Intelligent Item (3.5e Class)

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Author: Franken Kesey (talk)
Date Created: 8/06/13
Status: Fin
Editing: Clarity edits only please
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20 1 Moderate Poor

"Variable" is not in the list of possible values (Good, Poor, Bad, Varies, Other) for this property.
"Variable" is not in the list of possible values (Good, Poor, Bad, Varies, Other) for this property.

Class Ability=Other Other

Lawful Good, Lawful Neutral. Lawful Evil, Neutral Good, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil

Intelligent Item[edit]

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 class is for all those who think the mimic monster is the awesome — but were always disappointed they could not play one.

Making an Intelligent Item[edit]

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. The five types of mimic are: jewelry, weapon, shield, chest, and book. At higher levels mimic can advance their shape, and even have multiple shapes -- developing into the final contraption.

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, Chests use their Charisma score for hit point bonuses each level (only chests get a bonus to hit points from ability scores), and Books use their Intelligence score for spell-casting. Charisma plays an important role later on. Mimics do not have Constitution scores -- do not roll for constitution.

Race: The thing about race is almost all racial traits are removed at the begining of this class. Some ability modifiers, skill bonuses, and spell-like abilities remain. But the physical body is permanently changed on taking this class. Also the old race type becomes an augmented descriptor, nothing more.

Feats, Skills, and other PC: Player attains feats, skills, and ability advancement as normal. The race and class merge into one, but eveything else remains the same.

Alignment: Any.

Table: The Intelligent Item

Hit Die: Varies

Level BAB Saving Throws Special Morphic Pool
Fort Ref Will
1st +0 +0 +x +x Mimic Traits, Primary Morphology 2
2nd +1 +0 +x +x 4
3rd +2 +1 +x +x Shift Shape 6
4th +3 +1 +x +x Treasure I 8
5th +3 +1 +x +x Alternative Morphology 2 10
6th +4 +2 +x +x 12
7th +5 +2 +x +x Treasure II 14
8th +6/+1 +2 +x +x Alternative Morphology 3 16
9th +6/+1 +3 +x +x Luck 18
10th +7/+2 +3 +x +x Meld 20
11th +8/+3 +3 +x +x Treasure III 23
12th +9/+4 +4 +x +x Swift Shift 26
13th +9/+4 +4 +x +x Limited Wish 29
14th +10/+5 +4 +x +x 32
15th +11/+6/+1 +5 +x +x Treasure IV 35
16th +12/+7/+2 +5 +x +x Alternative Morphology 4 38
17th +12/+7/+2 +5 +x +x Wish 41
18th +13/+8/+3 +6 +x +x 44
19th +14/+9/+4 +6 +x +x Treasure V 47
20th +15/+10/+5/-1 +6 +12 +12 Contraption 50

Class Skills (6 + Int modifier per level).
Appraise (Int), Bluff (Cha), Concentration (Wis), Control Shape (Wis), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int).

Class Features[edit]

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!

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.

However all this comes at a great cost:

  • Object: Mimics do not have Constitution scores (see constitution for the normal changes). Do not roll for constitution.
  • 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 -4 penalty to resist polymorphs from other sources.
  • Mimic base speed is ten — some mimics cannot move.
  • Has two poor saves.
  • Everything gained from the physical body of the old race is completly removed. However, mental ability modifiers and skills relating to them (i.e. control shape, but not balance), and mental spell-like abilities are retained in this new form.

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 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.

Shift Shape: At 3rd level, mimic can slightly alter their base shape (i.e., to look like a different chest or book). This gives a +10 bonus to disguise checks. Weapon and Armor-based mimics can change into a completely different weapon. However, the disguise only lasts for 10 + class level + Charisma modifier minutes. It takes two minutes to change forms.

Treasure: At 4th level, mimic can add to any treasure gained by the party. Whenever calculating the treasure found at the end of an encounter, add 2% coins, 5% goods, and 7% items.

At 7th level, instead, add: 5% coins, 7% goods, and 10% items.

At 11th level, instead, add: 7% coins, 10% goods, 12% items, and one extra minor wondrous item each encounter.

At 15th level, instead, add: 10% coins, 12% goods, 15% items, and one extra medium wondrous item each encounter.

At 19th level, instead, add: 12% coins, 15% goods, 15% items, and two extra medium wondrous item each encounter.

Alternative Morphology: At 5th 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 (i.e. only can use 12 mimic points at 6th level, thus can use all on primary, or split them between primary and secondary).

At 8th level, mimic can pick another morphology. Treat the third morphology the same as the second morphology.

At 16th level, mimic can pick another morphology. Treat the fourth morphology the same as the second morphology. Additionally can reallocate all mimic points once.

Luck: At 9th level, the mimic can reroll one failed roll twice per day. A mimic can choose to reroll an allies roll instead.

Meld: At 10th level, mimic can meld the qualities of two of their forms into a new synergized form. Only two forms. This new form puts together the bonuses of both forms into one. An example would be a chest mimic with a sword replacing one of its arms. However, the two forms cannot be seporated — the mimic is one object. Any form created must conform to this. This new form is independent of all other forms, it is a super form. Any advancment in the two melded forms adds to this form. But advancement in any forms outside of the two has no effect on this form. Further, the mimic loses the ability to transforms into one of the two melded forms independently.

Shift shape still applies to this new melded form.

Swift Shift: At 12th level, a mimic can change forms more swiftly. It now only takes a full-round action to change forms (to include disguises and other morphologies).

Limited Wish: At 13th level, mimic may grant one limited wish per session. However the mimic cannot use this on themselves. Yet the mimic can require conditions or quests on the induvidual before the limited wish can be fufilled.

Wish: At 17th level, mimic may grant one wish per three sessions. However the mimic cannot use this on themselves. Yet the mimic can require conditions or quests on the induvidual before the wish can be fufilled.

Contraption: At 20th level, the mimic forms can develop into one form; such that all the prior four forms can be used at once. The four forms cannot be seporated, it becomes a contraption with many parts. All prior mimic abilities can be used in this new form.

In this form: 1) use the largest form for size, then add powerful build to it; 2) use the largest form for HP, then add 2d6HP; 3) use the highest mode of communication; 4) use the highest mode of motion; 5) no longer limited in skills available (at all); 6) can be a target of critical hits and death from massive damage; 7) both saves become good (reflex and will). Furthermore, you appear as a chest or book (depending on what morph you did not take) with items attached to you and a part of you.

Duplication in selection of points will remain (i.e. taking dancing for the weapon and then the shield); and cannot be reallocated.

An addium is, the mimic can choose to have a pheno-type of only one of their morphologies. Treat like Shift Shape. When doing so, the mimic can act like they are only one of their morphs for spell effects, attack actions, attacks of oppertunity, etc. However, this is only a disguise, which true seeing will reveil.

The mimic also gains another attack action. This attack action is outside normal progession and comes with a penalty. While all selected mimic abilities are now available at once, the time constrains remain on what a mimic can do within a round, and the cost of each action. Economy of motion.

Morphology[edit]

Traits[edit]

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

Traits
Type Size HD Comm. Mobility Skills Mimic Form
Jewelry Diminutive3 d4 Telepathy Immobile -21 A ring, necklace, bracelet, crown, medal, or other piece of jewelry.
Weapon2 Tiny3 d6 Telepathy Immobile -21 A simple weapon; if a ranged weapon, become the weapon not the ammo.
Shield2 Tiny3 d8 Telepathy Immobile -21 Any shield (excluding a tower shield).
Chest Medium d10 Speak Mobile(10’) Spot4 A chest or box.
Book Tiny d4 Write Mobile(10’) +2Knowledge5 A book.
  1. A mimic removes two skills from their available skills (excluding knowledge-based).
  2. The wielder considered proficient in the weapon or shield (but only with the mimic).
  3. Properly sized for a medium-sized creature.
  4. Spot becomes an available skill (they are not blind).
  5. Knowledgeable: +2 bonus to a single type of knowledge (i.e., local, nature, etc.).

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. Form: the form the mimic may turn into.

Selections[edit]

Unless otherwise noted, each can be selected only once. All cost the same, are permanent and cannot be changed (until level 16). A mimic cannot take a progression unless the prerequisite was taken in a previous level (i.e. if taking Minor Magic for the first time, must wait a level before taking Moderate Magic). Make sure to check out general morphologies as well.

Jewelry[edit]

Jewelry applies any bonuses upon the wearer (not mimic). Further, the jewelry must be in physical contact with the wearer for there to be any effect. However, all spells can either effect wearer or mimic (mimics choice). Jewelry can spend a mimic point to select from one of the below:

  • 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. Can be selected up to four times.
    • Moderate Magic: Must have Minor Magical Item. Learn either two 2nd-level or one 3rd-level spell, that can be used three times per day. Can be selected up to three times.
      • Major Magic: Must have Moderate Magical Item. Learn either two 4th-level or one 5th-level spell, that can be used once per day. Can be selected twice.
  • Skill Bonus: Grant a +2 bonus to two mentally-based (Int, Wis or Cha) skills when being used (applies to the wielder). Can be selected up to four times (to different skills).
    • Save Bonus: Must have Skill Bonus. +1 to a single save when worn. Can be selected up to three times (to different or the same save).
      • Ability Bonus: Must have Skill Bonus and be at least 5th level. The wielder gains a bonus to a single ability score equal to 1/3 the mimic’s levels in this class (+6 at 18th 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[edit]

Weapons apply any bonuses upon the weapon (the mimic). 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 Improved 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).
        • Greater Magical Weapon: Must have Improved Magical Weapon. The mimic gains a +6 weapon special ability (or any combination that totals to 6).
          • If full progression: +1+2+4+6=+13

Shield[edit]

Shields apply any bonuses upon the shield (the mimic). 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).
        • Greater Magical Shield: Must have Improved Magical Shield. The mimic gains a +6 shield special ability (or any combination that totals to 6).

Chest[edit]

Chests apply any bonuses upon the chest (the mimic). 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 (1d6+2). Chests add their Charisma bonus to HP earned each level. 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.
    • Improved Claws: Must have Grappler. Claws damage increases to 2d6+4.
      • Extra Arms: Must have Improved Claws. Aquire a second set of arms, which deal 1d6+2 damage each.
  • Maw: Lid attains a bite attack of 1d8.
  • Larger Box: Mimic becomes large sized (+2 Strength, -2 Dexterity), and increase movement by 5. (This can be taken in addition to Improve Size — see general morphologies.)
  • Portable Hole: The chest can hold far more than its size (treat as a Bag of Holding, Type I)
  • 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[edit]

Books apply the knowledge bonus on the reader and the book (the mimic). 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. 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.
    • Familiar: Must have Wizard Spell Book. Obtain a familiar as a wizard.
    • Change Spell Book: Must have Wizard Spell Book, and can only be selected once. Change the spellbook type to something other than wizard. If familiar or animal companion were already select they transfer over to the new type.
  • 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[edit]

General morphologies can be selected for any shape — 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 Speed: Must be mobile. Increases highest movement speed by 20 feet.
  • Improved Hit Die: Must be at least 2nd level. Improve the mimic’s HD one step (i.e. d10 to d12).
  • Reduce Size: Must be at least 3rd level. Mimic can shrink one size category, and may toggle between the two categories as a move action.
  • Dancing: Must be at least 4th level. Gain a fly speed of 30 feet (good). Reacquire a Dexterity score if naturally immobile.
  • Improve Size: Must be at least 5th level. Mimic can enlarge one size category, and may toggle between the two categories as a move action.
  • Blindsight: Must be at least 5th level. Blindsight in a ten foot radius.
  • Hardened: Must be at least 6th level. Gain DR 1/— (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).
  • Control Shape: Must be at least 7th level. Gain a +5 bonus to the Control Shape and Disguise Skills, and the penalty to resist polymorphs from other sources changes to -2.
  • Guardian: Must be at least 9th level. Can summon as summon monster III, 3 times per day. A mimic can have a guardian and familiar or animal companion.
    • Improved Guardian: Must be at least 12th level and have Guardian. Replace old spell with summon monster IV.
      • Greater Guardian: Must be at least 15th level and have Improved Guardian. Replace old spell with summon monster V.

Mimic Lore[edit]

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 Mimics are a tale to keep robbers from treasure.
10 Mimics are simply a magical trap.
15 Mimics are intelligent beings with a will of their own that commonly take the form of objects, weapons, etc.
20 High level mimics have more than one form. Also gives info on specific mimics.

Other Classes and Forms[edit]

When in a mimic form mimics are very limited in what they can physically do, which makes them weak when ranking in other classes. 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.


Back to Main Page3.5e HomebrewClassesBase Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
AuthorFranken Kesey +
Base Attack Bonus ProgressionModerate +
Class AbilityAlternate Magic +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Help Wanted ReasonMaking it playable. +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
Rated ByZhenra-Khal +
RatingRating Pending +
SkillAppraise +, Bluff +, Concentration +, Control Shape +, Diplomacy +, Disguise +, Gather Information +, Intimidate +, Knowledge +, Listen +, Ride +, Search +, Sense Motive +, Spellcraft + and Hide +
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 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 +