ ranks in Perform; Cost: 3,430 shillings; Cost to Create: 1,930 shillings + 120 experience points. Weight: 3 lbs.

Mindthorn: (Book of Eldritch Might II) This +2 rapier is jet black, made from an unknown material. If inflicts 1 point of temporary Intelligence, Wisdom, or Charisma damage (wielder's choice) upon any foe it strikes.
  Aura: Faint evocation; Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, feeblemind; Cost: 25,320 shillings; Cost to Create: 12,820 shillings + 1,000 experience points. Weight: 2 lbs.

Vigor Blade: (Book of Eldritch Might II) This +1 longsword inflicts 1 point of temporary Strength damage from the foes it strikes. In a given day, ager it inflicts at least 5 points of Strength damage, it can cast bull's strength upon the wielder; the spell lasts for three hours. It can activate the bull's strength ability no more than once per day.
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, bull's strength, ray of enfeeblement; Cost: 16,315 shillings; Cost to Create: 8,315 shillings + 640 experience points. Weight: 4 lbs.

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Wednesday, December 15, 2021

House Rules - New Specific Magic Armor

The following specific suits of armor usually are preconstructed with exactly the qualities desribed here.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Warded Armor: (Book of Eldritch Might III) This suit of +2 chainmail armor is imbued with the spell warding globes. The armor produces three globes each day. Although they add no extra protection to Armor Class, they do intercept attacks of opportunity and inflict damage on the attacker as described in the spell.

  Aura: Moderate evocation; Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, warding globes; Cost: 32,300 shillings; Cost to Create: 16,300 shillings + 1,280 experience points. Weight: 40 lbs.

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