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SYSTEM REFERENCE DOCUMENT 3.5

 
Table: Intelligent Item Primary Abilities

d%

Primary Ability

01–04

Item has 10 ranks in Intuit Direction

05–08

Item has 10 ranks in Sense Motive

09–12

Wielder has free use of Combat Reflexes

13–16

Wielder has free use of Blind-Fight

17–20

Wielder has free use of Improved Initiative

21–24

Wielder has free use of Mobility

25–28

Wielder has free use of Improved Sunder

29–32

Wielder has free use of Combat Expertise

33–39

Detect [opposing alignment] at will (Good, Evil, Chaos, Law)

40–42

Find traps at will

43–47

Detect secret doors at will

48–54

Detect magic at will

55–57

Wielder has free use of uncanny dodge (as a 5th-level barbarian)

58–60

Wielder has free use of evasion

61–65

Wielder can use see invisibility at will

66–70

Cure light wounds (1d8+5) on wielder 1/day

71–75

Feather fall on wielder 1/day

76

Locate object in a 120-ft. radius

77

Wielder does not need to sleep

78

Wielder does not need to breathe

79

Jump for 20 minutes on wielder 1/day

80

Spider climb for 20 minutes on wielder 1/day

81–90

Roll twice again on this table

91–100

Roll on Table: Intelligent Item Extraordinary Powers instead

If the same ability is rolled twice or more, the range, frequency, or effectiveness of the power is doubled, tripled, and so on. All abilities function only when the item is held, drawn, or otherwise brandished and the possessor is concentrating on the desired result. Activating a power is a standard action, but using a free feat is not. Feats may be used regardless of prerequisites, but the item still must be held and drawn (or worn, in the case of such items). An intelligent item might activate a power on its own.

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