An item’s purpose must suit the type and alignment of the item and should always be treated reasonably.
d% | Purpose |
---|---|
|
|
01-20 | Defeat/slay diametrically opposed alignment1 |
21-30 | Defeat/slay arcane spellcasters (including magic-using monsters) |
31-40 | Defeat/slay divine spellcasters (including divine entities and servitors) |
41-50 | Defeat/slay nonspellcasters |
51-55 | Defeat/slay a particular creature type |
56-60 | Defeat/slay a particular race or kind of creature |
61-70 | Defend a particular race or kind of creature |
71-80 | Defeat/slay the servants of a specific deity |
81-90 | Defend the servants and interests of a specific deity |
91-95 | Defeat/slay all (other than the item and the wielder) |
96-100 | Other |
A special purpose power operates only when the item is in pursuit of its special purpose. This is always up to the purview of the item. It should always be easy and straightforward to see how the ends justify the means. That is to say that if the player’s reasoning for how a particular action serves the item’s purpose is not completely believable, the item won’t allow it.
d% | Special Purpose Power |
---|---|
|
|
01-10 | Blindness1 (DC 172) for 2d6 rounds |
11-20 | Confusion1 (DC 192) for 2d6 rounds |
21-25 | Fear1 (DC 192) for 1d4 rounds |
26-55 | Hold monster1 (DC 192) for 1d4 rounds |
56-65 | Slay living1 (DC 202) |
66-75 | Disintegrate1 (DC 212) |
76-80 | True resurrection on wielder, one time only |
81-100 | +4 luck bonus on all saving throws, +4 deflection AC bonus, spell resistance 30 |
Ego is a measure of the total power and force of personality that an item possesses. Only after all aspects of an item have been generated and recorded can its Ego score be determined. Ego is a factor with regard to the dominance of item over character, as detailed below.
Attribute of Item | Ego Points |
---|---|
|
|
Each +1 enhancement of item up to +5 | 1 |
Each +1 enhancement of item above +5 | 2 |
Each +1 bonus of special abilities | 1 |
Each primary ability1 | 1 |
Each extraordinary power1 | 2 |
Each awesome power1 | 6 |
Special purpose | 4 |
Telepathic ability | 1 |
Read languages ability | 1 |
Read magic ability | 1 |
Each +1 of Intelligence bonus | 1 |
Each +1 of Wisdom bonus | 1 |
Each +1 of Charisma bonus | 1 |
When an item has an Ego of its own, it has a will of its own. The item is, of course, absolutely true to its alignment. If the character who possesses the item is not true to that alignment’s goals or the item’s special purpose, personality conflict—item against character—results. Similarly, any item with an Ego score of 20 or higher always considers itself superior to any character, and a personality conflict results if the possessor does not always agree with the item. When a personality conflict occurs, the possessor must make a Will saving throw (DC = item’s Ego). If the possessor succeeds, he or she is dominant. If he or she fails, the item is dominant. Dominance lasts for one day or until a critical situation occurs (such as a major battle, a serious threat to either item or character, and so on). Should an item gain dominance, it resists the character’s desires and demands concessions such as any of the following:
In extreme circumstances, the item can resort to even harsher measures.
Naturally, such actions are unlikely when harmony reigns between the character’s and item’s alignments or when their purposes and personalities are well matched. Even so, an item might wish to have a lesser character possess it in order to easily command him or her, or a higher-level possessor so as to better accomplish its goals. All magic items with personalities desire to play an important role in whatever activity is under way, particularly combat. Such items are rivals of each other, even if they are of the same alignment. No intelligent item wants to share its wielder with others. An intelligent item is aware of the presence of any other intelligent item within 60 feet, and most intelligent items try their best to mislead or distract their host so that he or she ignores or destroys the rival. Of course, alignment might change this sort of behavior.
Items with personalities are never totally controlled or silenced by the characters who possess them, even though they may never successfully control their possessor. They may be powerless to force their demands but remain undaunted and continue to air their wishes and demands.