Magic items sometimes have intelligence of their own. Magically imbued with sentience, these items think and feel the same way characters do and should be treated as NPCs. They can be many things to characters—valued ally, wily foe, or continual thorn in their side. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Only permanent magic items (as opposed to single-use items or those with charges) can be intelligent. (This means that potions, scrolls, and wands, among other items, are never intelligent.) In general, less than 1% of magic items have intelligence. Use them sparingly in your campaign, because they require more work on the part of both player and DM.
Intelligent items can actually be considered creatures because they have Intelligence, Wisdom, and Charisma scores. Treat them as constructs. Intelligent items often have the ability to illuminate their surroundings at will (as magic weapons do); many cannot see otherwise.
As a practical matter, it’s easiest to let a player control an intelligent item possessed by his or her character (but see Items against Characters). Unlike most magic items, intelligent items can activate their own powers without waiting for a command word from their owner. For example, an intelligent sword with the magic circle against evil ability can activate the circle even if the wielder makes a full attack in that round. Intelligent items act during their owner’s turn in the initiative order.
The tables in this section should be used to determine the properties of an intelligent item: the number of powers, unusual properties, alignment, and special purpose of the item (if any).
The DM is encouraged to design unusual magic items along special themes and for specific campaign purposes, using the tables as guidelines and for inspiration. Just because a power is rolled does not mean it must be given out. If you feel a combination is too bizarre or too powerful, simply change or ignore it.
The first step in determining the properties of a random intelligent item is to determine its general capabilities. These are found by rolling d% and consulting the Item Intelligence, Wisdom, Charisma, and Capabilities table.
| d% | Mental Ability Scores | Communication | Capabilities | Senses | Base Price Modifier |
|---|---|---|---|---|---|
| 01–34 | Two at 12, one at 10 | Empathy1 | One lesser power | 30 ft. vision and hearing | +1,000 gp |
| 35–59 | Two at 13, one at 10 | Empathy1 | Two lesser powers | 60 ft. vision and hearing | +2,000 gp |
| 60–79 | Two at 14, one at 10 | Speech2 | Two lesser powers | 120 ft. vision and hearing | +4,000 gp |
| 80–91 | Two at 15, one at 10 | Speech2 | Three lesser powers | 60 ft. darkvision and hearing | +5,000 gp |
| 92–97 | Two at 16, one at 10 | Speech2 3 | Three lesser powers | 60 ft. darkvision and hearing | +6,000 gp |
| 98 | Two at 17, one at 10 | Speech, telepathy3 4 | Three lesser powers and one greater power6 | 120 ft. darkvision and hearing | +9,000 gp |
| 99 | Two at 18, one at 10 | Speech, telepathy4 5 | Three lesser powers and two greater powers6 | 120 ft. darkvision, blindsense, and hearing | +12,000 gp |
| 100 | Two at 19, one at 10 | Speech, telepathy4 5 | Four lesser powers and three greater powers6 | 120 ft. darkvision, blindsense, and hearing | +15,000 gp |
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Any item with intelligence has an alignment. Note that intelligent weapons already have alignments, either stated or by implication. (A weapon made to kill chaotic outsiders would hardly be chaotic itself; it would be lawful.) If you’re generating a random intelligent weapon, that weapon’s alignment must fit with any alignment-oriented special abilities it has (such as the holy special ability).
Any character whose alignment does not correspond to that of the item (except as noted by the asterisks on the table) gains one negative level if he or she so much as picks up the item. Although this negative level never results in actual level loss, it remains as long as the item is in hand and cannot be overcome in any way (including restoration spells). This negative level is cumulative with any other penalties the item might already place on inappropriate wielders. Items with Ego scores (see below) of 20 to 29 bestow two negative levels. Items with Ego scores of 30 or higher bestow three negative levels.
| d% | Alignment of Item |
|---|---|
| 01–05 | Chaotic good |
| 06–15 | Chaotic neutral* |
| 16–20 | Chaotic evil |
| 21–25 | Neutral evil* |
| 26–30 | Lawful evil |
| 31–55 | Lawful good |
| 56–60 | Lawful neutral* |
| 61–80 | Neutral good* |
| 81–100 | Neutral |
Like a character, an intelligent item speaks Common plus one additional language per point of Intelligence bonus. Choose appropriate languages, taking into account the item’s origin and purposes. For instance, an intelligent drow weapon would probably speak Elven, and a holy weapon might speak Celestial.
