New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 14 of 14
  1. - Top - End - #1
    Ogre in the Playground
     
    GnomeWizardGuy

    Join Date
    Jul 2007
    Location
    London
    Gender
    Male

    Default Intelligent Items = Extra Actions?

    Given the value of actions for spellcasters, indeed for everyone at higher levels, intelligent items seems to be an incredibly valuable resource. For an extra 1000 gp you can make any non charged item intelligent. It can then "activate its own powers". This may be only the specail abilities and skills it gets as lesser and greater powers, or it may be the basicc powers of the magic item dependant on your dm. Even so it alows loopholes in a lot of PC problems, if you don't have a skill, just get a hat of disguise with it, an unsleeping nightwatchman, a diplomancer/sense motive face for the party, a source of "aid other"+2 bonuses on any important skill role, it doesn't say you have to know the languages it does when you create it so it could be an interpreter.

    All of this is as nothing compared to getting it to use its powers as part of a combo move for you, if it has true strike or similar low level spell that comes as part of a spell routine it's effectively a quicken spell thats really really cheap.

    There also doesn't seem to be a written limit on how many intelligent items you can have, and they can synergize really well.

    Extra sets of skills, extra actions, an extra roll to detect trouble, aid other bonuses.... all for 1000+ gp? Am I missing something here?
    Give them bread and circusses and the plebs wont rise against you. Give adventurers dungeons and trapped chests and they won't waste time looking to ransack your home and kill your wife.

  2. - Top - End - #2
    Ettin in the Playground
     
    MonkGuy

    Join Date
    Feb 2007
    Gender
    Male

    Default Re: Intelligent Items = Extra Actions?

    Quote Originally Posted by mostlyharmful View Post
    Given the value of actions for spellcasters, indeed for everyone at higher levels, intelligent items seems to be an incredibly valuable resource. For an extra 1000 gp you can make any non charged item intelligent. It can then "activate its own powers". This may be only the specail abilities and skills it gets as lesser and greater powers, or it may be the basicc powers of the magic item dependant on your dm. Even so it alows loopholes in a lot of PC problems, if you don't have a skill, just get a hat of disguise with it, an unsleeping nightwatchman, a diplomancer/sense motive face for the party, a source of "aid other"+2 bonuses on any important skill role, it doesn't say you have to know the languages it does when you create it so it could be an interpreter.

    All of this is as nothing compared to getting it to use its powers as part of a combo move for you, if it has true strike or similar low level spell that comes as part of a spell routine it's effectively a quicken spell thats really really cheap.

    There also doesn't seem to be a written limit on how many intelligent items you can have, and they can synergize really well.

    Extra sets of skills, extra actions, an extra roll to detect trouble, aid other bonuses.... all for 1000+ gp? Am I missing something here?
    Considering that each and every one of those extra powers costs more cash, yeah. For one, if your intelligent item doesn't have ranks in a particular skill, then it doesn't have that skill, and so it can't aid you. It DEFINITELY can't help with anything physical. Also, if it happens to be able to cast true strike, well, that's wonderful, but it can only true strike ITSELF. Personal range spell, you see.
    Pokemon friend code : 3067-5701-8746

    Trade list can be found on my Giant League wiki page, all pokemon are kept in stock with 5 IVs, most with egg moves, some bred for Hidden Powers. Currently at 55 in stock and counting.

    Padherders for my phone and my tablet!

  3. - Top - End - #3
    Ogre in the Playground
     
    GnomeWizardGuy

    Join Date
    Jul 2007
    Location
    London
    Gender
    Male

    Default Re: Intelligent Items = Extra Actions?

    Quote Originally Posted by Quietus View Post
    Considering that each and every one of those extra powers costs more cash, yeah. For one, if your intelligent item doesn't have ranks in a particular skill, then it doesn't have that skill, and so it can't aid you. It DEFINITELY can't help with anything physical. Also, if it happens to be able to cast true strike, well, that's wonderful, but it can only true strike ITSELF. Personal range spell, you see.
    except it's casting it as a magic item that you're wearing. It's power is to cast that spell on you. and you can choose what skill it has ranks in if you make it or order it, so if I want a night watchman i can ask for +10 on spot and listen, rather than +10 knowlegde(Nobility and Royalty) and +10 Deicipher script.
    Give them bread and circusses and the plebs wont rise against you. Give adventurers dungeons and trapped chests and they won't waste time looking to ransack your home and kill your wife.

  4. - Top - End - #4
    Titan in the Playground
     
    Darrin's Avatar

    Join Date
    Oct 2006
    Location
    Cleveland, OH
    Gender
    Male

    Default Re: Intelligent Items = Extra Actions?

    Quote Originally Posted by mostlyharmful View Post
    Given the value of actions for spellcasters, indeed for everyone at higher levels, intelligent items seems to be an incredibly valuable resource. For an extra 1000 gp you can make any non charged item intelligent. It can then "activate its own powers".
    It's easier to do something similar to this with symbiotes. Check out Lord of Procrastination's Dirty Trick #4:

    http://forums.gleemax.com/showthread.php?t=563976

  5. - Top - End - #5
    Barbarian in the Playground
     
    BardGuy

    Join Date
    Oct 2007
    Location
    A state of constant worry

    Default Re: Intelligent Items = Extra Actions?

