Intelligent Item (3.5e Class)

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Author: Franken Kesey (talk)
Date Created: 8/06/13
Status: Sandbox
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5 10 Poor Good Poor Good 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 prestige class is for all those who think the mimic monster is the awesome – but were always disappointed they could not play one.

Becoming an Intelligent Item

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

Ability choices rely on what type of mimic the player wishes to become. Neither are requirements, but if you are a spell caster you will want to have the Still Spell and Silent Spell feats.

Entry Requirements
Skills: 13 ranks in concentration and control shape, and 7 ranks in knowledge (dungeoneering).
Feats: Skill Focus in control shape and knowledge (dungeoneering).
Special: Must be able to transform into an alternate form (this can be temporary).
Special: The object that you wish to change into.
Special: Must have come in contact with a mimic or other shape changing object.

Table: The Intelligent Item

Hit Die: Varies

Level BAB Saving Throws Special Morphic Pool
Fort Ref Will
1st +1 +2 +0 +2 Mimic Traits, Primary Morphology 5
2nd +2 +3 +0 +3 Secondary Morphology 8
3rd +3 +3 +1 +3 9
4th +4 +4 +1 +4 12
5th +5 +4 +1 +4 15

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), Spot (Wis),

Class Features

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, and becomes soulless (cannot be resurrected and are immune to death-effects) and ageless (no longer age). The player also gets a +3 natural armor bonus and have a base speed of ten. Players are considered mimics for naming conventions here.

However all this comes at a great cost:

  • Object: Mimics do not have Constitution scores (see constitution for the normal changes).
  • Speechless: Mimics cannot speak unless noted in their morphology. But can understand any known spoken or written language.
  • Limited Skills: Mimics can only use the listed skills: Appraise, Balance, Bluff, Concentration (Wisdom modifies instead of Constitution), Control Shape, Decipher Script, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Knowledge, Listen, Move Silently, Ride, Search, Sense Motive, Spellcraft, Spot and Survival. Classes do not grant skills that are not listed. Checks that involve unlisted skills are automatic failures.

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, Door 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). General morphologies can be selected for primary or secondary shape.

Secondary Morphology: At 2nd 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. However, the maximum secondary morphologies each level is two for their secondary (and unlimited for their primary).

Morphology

Unless otherwise noted, each can be selected only once. All cost the same, are permanent and cannot be changed.

General

The Morphologies that any mimic can select:

  • Skill Bonus: +2 bonus to three mentally-based (Int, Wis or Cha) skills when being used.
  • Blindsight: Blindsight in a five foot radius.
  • Improve/Reduce Size: Mimic can shrink or enlarge one size category, and may toggle between the two categories as a free action.
  • Speak: Can speak any language known, which can be of any desired voice. This voice emanates from the magical jewelry. (Some mimic can speak as a morphic trait.)
  • Hardness: Gain a hardness of 2 (+1 at 3rd and 5th level). Also get a +3 bonus against sunder attempts (+1 for every class level after 1st).

Magical Jewelry

Traits: Become a piece of jewelry that can grant the wearer bonuses, as well as influence thoughts. Any spells or abilities do not cost the wearer to use, but the mimic must choose to use them. All magical jewelry have the below traits (at no cost):

  • Wearer Telepathy: Can communicate with wearer (treat like lesser telepathic bond but can only be used on those who touch and can apply to multiple people if they all touch).
  • Mimic Form: a ring, necklace, bracelet, tiara, or other piece of jewelry.
  • Size: Jewelry mimic are Diminutive-sized.
  • Immobile: the mimic no longer has a Dexterity score (see dexterity for the normal changes). The object must be moved by another.
  • Hit Die: d6
  • Highly Limited Skills: Remove three skills from the limited skills the mimic can use.

Select:

  • Save Bonus: +1 to a single save when worn.
  • Minor Magic: Can cast a single 1st-level spell, useable at will. This can be selected twice.
    • 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 or Shield

Traits: Become a weapon or shield for a medium sized creature. Any spells or abilities do not cost the wearer to use, but the mimic must choose to use them. All weapons and shields have the below traits (at no cost):

  • Wearer Telepathy: Can communicate with wearer (treat like lesser telepathic bond but can only be used on those who touch and can apply to multiple people if they all touch).
  • The wielder considered proficient in the weapon (but only with the mimic).
  • Mimic Form: a simple weapon or any shield (excluding a tower shield). If a ranged weapon is the chosen form become the weapon not the ammo.
  • Size: Weapon and Shield mimic are Tiny-sized (if Weapon/Shield Size is taken increases or decreases one category).
    • This makes them appropriate for a medium creature to use.
  • Hit Die: d8
  • Highly Limited Skills: Remove three skills from the limited skills the mimic can use.

Select:

  • 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 Quality: can become a tower shield.
  • Shield Bonus: Shield AC bonus improves by 2, 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

Traits: Become a chest. All chests have the below traits (at no cost):

  • Speak: Chest mimics can speak.
  • HP boost: For every class level, the mimic gains one additional hitpoint each level (i.e., at 1st-level, get +1HP; at 2nd, get +2HP… at 5th, get +5HP; then rank in another class, but still get +5HP each level).
  • +5 to grapple
  • The chest can be locked, open lock (DC 10 + 1/2 HD + Charisma modifier) to open. 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.
  • Hit Die: d10

Select:

  • 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 Weapon. The mimic gains a +4 armor special ability (or any combination that totals to 4).
  • 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.)
    • Portable Hole: Must have Magical Weapon. The chest can hold far more than its size (treat as a Bag of Holding, Type I)
  • Damage Reduction: Get DR 1/–
    • Improved Damage Reduction: Must have Damage Reduction. Get DR +2/– (DR 3/– total).
  • Weaponed: the claws can hold melee weapons. Thus includes throwing weapons; but excludes range that requires more than one hand, and two-handed weapons.

Door

Book

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
20

<nowiki>


Back to Main Page3.5e HomebrewClassesPrestige Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
AuthorFranken Kesey +
Base Attack Bonus ProgressionPoor +
Class AbilityAlternate Magic +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length5 +
Minimum Level10 +
Rated ByZhenra-Khal +
RatingRating Pending +
Reflex Save ProgressionPoor +
SkillAppraise +, Bluff +, Concentration +, Control Shape +, Diplomacy +, Disguise +, Gather Information +, Intimidate +, Knowledge +, Listen +, Ride +, Search +, Sense Motive +, Spellcraft + and Spot +
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 prestige 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 +
Will Save ProgressionGood +