The Item Intelligence, Wisdom, Charisma, and Capabilities table above determines how many lesser and greater powers an intelligent item has. To find the item’s specific powers, choose or roll on the appropriate tables below.
| d% | Lesser Power | Base Price Modifier |
|---|---|---|
| 01–05 | Item can bless its allies 3/day | +1,000 gp |
| 06–10 | Item can use faerie fire 3/day | +1,100 gp |
| 11–13 | Item can cast minor image 1/day | +2,200 gp |
| 14–20 | Item has deathwatch continually active | +2,700 gp |
| 21–25 | Item can use detect magic at will | +3,600 gp |
| 26–31 | Item has 10 ranks in Intimidate | +5,000 gp |
| 32–33 | Item has 10 ranks in Decipher Script | +5,000 gp |
| 34–36 | Item has 10 ranks in Knowledge (any one) | +5,000 gp |
| 37–40 | Item has 10 ranks in Search | +5,000 gp |
| 41–45 | Item has 10 ranks in Spot | +5,000 gp |
| 46–50 | Item has 10 ranks in Listen | +5,000 gp |
| 51–54 | Item has 10 ranks in Spellcraft | +5,000 gp |
| 55–60 | Item has 10 ranks in Sense Motive | +5,000 gp |
| 61–66 | Item has 10 ranks in Bluff | +5,000 gp |
| 67–72 | Item has 10 ranks in Diplomacy | +5,000 gp |
| 73–77 | Item can cast major image 1/day | +5,400 gp |
| 78–80 | Item can cast darkness 3/day | +6,500 gp |
| 81–83 | Item can use hold person on an enemy 3/day | +6,500 gp |
| 84–86 | Item can activate zone of truth 3/day | +6,500 gp |
| 87–89 | Item can use daze monster 3/day | +6,500 gp |
| 90–95 | Item can use locate object 3/day | +6,500 gp |
| 96–100 | Item can use cure moderate wounds (2d8+3) on wielder 3/day | +6,500 gp |
All powers function at the direction of the item, although intelligent items generally follow the wishes of their owner. Activating a power or concentrating on an active one is a standard action the item takes.
| d% | Greater Power | Base Price Modifier |
|---|---|---|
| 01–06 | Item can detect opposing alignment at will | +7,200 gp |
| 07–10 | Item can detect undead at will | +7,200 gp |
| 11–13 | Item can cause fear in an enemy at will | +7,200 gp |
| 14–18 | Item can use dimensional anchor on a foe 1/day | +10,000 gp |
| 19–23 | Item can use dismissal on a foe 1/day | +10,000 gp |
| 24–28 | Item can use lesser globe of invulnerability 1/day | +10,000 gp |
| 29–33 | Item can use arcane eye 1/day | +10,000 gp |
| 34–37 | Item has continuous detect scrying effect | +10,000 gp |
| 38–41 | Item creates wall of fire in a ring with the wielder at the center 1/day | +10,000 gp |
| 42–45 | Item can use quench on fires 3/day | +16,000 gp |
| 46–50 | Item has status effect, usable at will | +11,000 gp |
| 51–54 | Item can use gust of wind 3/day | +11,000 gp |
| 55–59 | Item can use clairvoyance 3/day | +16,000 gp |
| 60–64 | Item can create magic circle against opposing alignment at will | +16,000 gp |
| 65–68 | Item can use haste on its owner 3/day | +16,000 gp |
| 69–73 | Item can create daylight 3/day | +16,000 gp |
| 74–76 | Item can create deeper darkness 3/day | +16,000 gp |
| 77–80 | Item can use invisibility purge (30 ft. range) 3/day | +16,000 gp |
| 81–85 | Item can use slow on its enemies 3/day | +16,000 gp |
| 86–91 | Item can locate creature 3/day | +30,000 gp |
| 91–97 | Item can use fear against foes 3/day | +30,000 gp |
| 98–100 | Item can use detect thoughts at will | +44,000 gp |
If the same power is rolled twice, roll again.
Items with special purposes are a challenge to run. However, they are worth the trouble, because they can deeply enrich a campaign.
| d% | Purpose |
|---|---|
| 01–20 | Defeat/slay diametrically opposed alignment* |
| 21–30 | Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities) |
| 31–40 | Defeat/slay divine spellcasters (including divine entities and servitors) |
| 41–50 | Defeat/slay nonspellcasters |
| 51–55 | Defeat/slay a particular creature type (see the bane property for choices) |
| 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 | DM’s or character’s choice |
* The purpose of the neutral (N) version of this item is to preserve the balance by defeating/slaying powerful beings of the extreme alignments (LG, LE, CG, CE).
An item’s purpose must suit the type and alignment of the item and should always be treated reasonably. A purpose of “defeat/slay arcane spellcasters” doesn’t mean that the sword forces the wielder to kill every wizard she sees. Nor does it mean that the sword believes it is possible to kill every wizard, sorcerer, and bard in the world. It does mean that the item hates arcane spellcasters and wants to bring the local wizard’s cabal to ruin, as well as end the rule of a sorceress-queen in a nearby land. Likewise, a purpose of “defend elves” doesn’t mean that if the wielder is an elf, he only wants to help himself. It means that the item wants to be used in furthering the cause of elves, stamping out their enemies and aiding their leaders. A purpose of “defeat/slay all” isn’t just a matter of self-preservation. It means that the item won’t rest (or let its wielder rest) until it places itself above all others. A lofty—and probably unrealistic—goal, to be sure.
A dedicated power operates only when an intelligent item is in pursuit of its special purpose. This determination is always made by the item. It should always be easy and straightforward to see how the ends justify the means. That is to say, 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. Unlike its other powers, an intelligent item can refuse to use its dedicated power even if the owner is dominant (see Items against Characters, on the following page).
| d% | Dedicated Power | Base Price Modifier |
|---|---|---|
| 01–06 | Item can use ice storm | +50,000 gp |
| 07–12 | Item can use confusion | +50,000 gp |
| 13–17 | Item can use phantasmal killer | +50,000 gp |
| 18–24 | Item can use crushing despair | +50,000 gp |
| 25–31 | Item can use dimension door on itself and wielder | +50,000 gp |
| 32–36 | Item can use contagion (heightened to 4th level) as touch attack | +56,000 gp |
| 37–43 | Item can use poison (heightened to 4th level) as touch attack | +56,000 gp |
| 44–50 | Item can use rusting grasp as touch attack | +56,000 gp |
| 51–56 | Item can cast 10d6 lightning bolt | +60,000 gp |
| 57–62 | Item can cast 10d6 fireball | +60,000 gp |
| 63–68 | Wielder gets +2 luck bonus on attacks, saves, and checks | +80,000 gp |
| 69–74 | Item can use mass inflict light wounds | +81,000 gp |
| 75–81 | Item can use song of discord | +81,000 gp |
| 82–87 | Item can use prying eyes | +81,000 gp |
| 88–92 | Item can cast 15d6 greater shout 3/day | +130,000 gp |
| 93–98 | Item can use waves of exhaustion | +164,000 gp |
| 99–100 | Item can use true resurrection on wielder once per month | +200,000 gp |
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 can its Ego score be calculated. An item’s Ego score helps determine whether the item or the character is dominant in their relationship, as detailed below.
| Attribute of Item | Ego Points |
|---|---|
| Each +1 of item’s enhancement bonus | 1 |
| Each +1 of bonus for special abilities | 1 |
| Each lesser power | 1 |
| Each greater power | 2 |
| Special purpose (and dedicated power) | 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 |
Thus, a +2 short sword (2 points) with an Intelligence score of 10 (no points), Wisdom score of 12 (1 point), and Charisma score of 12 (1 point), plus the lesser power of detect magic (1 point) has an Ego score of 5.
By contrast, imagine a +2 dancing longsword (6 points, 2 for the +2 enhancement bonus and 4 because dancing is the equivalent of a +4 bonus) with an Intelligence score of 10 (no points), Wisdom score of 18 (4 points), and Charisma score of 18 (4 points). Add the lesser powers of deathwatch, 10 ranks in Intimidate, and darkness (3 points), the greater power of fear (2 points) and the special purpose of slaying spellcasters (4 points). Also include the fact that the weapon is telepathic (1 point) and reads languages (1 point), and the sword has an Ego score of 25.
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, she is dominant. If 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 the item or the character, and so on—DM’s discretion). Should a 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, such as the following acts:
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 establish and maintain dominance over him, 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 she ignores or destroys the rival. Of course, alignment might change this sort of behavior. A holy avenger, for example, would certainly not allow destruction of any other lawful good item and might encourage their discovery, even at the risk of having to face grim odds to do so.
Items with personalities are never totally controlled or silenced by the characters who possess them, even though they may never successfully control their possessors. They may be powerless to force their demands but remain undaunted and continue to air their wishes and demands. Even a humble +1 weapon of unusual nature can be a vocal martyr, denigrating its own abilities and asking only that the character give it the chance to shatter itself against some hated enemy.
Note: You should roleplay the item as you would any NPC. Refer to One Hundred Traits for ideas on personality quirks to make an intelligent item’s persona more memorable.
The items presented below can fit directly into most campaigns, but you should adjust them, changing their alignment, personality, or even their abilties where needed to fit the particulars of your campaign, its history, and its characters.
These are not given full statistics blocks as they are intended as examples.
Acrola, Watchful Tooth of Ashardalon: +5 keen dagger; AL CG; Int 10, Wis 18, Cha 18; Speech, telepathy, 120 ft. darkvision, blindsense, and hearing; Ego score 22.
Lesser Powers: Zone of truth 3/day, Item has 10 ranks in Listen (total modifier +14) and Spot (total modifier +14).
Greater Powers: Clairvoyance 3/day, slow 3/day.
Personality: Bards tell that a tooth pried from the living body of the terrible dragon Ashardalon arose with its own mind and will. The tale would seem odd, for the goals of the long knife are nothing like those of the dread dragon. The well-intentioned but tireless dagger has taken as its personal cause that of protecting the weak and the helpless. Acrola frequently uses its clairvoyance power to scout out areas of trouble or evil, and then Acrola drags its wielder into the fray.
Strong (DC 22) transmutation; CL 15th; Craft Magic Arms and Armor, keen edge; Price 132,802 gp.
Bosk, the Poetic Blade: +2 longsword; AL N; Int 14, Wis 14, Cha 10; Speech, 30 ft. vision and hearing; Ego score 8.
Lesser Powers: Bless 3/day, hold person 3/day.
Personality: Created by a wizard experimenting with sentience, Bosk was later sold by its creator and has changed hands many times. Always willing to offer its opinion, advice, a story, or even a poem of its own devising, Bosk has never met an owner who was a perfect match, though perhaps a deaf swordwielder would be best.
Moderate (DC 22) divination; CL 15th; Craft Magic Arms and Armor, legend lore; Price 15,815 gp.
Dance Masks of the Great Mother {Sa 136}: The bhukas believe that the spirit children of their mother deity Kikanuti travel the world and visit her earthly children. At festival times, bhuka shamans don these ritual masks and are possessed by the intelligence that rests in them. Possession lasts until the shaman is overcome by exhaustion and loses consciousness. The mask is then removed and reverently stored away until the next festival. Generally, each bhuka village is the guardian of one mask, and they are all brought to a grand dance held by all the villages. Each mask takes the same body slot that a helmet or headband would. Some examples are given below.
Moon Owl: This feathered headdress resembles the head of the totemic animal after which it is named. Moon Owl represents the night sky, the cool resting time of the desert, as well as vigilance and wisdom. The mask’s purpose is to defend the children of Kikanuti from their enemies. When the dancer puts it on, she allows the item’s Ego to overwhelm her and use its powers to first detect then travel to and destroy the closest hostile creature. The possession continues until the wearer is slain in combat or returns victorious, at which time she collapses unconscious. If the wearer is slain, the moon owl mask teleports back to its village.
Int 12, Wis 18, Cha 18; Speech, telepathy, read languages, read magic, 120 ft. darkvision, blindsense, and hearing; Ego score 23.
Lesser Powers: Bless 3/day, cure moderate wounds 3/day. Mask has 10 ranks in Listen (total modifier +14).
Greater Powers: Locate creature 3/day, teleport 2/day.
Special Purpose: Defend the bhukas.
Dedicated Power: Cast 15d6 greater shout 3/day.
Strong (DC 23) varies; CL 17th; Craft Wondrous Item, miracle, creator must be a bhuka; Price 256,000 gp.
Corn Child: This high, conical mask is intricately decorated with dried corn kernels of different colors. Corn Child is the bringer of plenty, the closest of Kikanuti’s children to the bhukas. When the dancer puts it on, he lets the item’s Ego overwhelm him and use its powers to enrich the crops, purify the water, and provide a feast to all participants. The possession continues until the wearer has gorged himself on food and drink and has blessed all the surrounding fields, at which time he collapses unconscious.
Int 12, Wis 18, Cha 16; Speech, telepathy, read languages, read magic, 120 ft. darkvision, blindsense, and hearing; Ego score 18.
Lesser Powers: Cure moderate wounds 3/day, purify food and drink 3/day. Mask has 10 ranks in Knowledge (nature) (total modifier +11).
Greater Powers: Heroes’ feast 1/day, plant growth 3/day.
Strong (DC 23) conjuration; CL 17th; Craft Wondrous Item, miracle, creator must be a bhuka; Price 120,000 gp.
Storm Eagle: This feathered headdress resembles the head of the totemic animal after which it is named. Storm Eagle represents the day sky and the life-giving power of the thunderstorm. When the dancer puts it on, she allows the item’s Ego to overwhelm her and use its powers to call a mighty rainstorm down upon the surrounding region. While the possession continues, the wearer dances in a great frenzy, faster and faster, until she collapses unconscious.
Int 14, Wis 14, Cha 18; speech, telepathy, read languages, read magic, 120 ft. vision and hearing; Ego score 18.
Lesser Powers: Bless 3/day. Mask has 10 ranks in Listen (total modifier +12) and 10 ranks in Spot (total modifier +12).
Greater Powers: Control weather 1/day, quench 3/day.
Strong (DC 23) transmutation; CL 17th; Craft Wondrous Item, miracle, creator must be a bhuka; Price 86,000 gp.
Jomnoth, Giantblight: +3 giantbane dwarven waraxe; AL LG; Int 10, Wis 14, Cha 14; Speech, 120 ft. vision and hearing; Ego score 14.
Lesser Powers: Cure moderate wounds 3/day, detect magic at will.
Special Purpose: Defeat/slay giants.
Dedicated Power: Song of discord.
Personality: Forged by a long-dead dwarf smith, Jomnoth, also known as Giantblight, dates from an age of giant invasions. The success of the waraxe cannot be questioned, since upon occasion a single dwarf hero has struck down a number of bewildered and overwhelmed giants. A stoic but forceful will has been incarnated into the waraxe blade. Jomnoth speaks little, and is reluctant to give advice or gainsay its wielder except under the most extreme circumstances. As long its owner is willing to strike deep into the keeps and lairs of giantkind, the waraxe never objects.
Strong (DC 22) conjuration; CL 15th; Craft Magic Arms and Armor, summon monster I; Price 176,430 gp.
Iquel: +2 holy composite longbow; AL NG; Int 17, Wis 10, Cha 17; Speech, telepathy, 120 ft. darkvision and hearing; Ego score 16.
Lesser Powers: Daze monster 3/day, faerie fire 3/day, locate object 3/day.
Greater Powers: Lesser globe of invulnerability 1/day.
Personality: A loyal and trusted companion to the hero Iquel, this once nameless bow took its first wielder’s name after his heroic stand against a balor. Since then, Iquel has searched for a wielder who can live up to its high standard: a grandmaster archer with a zeal for good. Despite its commitment to the forces of good in the world, Iquel enjoys casual conversation, relaxation, and delicate care.
Strong (DC 23) evocation (if miracle is used) [good]; CL 17th; Craft Magic Arms and Armor, wish or miracle; Price 66,600 gp.
Vesac, the Deceiver: Luck blade; AL NE; Int 16, Wis 10, Cha 16; Speech, 60 ft. darkvision and hearing; Ego score 15.
Lesser Powers: Minor image 1/day, major image 1/day, 10 ranks in Bluff (total modifier +13).
Personality: A powerful and selfish blade, Vesac has served as the weapon of dozens of petty tyrants and would-be conquerors. The lure of its powerful three wishes draws in many who seek to gain power, wealth, or advance their own agenda. However, Vesac itself is only interested in advancing the tales of its own legend. Despite having many wielders over the ages, it continues to hoard its wishes, frequently deluding wielders (by using its illusion powers) into thinking that their desires have been fulfilled.
Strong (DC 23) evocation (if miracle is used); CL 17th; Craft Magic Arms and Armor, wish or miracle; Price 161,560 gp; Cost 80,780 gp + 5,718 XP.
Zax, Cloak of Kings: Cloak of Charisma +6; AL LN; Int 10, Wis 14, Cha 14; Speech, 120 ft. vision and hearing; Ego score 5.
Lesser Powers: Zone of truth 3/day, Item has 10 ranks in Diplomacy (total modifier +12) and 10 ranks in Knowledge (history) (total modifier +10).
Personality: This magic cloak has provided advice to royal courts for generation after generation, not only the settling of disputes, but also with accounts of the foibles of leaders past. Zax, as this cape has always been known, is a fine-looking garment of sable and fur. Like most rulers, Zax itself has grown somewhat stern and aloof over the years, though its Ego has never been strong enough to dominate its wearer.
Strong (DC 22) conjuration; CL 15th; Craft Wondrous Item, eagle’s splendor; Price 56,500 gp.
When a truly great dwarf passes away, her ashes are often saved and incorporated into some structure or item that either meant something to the individual during her life or is considered representative of her skills and greatness in some way. Dwarves being the martial individuals they are, this object is usually a building or weapon of some type. The latter is much more common. The weapon is then given to whichever descendant of the deceased is judged to be the most worthy.
Since this weapon is intended to be a tribute, such a weapon is always of dwarvencraft quality. The weapon must be made of metal, so as to allow the ashes to be incorporated with the weapon during forging. A priest is always present for the entire forging of the weapon, and must give an appropriate blessing at each critical juncture of the process.
In the end, an ancestor weapon is an intelligent magic item. The smiths and clerics who forge ancestor weapons claim that an ancestor weapon contains a link to the spirit of the deceased, and they believe that the spirit dictates the magical qualities of the weapon, from its basic capabilities (its enhancement bonus and special abilities, such as holy or flaming) to the particular powers it manifests as a result of its intelligence. An ancestor weapon has an Ego score 2 points higher than a normal intelligent item with the same powers and abilities, and it generally resists using its powers in the service of anyone who is not a member of its bloodline.
Like a dwarf, an ancestor weapon has a Charisma score 2 points lower than normal, and even the least powerful ancestor weapons have darkvision with a range equal to their normal vision. Ancestor weapons with ranks in Search gain the dwarven racial bonus on Search checks to notice unusual stonework. Most ancestor weapons are lawful good.
Gharriakha, the Hearthwarden: +4 defending dwarven waraxe; AL LG; Int 13, Wis 13, Cha 8; Empathy, 60-ft. darkvision and hearing; Ego score 10.
Lesser Powers: Cure moderate wounds 3/day, deathwatch.
Personality: In life Gharriakha was a dwarven defender, and the weapon that contains her ashes shares her selfless, protective spirit. It is content to remain quiet and stay out of the spotlight, while offering all the help it can to its wielder. Generally, its only communications are the feelings of encouragement and support it sends to its wielder.
Strong abjuration; CL 15th; Craft Magic Arms and Armor, shield or shield of faith, creator must be a dwarf; Price 61,830 gp.
Morzhul, the Forgeheart: +2 flaming burst warhammer; AL CN; Int 18, Wis 10, Cha 16; Speech, telepathy, 120-ft. darkvision, blindsense, and hearing; Ego score 25.
Lesser Powers: Daze monster 3/day, faerie fire 3/day, item has 10 ranks in Intimidate (total modifier +13).
Greater Power: Wall of fire 1/day (in a ring centered on the wielder).
Special Purpose: Defeat/slay creatures with the cold subtype.
Dedicated Power: 10d6 fireball.
Personality: Morzhul, in life, was an adventuring dwarf cleric of the forge-god, Tharmekhûl. He was dedicated to eradicating creatures of cold, and Morzhul’s spirit continues that mission now that it is bound to this hammer. The weapon’s personality is best described as fiery—it speaks loudly and with passion, urging its wielder into battle.
Strong evocation; CL 15th; Craft Magic Arms and Armor, flame blade, flame strike, or fireball, creator must be a dwarf; Price 127,212 gp.
Truthseeker: +1 axiomatic greataxe; AL LN; Int 10, Wis 14, Cha 12; Speech, 120-ft. darkvision and hearing; Ego score 10.
Lesser Powers: Zone of truth 3/day, item has 10 ranks in Sense Motive (total modifier +12).
Personality: The name of the once-living dwarf whose spirit is linked to this greataxe is no longer known, and the weapon will not reveal it. It is known, however, that in life he was a judge, and his obsession with truth is manifested in the personality of the weapon that carries his spirit. The weapon immediately initiates conflict with a wielder who lies.
Strong evocation [lawful]; CL 15th; Craft Magic Arms and Armor, order’s wrath, creator must be a dwarf and lawful; Price 34,120 gp.
Zhavak the Sunderer: +2 bane (constructs) adamantine battleaxe; AL LG; Int 10, Wis 17, Cha 15; Speech, telepathy, 120-ft. darkvision and hearing; Ego score 18.
Lesser Powers: Bless 3/day, cure moderate wounds 3/day, item has 10 ranks in Knowledge (arcana) (total modifier +13).
Special Purpose: Defeat/slay constructs.
Dedicated Power: Rusting grasp.
Personality: Generally as dour as the most taciturn dwarf, Zhavak’s personality springs to life when the weapon is in battle with constructs. The dwarf whose spirit is linked to the weapon was a mighty cleric of Moradin slain in battle with an iron golem, and Zhavak loves to fight such foes above all others. It is prone to giving its wielder tactical advice in battle with golems, which is not always sound. Devoutly religious, it immediately initiates conflict if its wielder does not demonstrate proper piety.
Strong conjuration; CL 15th; Craft Magic Arms and Armor, summon monster I, creator must be a dwarf; Price 99,110 gp.