    Just be careful if you try this... some DMs like to treat intelligent items as license to mess with the party's minds... Also, some DMs might rule that the items only activate their powers "if it would be consistent with their purpose/alignment."

    So, as always for these tricks, try to run it by the DM first to see how it will actually work for you.
    "Chess, like love, like music, has the power to make men happy." --Siegbert Tarrasch

  6. - Top - End - #6
    Barbarian in the Playground
     
    NecromancerGuy

    Join Date
    Mar 2007

    Default Re: Intelligent Items = Extra Actions?

    the more powerfull the intelligent item the higher the will save against it. Just becareful your DM doesnt set you up. Had a DM do that as a plot point.

  7. - Top - End - #7
    Troll in the Playground
     
    ElfMonkGuy

    Join Date
    Jan 2007

    Default Re: Intelligent Items = Extra Actions?

    There are no doubt better ways to get actions like this (like a familiar, maybe). An intelligent item won't neccessarily get along with you, and all intelligent items have their own agenda and will try to make you do them (thus the ego score tied to them). The more potent a magical weapon, the more potent and disrupting the weapon can be as an NPC.

  8. - Top - End - #8
    Firbolg in the Playground
     
    Mewtarthio's Avatar

    Join Date
    Oct 2006
    Gender
    Male

    Default Re: Intelligent Items = Extra Actions?

    Quote Originally Posted by Shishnarfne View Post
    Just be careful if you try this... some DMs like to treat intelligent items as license to mess with the party's minds... Also, some DMs might rule that the items only activate their powers "if it would be consistent with their purpose/alignment."
    That's only for dedicated powers (ie the really good stuff).
    Quote Originally Posted by Winterwind View Post
    Mewtarthio, you have scared my brain into hiding, a trembling, broken shadow of a thing, cowering somewhere in the soothing darkness and singing nursery rhymes in the hope of obscuring the Lovecraftian facts you so boldly brought into daylight.

  9. - Top - End - #9
    Bugbear in the Playground
     
    RedSorcererGirl

    Join Date
    Jun 2005
    Location
    Seattle, WA

    Default Re: Intelligent Items = Extra Actions?

    See this thread for another discussion of intelligent items and their potential abuses and balancing factors.

  10. - Top - End - #10
    Ettin in the Playground
     
    Shhalahr Windrider's Avatar

    Join Date
    Nov 2005
    Location
    By a Park
    Gender
    Male

    Default Re: Intelligent Items = Extra Actions?

    Quote Originally Posted by Mewtarthio View Post
    That's only for dedicated powers (ie the really good stuff).
    That rule is mostly to indicate that the item's owner cannot freely use the power.

    An intelligent item that doesn't get along with its owner isn't very likely to use even its non-dedicated powers of its own volition.

    An intelligent item has its own mind, personality and goals. It should be treated like any other NPC in those respects. That means even if a PC wants to use a particular strategy relying on these "extra actions," the item doesn't necessarily agree and is not any obligation to actually activate its own powers. That means the PC has to use the normal activation actions to use the powers.
    The Future just ain’t what it used to be.

  11. - Top - End - #11
    Dwarf in the Playground
    Join Date
    Oct 2007

    Default Re: Intelligent Items = Extra Actions?

    A decent chunk of this argument is rather moot. No intelligent item has True Strike to my knowledge, the list of spells available, at least in core, to an intelligent item are somewhat slim compared to a caster. They do have some nice abilities, but they can be pricey for what they do. 80,000GP for a +2 Luck bonus on attacks, saves, and skill checks? Ouch.
    Last edited by Hasivel; 2007-10-29 at 09:08 PM.

  12. - Top - End - #12
    Ogre in the Playground
    Join Date
    Feb 2006
    Location
    Seattle, USA
    Gender
    Male

    Default Re: Intelligent Items = Extra Actions?

    Intelligent items, even low ego ones, are more NPC then equipment. Sure your sword may be able to cast shocking grasp, increasing your damage output (true strike, alas, does not work, true strike is personal range, and you make the attack roll, not the weapon), but it only does so when it wants. Maybe your sword likes brave people and only activates when you charge headlong into overwhelming odds, or maybe you took your intimidate checks too far and got a fireball in your face, having an intelligent item is no different then having a NPC on your team.
    "Sometimes, we’re heroes. Sometimes, we shoot other people right in the face for money."

    -Shadowrun 4e, Runner's Companion

  13. - Top - End - #13
    Orc in the Playground
    Join Date
    Mar 2006
    Location

    Default Re: Intelligent Items = Extra Actions?

    My favorite idea for intelligent items was to make Ioun stones of magic missile, scorching ray, etc. as a set of 4 and call them 'options'. Now if only I can find a race that is a tiny spaceship.

  14. - Top - End - #14
    Orc in the Playground
    Join Date
    Dec 2005
    Location
    St. Catharines, Ontario

    Default Re: Intelligent Items = Extra Actions?

    Keep in mind that your plan hangs on the DM allowing it,

    If your contracting out to a local mage, I doubt he'll want to pour experience points into creating your magical hat or whatever.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •