Rules Index | GM Screen | Player's Guide


Chapter 5: Treasure Trove / Intelligent Items

Intelligent Item Rules

Source GM Core pg. 304
Every intelligent item has the intelligent trait. Intelligent items can’t be crafted by normal means—typically an accident, a divine act, or a major sacrifice on the part of the creator is required to grant the item the mental essence it needs for sentience, and in some rare cases the spiritual essence it needs to have a soul of its own. Because of this, intelligent items are always rare or unique. The normal statistics and rules for wearing or using an item of its type still apply to an intelligent item. In addition, intelligent items have a few statistics other items lack.

Perception and Senses

Source GM Core pg. 304
An intelligent item that has any sense of the world around them has a Perception modifier. Intelligent items have only the senses listed within their entry, rather than the assumed assortment of senses that most creatures have. If an intelligent item notices something its partner doesn’t, it might be able to communicate with its partner and let them know.

Communication and Languages

Source GM Core pg. 304
Intelligent items almost always have some means of communication—an easy way to demonstrate an item’s intelligence! The most common ways are via empathy, speech, and telepathy. Speech and telepathy function as they do for any creature, while an empathic connection allows the item to share only emotions. Empathic and telepathic connections are often limited either to the item’s partner or to a certain distance. If an intelligent item understands or speaks any languages, they are listed in parentheses in its Communication entry. If the item doesn’t have speech listed, it can only understand the listed languages, not speak them.

Skills

Source GM Core pg. 304
Intelligent items might have skill modifiers for Intelligence, Wisdom, or Charisma-based skills that fit their nature.

Attribute Modifiers

Source GM Core pg. 304
Intelligent items have Intelligence, Wisdom, and Charisma modifiers, though as inanimate objects, they don’t have Strength, Dexterity, or Constitution entries.

Will Save

Source GM Core pg. 304
Since they have their own minds, intelligent items might be subject to mental effects that require a Will save.