Intelligent (3.5e Equipment)

Intelligent: An item with this enhancement is sentient and capable of communicating telepathically with its wielder as long as they are in physical contact. The item can see normally, and possesses darkvision to a distance of 60 feet. While using the intelligent item, the wearer gains the following benefits:


 * The wielder may use the item’s senses in place of their own, although they still use their own sensory skill modifiers.
 * Slippery Mind: If the character is affected by an enchantment spell and fails their saving throw, they can attempt the same saving throw again 1 round later. The save can only be rerolled once per enchantment effect.
 * If you are incapacitated (asleep, unconscious, etc.) or under the influence of an enchantment, the intelligent item can act in your stead. The player may still decide what actions they take, but while the item is in control they may only take a standard action per round. During this time, the item uses the wielder's mental ability scores, as they lack any specific scores of their own.
 * While the item is not in control of the wielder, they gain an additional standard action usable once per encounter.

Strong transmutation; CL 15th; Craft Magical Arms and Armor, magic jar; Price Cost::+2 bonus.

Aligned: If the character wishes, their intelligent weapon may have a specific alignment (the default intelligent weapon is neutral). An aligned weapon will not function for a wielder with an alignment diametrically opposed to its own (for instance, a lawful good weapon will not function for a chaotic evil character). Since the item’s ability to resist its owner’s will is limited, however, it will function for a character of any other alignment.