Intelligent Item (3.5e Class)

Length::10 Minimum Level::1 Base Attack Bonus Progression::Moderate Fortitude Save Progression::Variable Reflex Save Progression::Variable Will Save Progression::Variable Class Ability::Alternate Magic [[Class Ability Progression::Other
 * Class Ability=Other]]

Allowed Alignments::Lawful Good, Allowed Alignments::Lawful Neutral. Allowed Alignments::Lawful Evil, Allowed Alignments::Neutral Good, Allowed Alignments::Neutral Evil, Allowed Alignments::Chaotic Good, Allowed Alignments::Chaotic Neutral, Allowed Alignments::Chaotic Evil

Intelligent Item
mimic monster is the awesome &mdash; 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.

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!

Which is used only for targeting abilities (like favored enemy) &mdash; otherwise lose all racial traits. The player’s type becomes Aberration with Shapechanger as a subtype.
 * Becomes immune to: aging, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, death from massive damage.
 * Not subject to: critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
 * Does not need to breath, eat or sleep.
 * Has either good Will or Reflex saves.

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 &mdash; some mimics cannot move.
 * Has two poor saves.

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 – see morphology): taking any additional base traits from it, then taking a number of abilities equal to their Morphic Pool. A mimic can also select from the General morphologies.

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.

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).

Treat the third morphology the same as the secondary morphology.

Traits
The noted traits come with the mimic type chosen, but mimic points can be used to add to these traits.

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.

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.

Jewelry
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 three 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.
 * Skill Bonus:  Grant a +2 bonus to two mentally-based (Int, Wis or Cha) skills when being used (applies to the wielder).
 * Ability Bonus:  Must be at least 5th level. The wielder gains a permanent bonus to a single ability score equal to 1/3 the mimic’s levels in this class (+3 at 9th level). This bonus stacks with all other ability boosts from other sources (including if the mimic wishes to cast a temporary boost from a spell).

Weapon
Weapons can spend a mimic point to select from one of the below:
 * Improved Weapon Quality:  Can, instead, become a martial weapon.
 * Greater 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
Shields can spend a mimic point to select from one of the below:
 * Improved 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
The edges of the opening are jagged (like teeth). And there are two handles on each side that can turn into claws &mdash; with an appropriate claw attack. 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).
 * 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 &mdash; see general morphologies.)
 * Portable Hole:  The chest can hold far more than its size (treat as a Bag of Holding, Type I)
 * Improved Portable Hole:  Must have Portable Hole. Treat as a Bag of Holding, Type III)
 * Lock: Must be at least 4th level. Gain a lock that requires an Open Lock DC (10+1/2HD+Charisma modifier) check to open.

Book
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.
 * Lock: Must be at least 4th level. Gain a lock that requires an Open Lock DC (10+1/2HD+Charisma modifier) check to open.

General
General morphologies can be selected for any shape &mdash; but only once for each shape:
 * 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/&mdash; (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.

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.