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【UE】智能物品
« 于: 2013-04-19, 周五 20:06:05 »
智能物品 Intelligent Items

  在浩如烟海的魔法物品中,有着自己的智能的魔法物品可能是其中最为奇妙的一类了。这些真正意义上的“奇物”已经超过了简单的工具范畴,更类似于一个持有者的鲜活盟友般存在。通过魔法力量赋予的认知能力,这些物品可以像任何一个NPC角色一样思考和感受,而且它们通常具有一些十分神奇的能力或者是在执行特殊任务时会爆发出异常的力量。只有永久性的魔法物品(非一次性或者充能使用型物品)才有可能是智能物品(所以这个名单中就得剔掉所有的药水、卷轴和魔杖,它们永远不会是智能物品)。通常来说,100件魔法物品中大约有1件可能是智能物品。

  因为它们拥有智力、感知和魅力属性,智能物品应当被视为一个生物——通常是构造体。多数情况下智能物品可以自由的散发出魔法光芒(类似魔法武器),不过有一些的魔法光芒或许是不可见的。

  和大多数魔法物品不同,智能物品可以自由发动自身的特殊能力,而非像无智能的物品一样需要回应使用者的命令才能工作。在判定先攻顺序时,智能物品和其持有者共享行动轮。

设计智能物品

所有的智能物品都一个具有以下这些特质。首先,每一件智能物品都拥有自己的阵营、精神属性、语言、感官和至少一项特殊能力。在创造物品的过程中这些数值可能得到提升,不过同时也会增加其制造花费。这些数据中的一些会以“自我感”的形式统计出来,通常来说,一件智能物品的自我感越高,它对抗其使用者控制的能力就越强——甚至反过来控制其使用者,让一些智能物品变得相对危险。

  智能物品的基础价格需要在原魔法物品的价格基础上+500GP,在确定一件智能物品的价格时,首先需要计算其所有的属性和能力带来的附加价值,再把总和与其基础价值相加获得结果。

魔法物品的阵营

  所有具备智能的物品都有其阵营(见表6-5)。这里要注意所有的智能武器都必须有自己的阵营——可能是现性或者是隐性的。如果DM要创造一把随机智能武器,武器的阵营必须与其阵营赋予的特殊能力相一致。

如果一件智能物品的使用者本身阵营与这件物品相冲突(除去在表6-5上标注出的的情况),那么在他持有该物品时就会自动获得一个负向等级。虽然不会对他的等级造成永久性损失,但是只要他继续拿着这件物品负向等级就会一直存在并且无法被任何方式恢复(包括复原术)。这个负向等级效果会和其他因为这件智能物品被不合适的人持有所导致的减值相叠加。存在值为20-29的智能物品会导致阵营冲突者受到2个负向等级,达到30或更高存在值的智能物品会导致3个负向等级。

引用
6-5:智能物品的阵营
d100    物品的阵营
01-10   混乱善良
11-20   混乱中立*
21-35   混乱邪恶
36-45   中立邪恶*
46-55   守序邪恶
56-70   守序善良
71-80   守序中立*
81-90   中立善良
91-100  绝对中立
*:该阵营的物品也可以被阵营只与非中立部分冲突的人物正常使用。

智能物品的属性值

  智能物品具有三项精神属性:智力、感知和魅力。通常这三项属性的基础值为10,最高可以是20。提升每项属性的制造花费参见表6-6。只要一件智能物品的属性提升至10以上,它的制造花费就要额外增加,举例来说,一件智能物品具有15点智力,12点感知和10点魅力,它的价格就要比普通魔法物品高至少2400GP(包括基础加值的500GP)。

引用
表6-6:智能物品的属性
数值    价格调整    自我加值
10         —              — 
11        +200          —
12        +500          +1
13        +700          +1
14        +1000        +2
15        +1400        +2
16        +2000        +3
17        +2800        +3
18        +4000        +4
19        +5200        +4
20        +8000        +5
智能物品的语言

  和正常的人物角色一样,除了通用语外智能物品也从每一点额外智力值中获得一项额外语言。不过要注意物品的取向和制造目的也可能会影响其理解的语言类型。一件无法说话的智能物品仍然能阅读和理解其知道的语言类型。

感官和沟通能力

所有的智能物品都拥有30尺的基础视觉和听觉范围,它自身的感染情绪能力也使用相同的沟通范围。通过感染情绪能力,一件智能物品可以对其持有者的行为表示支持和反对。额外的沟通能力和感官会增加智能物品的制造花费,详见表6-7.

  感染情绪(Su):通过表达情绪和发出要求,一件智能物品可以尝试鼓励或者阻止其使用者进行特定的行动。这个能力无法以语言的形式表达。

  语言(Su):智能物品可以使用它所了解的任何语言大声交谈。

  心灵感应(Su):心灵感应能力可以让智能物品和其持有者在私下以心灵交流而不必考虑语言问题。以心灵感应交流时持有者必须接触到该物品。

  感官(Su):智能物品的感官可以使其看到和听到允许范围内发生的事情。如果智能物品拥有黑暗视觉或盲感感官,它的感官范围不变。

  阅读语言(Su):智能物品可以这样的阅读任何语言写成的文本,不受已知语言的限制。

  阅读魔法(Su):智能物品总是可以读懂魔法文字和卷轴,如同通过阅读魔法法术效果一般,不过它不能以此能力使用卷轴和其他魔法物品。智能物品也可以以一个自由动作抑制此能力。

引用
表6-7:智能物品的感官和沟通能力
感官        基础价格调整    自我加值
感染情绪         —                — 
语言              +500            —
心灵感应        +1000          +1
感官(30尺)     —              —
感官(60尺)  +500            —
感官(120尺)+1000           —
黑暗视觉        +500             —
盲感              +5000          +1           
阅读语言        +1000           +1
阅读魔法        +2000           +1

智能物品威能

  每件智能物品具有一项威能——虽然有时候这件物品仅仅是作为威能的载体存在。如果要确定一件随机智能物品的威能,可以依据表6-8投骰。威能施放的方向由物品本身决定,不过考虑到大多数智能物品都会服从其持有者,事实上还是由其持有者来决定。发动威能或者保持专注需消耗物品的一个标准动作,效果的施法者等级等同于物品的施法者等级。效果的豁免DC基于该智能物品最高的属性值。

引用
表6-8:智能物品威能
d100     物品威能                                      基础价格调整值      自我值调整
01-10    可以随意施放0级法术                         +1000GP             +1
11-20    每天可施放3次1级法术                       +1200GP              +1
21-25    可以随意施展“魔法灵光”                     +2000GP              +1
26-35    可以每天施放1次2级法术                    +2400GP              +1
36-45    物品在某个技能上具有5个等级*            +2500GP              +1
46-50    物品可以长出脚,获得10尺移动速度      +5000GP              +1
51-55    可以每天施放1次3级法术                    +6000GP              +1
56-60    可以每天施放3次2级法术                    +7200GP              +1
61-70    物品在某个技能上具有10个等级*          +10000GP            +2
71-75    物品可以自由变形成同体积的其他外观    +10000GP            +2
76-80    物品可以飞行,如同飞行术,速度30尺   +10000GP            +2
81-85    可以每天施放1次4级法术                    +11200GP            +2
86-90    物品可以每天对自己使用1次传送术        +15000GP            +2
91-95    可以每天施放3次3级法术                    +18000GP            +2
96-100   可以每天施放3次4级法术                   +33600GP            +2
*:智能武器智能使用基于智力、魅力和感知的技能,除非其具有活动能力。

智能物品的目的

  一些智能物品在被制造时就决定了其特殊的目标。拥有特定目标的智能物品自我值额外+2。 通常来说物品的目的会与其阵营相符。拥有自己目的的物品在很大程度上和一个在追求某个特定目标、有智商的人类似,而非一个单一的极端意识存在。比如说,一把目的是“击败/杀死奥术施法者”的魔法长剑并不会迫使他的持有者攻击他遭遇的每个奥术师,也不是要他去杀尽天下的法师术士和游吟诗人,它的目的只是说明这把剑不喜欢奥术师,并且私下欲取某个巫师女王的性命。同样的,一把目的是“保护精灵”的长剑也不一定要求它的持有者必须是精灵,而是在持有者保护精灵的时候剑会倾向于帮助他和精灵的敌人战斗或者向精灵的领导者效忠。即使一件智能物品的目的是“击败/杀戮一切”,这也只会体现在这件物品在自保时不会顾忌敌人是谁,而不是拼命驱使它的拥有者去毁灭世界。(注:这里大概的意思就是智能物品和诅咒物品的区别)

  表6-10列出了一些智能物品的范例目的。如果物品的持有者刻意和这些目的背道而驰,那么智能物品在他手中将视为具有+4额外自我值直到持有者与它合作,如果物品具有特别的目的,那么它的自我值还要+2.

引用
表6-10:智能物品的目的
d100      目的
01-20     击败/击杀和自己阵营完全相反的生物*
21-30     击败/击杀奥术施法者(包括使用奥术类法术能力的生物)
31-40     击败/击杀神术施法者(包括神力存在和神祗侍仆)
41-50     击败/击杀无施法能力者
51-55     击败/击杀特定一种生物类型(见“破敌”武器描述)
56-60     击败/击杀某个特定种族或者种类的生物
61-70     保卫某个特定种族或者种类的生物
71-80     击败/击杀某个特定神祗的仆役
81-90     保卫某个特定神祗的仆役或者其计划
91-95     击败/击杀一切生物(除持有者外)
96-100    从以上随意选一

专用威能

  只有具有特定目的的智能物品在完成其目的时它才会拥有和使用专用威能。和普通威能不同,即使持有者完全掌控智能物品,他也不能随意发动其专用威能(见下“物品的反抗性”)。专用威能的施法者等级也等于物品本身的施法者等级,豁免DC基于其最高的属性值。对于专用威能的描述见表6-9.

引用
表6-9:智能物品的专用威能
d100    专用威能                                                      基础价格调整值   自我加值
01-20   物品可以自由侦测60尺内特定类型的敌人                +10000GP         +1
21-35   物品可以随意施放4级法术                                   +56000GP         +2
36-50   持有者在攻击、豁免和技能检定上获得+2幸运加值   +80000GP         +2
51-65   物品可以随意施放5级法术                                   +90000GP         +2
66-80   物品可以随意施放6级法术                                   +132000GP        +2
81-95   物品可以随意施放7级法术                                   +182000GP        +2
96-100  每月一次,物品可以对持有者使用完全再生术         +200000GP        +2

自我意识

  自我值代表了一件拥有人格的智能物品所具备的力量和魄力。智能物品的自我值等于其全部数据调整中的自我加值和其价格所对应的自我值之和(不包括为智能物品附魔的花费)。自我值决定了其持有者和智能物品谁能更好的掌控对方,具体情况见下文。

引用
表6-4:基础价格对应的自我调整值
基础物品价格             自我调整值
不高于1000GP                —
1001GP-5000GP            +1
5001GP-10000GP          +2
10001GP-20000GP        +3
20001GP-50000GP        +4
50001GP-100000GP      +6
100001GP-200000GP    +8
200001GP以上              +12

智能物品的反抗性

  当一个智能物品具有自我意识以后,它很快也会产生强烈的自我意志。智能物品通常具有坚定的阵营倾向,如果它的持有者的行为违反其阵营,或者直接违背物品的目的,物品的自我意识就会和使用者产生人格冲突——体现为智能物品反抗其持有者。一般来说,自我值达到20的智能物品总是会认为自己要优于其它人,并且只要其持有者的意见与它稍有不同就会表现出人格冲突。

  当一次人格冲突出现时,智能物品的使用者必须要进行一次意志检定(DC=物品的自我值)。如果使用者胜出,他会暂时获得智能物品的掌控权。如果他失败则物品会反过来掌控他。每次掌控的时间通常为一天或者某个特别事件发生(比如一场恶战,或者出现某个同时对智能物品和其持有者同时构成威胁的事态,由GM决定)。除此之外,在发生以下一些情况时,智能物品也会尝试夺取掌控权:

  •智能物品试图直接离开和它的阵营或取向不同的人和其他物品
  •智能物品的持有者丧失其拥有的所有魔法物品,或某类特定的物品
  •智能物品尝试控制它的持有者以完成它近在咫尺的特殊目的
  •智能物品尝试杀死一个在附近它恨之入骨的生物
  •智能物品尝试在不被持有时为自己施加魔法防护以免磨损
  •智能物品被持有者四处携带
  •智能物品的持有者试图用更符合自己阵营或者行事风格的物品替换当前物品

  在特定的情况下,智能物品甚至会以更极端的形式反抗其持有者,比如:

  •强迫持有者投入战斗
  •拒绝攻击敌人
  •反击持有者或他的盟友
  •迫使持有者向敌人投降
  •自行从持有者手中脱落

  通常情况下,只要智能物品和它的主人在阵营上不相冲突,关系也基本保持和谐的话,它一般不会反抗持有者。如果智能物品无法控制其持有者,它可能会尝试找一个意志比较薄弱的新主人任何尝试掌控他,如果这个新主人等级还比较高的话就更好了。

  一般来说,被魔法赋予智能和人格的物品通常都有极度的表现欲,特别是身处战斗时。在战斗中,一件智能物品常常会积极寻找它的同类一对一厮杀,即使它们的阵营相同,而一件智能物品通常不会容忍自己的持有者还同时使用另一件智能物品。智能物品可以自由察觉到接近其60尺内的另一件智能物品,然后如果可能的话,它们会尽力诱导自己的主人去摧毁对方。当然,这种习惯可能会受到物品自身阵营的限制。

  只要一件物品具有其意志和人格,它就不会一直心甘情愿的在被人掌握或者闭口不言,即使它们的力量不足以和持有者对抗。这些智能物品可能不会向自己的主人提太多诉求,不过只要一有机会它就会大肆宣传自己的信条和愿望。

表6-11:智能物品的特定人格表现
劇透 -   :
  很多智能物品都有类似——甚至超过一般NPC的怪癖和个性。为随机智能物品添加人格特征时可以依据此表投骰:

d100    人格特征

01   好说话,但是也总是变卦
02   总是吵吵着要钱
03   总是摆出一副神秘兮兮的样子,特别是回答问题时
04   怕生
05   会为不起眼的小事打赌
06   经常向第三者搭讪
07   在使用威能时讨价还价
08   总是会询问其他物体的味道如何
09   兴奋的时候会大吼大叫
10   无所不知的样子
11   皮笑肉不笑的礼貌
12   把道歉当口头禅
13   总是发出无力的威胁
14   黏黏糊糊,总是要求使用者在行动之前权衡得失
15   惜字如金
16   在有人倒霉时唧唧咯咯的坏笑
17   总是故意念错别人的名字
18   絮絮叨叨的祈祷
19   为一点小事溜须拍马
20   总是摆出一副惊讶的样子
21   优柔寡断
22   有一大堆个人信条,每次碰到问题都要照章解决
23   总是说“真”话
24   在不合时宜的时候征求别人的意见
25   说话字斟句酌,绝不用过激的字眼
26   很容易被小事转移注意力
27   缺乏幽默感,需要别人解释笑话的意思
28   有自己对万事万物的古怪概念,并且总是从这个角度出发去看事物
29   喜欢数数,对数字异常执着
30   习惯于在问题上妥协
31   经常性自言自语
32   撒谎但水平很差
33   经常问一些尴尬的问题,自己却混然不知
34   嘟嘟囔囔的抱怨自己糟糕的状态
35   对于批评和冲突异常敏感
36   天然呆
37   对某一种生物的缺点抱有偏见
38   依靠自己的智力欺负人
39   经常借古讽今或者把神话和现实扯到一起,但是却不加解释
40   讨厌某种地形,在其中时会大声抱怨
41   不停的问在自己感官范围外的情况
42   给自己的持有者每天要做的事安排日程
43   保守不住秘密
44   对于其他人想出好点子或者手艺表示略微的惊讶
45   经常性的发恼骚
46   暴躁易怒
47   时不时就警告前方的危险和可能的疾病
48   说话总是有所保留
49   喜欢反复咀嚼旁人刚刚说话句子中的最后一个词
50   对俏皮话和其他文字游戏异常着迷
51   在被威胁和激怒时发出类似动物的低吼
52   爱好吟诗作赋,没事就经常来两句
53   疑神疑鬼
54   鼓励自己的持有者和盟友进行有勇无谋的行动
55   管不住嘴,说话滔滔不绝
56   经常性的怀疑自己会被毁灭,以至于惊恐不已
57   对于出现问题的事物总是有自己的一套看法
58   声称自己爱上了持有者
59   经常讲些人生宇宙之类的无聊故事
60   总是建议如何让周围的事情“更有意思”一点
61   搜集自己不了解的语言片断,并且用它们替代普通语句中的类似词句
62   溺爱自己的持有者或者是携带者
63   经常无视自己的持有者
64   自怨自艾
65   经常喜欢哼一支小调
66   装作朋友,但是很明显的憎恶自己的持有者
67   对宗教活动表达公开的蔑视,认为所有的神都是骗子
68   对简单的挫折怒不可遏并且死不认输
69   把其他的物品都当做智能物品
70   没有节操,毫不顾忌计划中的道德问题并且喜欢小题大做
71   只要一天没有交谈就会变的无口
72   认为自己神经有问题
73   经常回忆自己曾经的著名持有者
74   语法和措辞异常糟糕
75   食古不化,对新鲜事物全盘否认
76   对没人有感觉的气味异常敏感
77   经常要求给自己倒上一杯麦酒或者其他酒,然后就醉了
78   喜欢唱歌但是嗓子太糟
79   对自己的困境向所有人抱怨
80   喜欢传闲话——不过以自己编的为主
81   认为其他所有生物的智能和自己相比都等而下之
82   乐观过头,总是试着用唱歌、笑话和其他的方式鼓励别人
83   在事情糟糕的时候异常轻松,而在没有麻烦的时候却瞎紧张
84   对小错误抓住不放
85   喜欢编造故事
86   避免和自己的持有者以外种族的生物交流
87   刷存在感
88   不被持有的时候就浑身不自在
89   经常盘问其他人的背景以确认他们的存在“合适”
90   对其他人的行为缺乏意识,经常要别人提醒
91   对自己的持有者具有极强的嫉妒心和占有欲
92   常常吹牛说自己参加过某些史诗级的战斗,并认为那才是黄金岁月
93   经常性的用狂热、古板或者诅咒的语言评介别人,而且基本上是错的
94   经常滔滔不绝的介绍简单的不得了的东西
95   希望自己能从物品中脱身,并且寻找其他人代替自己的位置
96   认为自己是某个被困住的神祗
97   有一个幻想出来的虚无伙伴
98   怕黑
99   经常发出意味深长的告诫
100 不喜欢说话,但是经常发出神经质的傻笑
« 上次编辑: 2016-08-12, 周五 16:02:51 由 傻豆 »

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Re: 【UE】智能物品
« 回帖 #1 于: 2013-04-19, 周五 20:59:26 »
范例智能物品

以下是一些已经完成的智能物品,可以通过制造或者添加进财宝战利品中来获得它们。

阴影之主护甲ARMOR OF THE SHADOW LORD
灵光:中等幻术系;施法者等级8;重量15磅;价格:117160GP
阵营:绝对中立;感官:黑暗视觉120尺;语言:心灵感应(邪灵语,通用语,精灵语)
属性:智力14,感知16,魅力14,自我值14

  这件+4高等暗影和高等滑溜皮甲在穿着时会像一件丝绸紧身衣一样紧密但舒适的贴在穿戴者身上。它怀有一种超越善恶的严重嗜血爱好,通过自己的心灵感应能力,护甲会不断的教导穿戴者如何保持潜行,如何躲在他人的视野之外,以及如何在合适的情况下一击夺命。穿戴者会因此获得1d6点额外的偷袭伤害,不过他必须拥有偷袭职业能力才可以获得此加值。另外,阴影之主护甲的最大敏捷加值为+10,没有奥术失败率。

制造需求:制造魔法武器和护甲,油腻术,隐形术,沉默术,制造者必须拥有偷袭职业能力,花费:58660GP

大板牙CHOMPER
灵光:强烈咒法系;施法者等级17;重量15磅;价格—
阵营:混乱邪恶;感官:30尺盲感;语言:深渊语
属性:智力10,感知14,魅力13,自我值17

  与大部分大部分吞噬袋(bags of devouring)喜欢把自己伪装成人畜无害的袋子不同,大板牙要比它们更加恶质。这个智能诅咒物品喜欢拨弄自己成排的锋利牙齿,对人态度恶劣而且渴望吞吃一切。大板牙把自己看做是一个未知生物“万物吞噬者”的一张好用的大嘴,它对一切生物——除了恶魔,它和它们有类似的兴趣爱好——都没有好感。

  大板牙的功能和一个普通的吞噬袋类似,不过除此之外,它还有以下威能:

  •以一个标准动作,大板牙的携带者可以拽着它的带子用这个吞噬袋攻击5尺半径内的一个生物或者无主物品。大板牙本身(而非携带者)可以对该目标发动一次啮咬攻击,攻击加值为14,造成1d10+5点伤害附加2点流血伤害。这个攻击不会触发借机攻击,不过也无法从携带者处获得任何增益。
  •当大板牙的持有者是非恶魔生物时,这个被诅咒的袋子会导致他在所有攻击、豁免、属性和技能检定上受到-1减值。如果大板牙成功的掌控了它的(非恶魔)持有者,它会尽力让持有者带着它去四处寻找能填饱自己的受害者。

正常物品:次元袋III

却敌之锤HAMMER OF ENEMIES
灵光:中等咒法系;施法者等级10;重量10磅;价格:54212GP
阵营:混乱中立;感官:黑暗视觉30尺;语言:通用语
属性:智力10,感知16,魅力14,自我值14

  这把特殊的+3破敌战锤总是愿意在战斗打响时帮助其持有者更快更好的砸烂对手。在没有战斗时,战锤会喋喋不休的抱怨和诅咒生活的无聊,而在有机会和敌人交手总是高唱残酷的战歌。在进入战斗时,战锤会警告它的持有者附近潜在的敌人,而且因为它只享受战斗的乐趣,它不会为不同阵营的持有者——只要它也乐与人斗——造成负向等级。除此之外,每天3次却敌之锤可以自由改变自己的破敌类型,选择的破敌类型会持续到持有者选择新的生物类型为止。

制造需求:制造魔法武器和防具;5级召唤怪物,花费27262GP

预兆权杖HARBINGER ROD
灵光:中等变化系;施法者等级8;重量5磅,价格44200GP
阵营:守序善良;感官:30尺;语言:心灵感应(天界语;巧言术)
属性:智力10,感知13,魅力12,自我值10

  这柄铜质权杖的杖身是一系列互相嵌合,不断旋转的齿轮结构组成的。大多数持有者都认为这支权杖事实上是一名另一种形态的预兆神使(怪物手册III,18页)。不过权杖还有其他好几种有用的变形,只要它的持有者是守序善良阵营,在他拥有权杖后24小时他就可以命令权杖变形为任何物品,包括一副开门响管(chime of opening)。这支诙谐而聪慧的权杖还会不时通过心灵感应用天界语和巧言术同它的持有者聊天。另外,预兆权杖还具有以下威能:

  •每天3次通过一个命令,权杖的持有者可以使用次元门,如同同名法术。
  •每天一次通过一个命令,权杖会施放出一道能量波,对所有邻接持有者的生物造成2d6力场伤害。该伤害可以通过一个DC12的反射检定减半,不过权杖的持有者也可以告诉权杖避开那些生物,只攻击他的敌人。
 
目的:预兆权杖的目的是消灭和阻止混乱邪恶的生物以及它们的阴谋。

制造需求:打造权杖,次元门,敲击术,爆裂符文,制造者必须是守序善良阵营。花费:22100GP

先贤头带HEADBAND OF SAGE
灵光:中等预言系;施法者等级10;重量1磅;价格:71300GP
阵营:多种;感官:30尺;语言:心灵感应(通用语及10种任意语言)
属性:智力20,感知16,魅力12,自我值20

  只要它认为“学生”合适,这条有自主意识的+6智力头带就会把自己的智慧和经验倾囊相授给它的穿戴者。头带的阵营可能是多种多样的,但是它的目的只有教授自己的知识。首先,它具有和理解语言和阅读魔法头盔(helm of comprehend languages and read magic)相同的作用。此外,和普通的+6睿智头带提供的技能等级不同,先贤头带会在6项不同的技能上各提供4个技能等级,不过它们必须全部都是知识技能。头带会提供心灵感应,用通用语,或者它所知的10中语言中的一种向穿戴者解释这些智慧。另外每周一次通过一个命令。穿戴者可以说服头带为他施放法术通晓传奇,不过持续时间照常。

制造需求:制造奇物,理解语言,狐之狡黠,通晓传奇,阅读魔法,花费:35650GP

黄金将军之盔HELMET OF THE GOLDEN GENERAL
灵光:强烈预言系;施法者等级13;重量3磅;价格62000
阵营:中立善良;感官:30尺;语言:通用语和其他4种语言
属性:智力14,感知16,魅力14,自我值14

  这顶嵌满宝石的金色头盔具有和征服王冠(crown of conquest)类似的功能,并且会为穿戴者提供3个演武或者团队专长。穿戴者可以选择其中的一个专长,如同该专长在他的专长列表中一样。该专长必须在物品创造时选定,一旦选定就不能更改。穿戴必须在戴上此头盔后24小时才能获得此演武或是团队专长。
 
  这顶头盔可以通过护鼻处镶嵌的一颗红宝石与穿戴者交流。头盔理解通用语和其他4种语言,它总是会以十分自信——甚至是略微傲慢的口气指挥战斗、提振士气和嘲笑低劣的战术错误,当然也会为穿戴者和他的盟友通过战斗帮助,它可以使用以下威能:

  •每天3次,头盔可以为穿戴者或者30尺范围内的一个盟友提供等同于法术克敌机先的增益效果。

  •每天3次,头盔可以通过一个自由动作破坏30尺范围内敌人的士气,如同使用了威吓技能检定。头盔的威吓技能加值为+17

制造需求:创造奇物,拥有此物品提供的演武或团队专长,祝福术,鹰之威仪,祈祷术,恐吓术,克敌机先,花费:31000GP

雷电之弓LIGHTNING BOW
灵光:强烈塑能系;施法者等级17;重量3磅;价格54300GP
阵营:绝对中立;感官:120尺;语言:风族语
属性:智力6,感知11,魅力11,自我值9

  这副弓被凡人称为雷电之弓的原因显而易见:因为一只闪电元素正被封印在其中。这只生物因为因为某种原因自愿寄身在这件武器中为他人效力至少100年。雷电之弓是一把+3适应复合长弓,作为它的族类中相当智慧和高傲的一员,这个闪电元素会责备那些没办法念出他又长又晦涩的真名(读音大概跟木头被火烤的吱吱响差不多)的家伙。雷电之弓中的元素只会说风族语,而且绝对不会射击其他具有元素亚种的生物,不过也有其他一些雷电之弓被禁止攻击其他种类的生物,根据其原来的历史而定。比如一把雷电之弓可能立誓不攻击某个火巨灵苏丹、火巨人或是红龙。除此之外,雷电之弓还具有以下威能:

  •雷电之弓不需要弹药,每次持有者拉开弓时,它就会自动生成一支+3电击箭矢或者+3光能箭矢(由持有者决定)。
  •每天3次,雷电之弓的持有者可以以迅捷动作施放克敌机先。不过这个效果只有在使用雷电之弓攻击的时候才能生效。
  •每天3次,雷电之弓的持有者可以以类法术能力的形式使用法术闪电束

制造需求:制造魔法武器和防具,召雷术,一只自愿服从创作者100年的巨型闪电元素,花费:27300GP

不谐鲁特琴LUTE OF DISCORD
灵光:中等附魔系;施法者等级112;重量3磅;价格37900GP
阵营:混乱中立;感官:黑暗视觉120尺;语言:通用语和其他4种语言
属性:智力14,感知14,魅力18,自我值14

  这件用黑木精雕细刻,装饰着贝母和黄金蚀刻的鲁特琴在使用时视为精制品乐器。不谐鲁特琴会用心灵感应在暗中低声指导它的持有者如何演奏,使任何生物在使用此鲁特琴进行技能表演(弦乐)检定时获得+2表现加值。另外,不谐鲁特琴还会为它的使用者带来以下能力:

  •每天3次,如果鲁特琴的使用者在技能表演(弦乐)上拥有至少6个技能等级,他就可以用刺耳鲁特琴弹奏一段恐怖的旋律以造成一个法术谋杀指令UM的效果。
  •每天3次,如果鲁特琴的使用者在技能表演(弦乐)上拥有至少6个技能等级,他就可以用刺耳鲁特琴弹奏一段的嘈杂的旋律以造成法术扰人噪音UM(施法者等级3)的效果。
  •每天一次通过命令,如果鲁特琴的使用者在技能表演(弦乐)上拥有至少6个技能等级,他就可以用刺耳鲁特琴弹奏一段低沉的旋律以造成一个法术回声定位UM的效果(施法者等级4)。

制造需求:制造奇物,扰人噪音(UM),谋杀指令(UM),回声定位(UM),花费:18950GP

超魔师的学徒METAMAGICIAN’S APPRENTICE
灵光:强烈预言系;施法者等级18;重量5磅;价格93605GP
阵营:守序中立;感官:120尺;语言:通用语及其他8种语言
属性:智力18,感知14,魅力10,自我值20

  这支纤细的金属权杖通常有一端被雕成一个年轻男/女法师面孔的形状。传说一个异常冷酷的法师和术士集团创造了第一支这种权杖——他们将自己最有潜力学徒们的心智抽取出来封在权杖中,希望能借此获得更强的力量。

  被封在权杖中的学徒意志并不自由,但是它仍然知道反抗的意义。在正常情况下,权杖会无条件服从持有者的命令,不过有时候困在权杖中的智能也会通过心灵感应,谦卑的向持有者抱怨一群活人的心灵呆在一件无生命的物体中是多么难以忍受——虽然基本上不会有几个拥有者在意它们。一般善良的生物绝对不会去制造一支超魔师的学徒,但是他还是可以持有一支。

  这把权杖可以视作一把+1轻型硬头锤,也可以通过一个命令变形成一支+1/+1铁头法杖然后变回来。

  超魔师的学徒知道4个超魔专长(一般只限于比正常法术高1-2个法术位的专长,比如法术默发和法术增效),并且在使用这些专长时视为一支高等超魔权杖。权杖每次只能为持有者的一个法术提供一个超魔效果,不过(就和普通的超魔权杖一样),持有者自己的超魔能力可以和权杖给予的同时生效。

  超魔师的学徒可以随意使用阅读魔法和侦测魔法法术,并且不会受到过强的法术灵光影响。同样,这些能力也不会激活通过阅读生效的法术(比如爆裂符文)。此外,权杖还会为持有者在3项知识技能上提供+2表现加值,这3个技能必须在权杖被制造时决定(而且学徒智能中的3个必须知道这些知识)且不能更改。通常情况下,这3项知识技能总是包括知识(奥术)。

  大多数超魔师的学徒是守序中立的,不过其他阵营的权杖也确实存在。

一旦超魔师的学徒取得了掌控权,它就会指挥持有者想办法施放其中的灵魂,或者干脆摧毁权杖让这些智能得以安息。

制造需求:打造权杖,制造者了解权杖的4个超魔专长,花费:47105GP

执念戒指OBSESSION RING
灵光:中等防护系;施法者等级9;重量—;价格116500GP
阵营:多种;感官:30尺语言:心灵感应(通用语和其他7种语言)
属性:智力17,感知10,魅力13,自我度11

  这种+3防护戒指每一枚的外形都各不相同。同样的,它们的人格倾向和阵营也各不相同。每一枚戒指都有一种执念亟待完成,可以参照表6-10:智能物品的目的以决定其执念。当戒指正在全力追求其目标时,它的自我值视为额外+10。

  拥有“工作狂”种族特性的侏儒人物对执念戒指的看法有一种独到的理解。他们在对抗戒指的掌控尝试时在意志检定上具有+5加值。

  如果一枚执念戒指的持有者正在进行和戒指的目标一致的行为,戒指会给予其持有者以下这些可用威能。不过一旦戒指觉得它的主人不在帮助它实现执念,它就会自动关闭这些能力:
 
•戒指的防御力增加,相当于防护戒指+5。
•如果戒指的持有者正在攻击与戒指执念一致的生物,戒指会为他的攻击检定添加+2幸运加值。
•每天3次,戒指可以允许持有者重投一次豁免检定,并且在这次检定中持有者获得+4幸运加值。

当然,这枚戒指在如何实现自己的目标方面表现的相当狂热,并且会经常性的用沟通能力催促它的持有者去完成它的执念。

制造需求:锻造戒指,信仰之盾,制造者必须有15个等级(人物是侏儒的话只需要9个等级),花费:58250GP。

不可名状之杖(次级)ROD THAT SHOULD NOT BE (Lesser)
灵光:中等防护系;施法者等级9;重量8磅;价格:12000GP
阵营:混乱邪恶;感官30尺;语言:无
属性:智力5,魅力10,魅力8;自我值3

不可名状之杖(高等)(Greater)
灵光:强烈防护系;施法者等级16;重量8磅;价格:40000GP
阵营:混乱邪恶;感官:黑暗视觉120尺;语言:心灵感应(邪灵语)
属性:智力10,魅力10,魅力8;自我值6

  这支权杖其实是一支灌注了魔法能量的,几乎毫无心智的异怪肢体,它萎缩的触手就伸在权杖的一端上。虽然权杖有独立的意识,但是它的心智并不会通过语言、心灵感应或者是情绪和持有者沟通。如果不受限制的话,权杖会主动攻击任何在它攻击范围内的活物,所以如果使用者不能看住它(比如需要休息的时候),那就最好把它塞进背包或者用什么东西盖住免得权杖随意袭击旁人甚至使用者本身。

  通过一个命令,这条触手会立刻以近战接触攻击(攻击加值为+8)攻击一个邻接的目标。如果成功命中,触手会造成2d8点强酸伤害并且目标必须通过一个DC14的意志检定,否则将麻痹1轮。触手造成的麻痹是一个影响心灵的效果。

  高等形态的不可名状之杖具有4条触手,在受到命令时会同时攻击一个目标(攻击加值+12)。触手会总共造成4d8点强酸伤害并且目标必须通过一个DC18的意志检定,否则麻痹将1轮。触手造成的麻痹是一个影响心灵的效果。

物品目的:侍奉一个嗜杀成性的拥有者

制造需求:3级召唤怪物(次级),花费:6000GP;4级召唤怪物(高等)花费:20000GP

魔法师之盾 SHIELD OF MAGE
灵光:中等预言系;施法者等级11;重量5磅;价格:14500GP
阵营:绝对中立;感官30尺;语言:心灵感应(通用语以及其他6种语言)
属性:智力16,感知10,魅力10,自我值6

  这是一面有智能的术者之盾(caster’s shield),除了其本身准备好的一张待使用的法术卷轴外,它还同时了解持有者所知的所有奥术魔法。一旦盾牌自带的卷轴被使用,它就会自动随机将一个持有者的已知奥术魔法制成卷轴替换已经使用的那张。此盾牌没有奥术失败率,并且可以随意使用法术阅读魔法。盾牌有一个和持有者争论什么能力造成的破坏最大的爱好,不过除此之外它会一丝不苟的执行使用者的命令。

制造需求:制造魔法武器和防具,抄写卷轴,制造者必须拥有至少14个奥术施法者职业等级花费:7250GP。

歌唱之剑SINGING SWORD
灵光:强烈附魔系;施法者等级14;重量4磅;价格:165315GP
阵营:混乱善良;感官30尺;语言:通用语和其他4种语言
属性:智力14,感知12,魅力18,自我值17

  一名不愿意人亡音息的游吟诗人灵魂栖居在这把+2锋锐舞空长剑中。长剑本身会一直不停的唱着歌谣,持有者必须通过一个DC15的交涉或者威吓检定让它暂时收声——不过最多只有10分钟,加上检定结果每超过DC5点的额外10分钟。长剑的言语交谈也是以类似吟唱的形式发出的,除此之外,歌唱之剑还具有以下威能:
 
  •每天22轮,歌唱之剑可以使用和游吟诗人相同的表演能力,不过只能使用破咒曲、清心、迷魂曲、激发勇气和提振技能这几个能力。在使用这些技能时,长剑被视为8级游吟诗人。

  •每天3次,歌唱之剑可以施放法术英勇谢幕曲APG

制造需求:制造魔法武器和防具,锋锐术,活化物品,一名自愿的8级游吟诗人灵魂,花费:500GP。



劇透 -   :
Intelligent Items
 
Among the most miraculous of magic items are those that possess an intelligence of their own, those wondrous treasures that step beyond the realm of mere tools to true allies. Magically imbued with sentience, these items think and feel the same way characters do and warrant being treated like NPCs. 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.
 
Intelligent items can actually be considered creatures because they have Intelligence, Wisdom, and Charisma scores and should be treated as constructs. They often have the ability to illuminate their surroundings at will (as magic weapons do), and many cannot see otherwise.
 
Unlike most magic items, intelligent items can activate their own powers without waiting for a command word from their owner. Intelligent items act during their owner's turn in the initiative order.

Designing an Intelligent Item
 
All intelligent magic items possess similar properties. All must have an alignment, mental ability scores, languages, senses, and at least one other special ability. These statistics and abilities can be improved during creation, increasing the item's overall cost. Many of these abilities add to an item's Ego score. Intelligent items with high Ego scores are difficult to control and can sometimes take control of their owners, making them dangerous to possess.
 
An intelligent magic item has a base price increase of 500 gp. When determining the total value of an intelligent item, add this value to the sum of all its additional abilities's prices before adding them to the magic item's base price.

Intelligent Item Alignment
 
Any item with intelligence has an alignment. Note that intelligent weapons already have alignments, either stated or by implication. If you're generating a random intelligent weapon, that weapon's alignment must fit with any alignment-oriented special abilities it has.
 
Any character whose alignment does not correspond to that of the item (except as noted by the asterisks on the table below) gains one negative level if he 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 by restoration spells). this negative level is cumulative with any other penalties the item might place on inappropriate wielders. items with ego scores of 20 to 29 bestow two negative levels. items with ego scores of 30 or higher bestow three negative levels.

Intelligent Item Alignment
 


d%

Alignment of Item

 


01–10

Chaotic good

 

11–20

Chaotic neutral*

 

21–35

Chaotic evil

 

36–45

Neutral evil*

 

46–55

Lawful evil

 

56–70

Lawful good

 

71–80

Lawful neutral*

 

81–90

Neutral good*

 

91–100

Neutral

 


* The item can also be used by any character whose alignment corresponds to the non-neutral portion of the item's alignment.


Intelligent Item Ability Scores
 
Intelligent magic items possess all three mental ability scores: Intelligence, Wisdom, and Charisma. Each one of these ability scores begins at a value of 10, but can be increased to as high as 20. The table below shows the cost to increase one of the item's ability scores. This cost must be paid for each ability score raised above 10. For example, an intelligent magic item with a Intelligence 15, Wisdom 12, and Charisma 10 would cost at least 2,400 gp more than the base item (including the 500 gp for being an intelligent item).

Intelligent Item Ability Scores
 


Score

Base Price Modifier

Ego Modifier

 


10





 

11

+200 gp



 

12

+500 gp

+1

 

13

+700 gp

+1

 

14

+1,000 gp

+2

 

15

+1,400 gp

+2

 

16

+2,000 gp

+3

 

17

+2,800 gp

+3

 

18

+4,000 gp

+4

 

19

+5,200 gp

+4

 

20

+8,000 gp

+5


Languages Spoken by Item
 
Like a character, an intelligent item understands Common plus one additional language per point of Intelligence bonus. Choose appropriate languages, taking into account the item's origin and purposes. If the item does not possess speech, it can still read and understand the languages it knows.

Senses and Communication
 
Every intelligent magic item begins with the ability to see and hear within 30 feet, as well as the ability to communicate emphatically with its owner. Empathy only allows the item to encourage or discourage certain actions through urges and emotions. Additional forms of communication and better senses increase the item's cost and Ego score.
 
Empathy (Su): Empathy allows the item to encourage or discourage certain actions by communicating emotions and urges. It does not allow for verbal communication.
 
Speech (Su): An intelligent item with this ability can speak out loud using any of the languages it knows.
 
Telepathy (Su): Telepathy allows an intelligent item to hold private mental conversations with its wielder, regardless of their known languages. The wielder must be touching the item to communicate in this way.
 
Senses: Senses allow an intelligent magic item to see and hear out to the listed distance. Adding darkvision or blindsense grants the use of those senses at the same range.
 
Read Languages (Ex): The item can read script in any language, regardless of its known languages.
 
Read Magic (Sp): An intelligent magic item with this ability can read magical writings and scrolls as if through read magic. This ability does not allow the magic item to activate scrolls or other items. An intelligent magic item can suppress and resume this ability as a free action.

Intelligent Item Senses and Communication
 


Ability

Base Price Modifier

Ego Modifier

 


Empathy





 

Speech

+500 gp



 

Telepathy

+1,000 gp

+1

 

Senses (30 ft.)





 

Senses (60 ft.)

+500 gp



 

Senses (120 ft.)

+1,000 gp



 

Darkvision

+500 gp



 

Blindsense

+5,000 gp

+1

 

Read languages

+1,000 gp

+1

 

Read magic

+2,000 gp

+1


Intelligent Item Powers
 
Each intelligent item should possess at least one power, although some might possess a host of powers. To find the item's specific powers, roll on or choose from the table below. All powers function at the direction of the item, though intelligent items generally follow the wishes of their owner. Activating a power or concentrating on an active one is a standard action for the item. The caster level for these effects is equal to the item's caster level. Save DCs are based on the item's highest mental ability score.

Intelligent Item Powers
 


d%

Item Power

Base Price Modifer

Ego Modifier

 


01–10

Item can cast a 0-level spell at will

+1,000 gp

+1

 

11–20

Item can cast a 1st-level spell 3/day

+1,200 gp

+1

 

21–25

Item can use magic aura on itself at will

+2,000 gp

+1

 

26–35

Item can cast a 2nd-level spell 1/day

+2,400 gp

+1

 

36–45

Item has 5 ranks in one skill*

+2,500 gp

+1

 

46–50

Item can sprout limbs and move with a speed of 10 feet

+5,000 gp

+1

 

51–55

Item can cast a 3rd-level spell 1/day

+6,000 gp

+1

 

56–60

Item can cast a 2nd-level spell 3/day

+7,200 gp

+1

 

61–70

Item has 10 ranks in one skill*

+10,000 gp

+2

 

71–75

Item can change shape into one other form of the same size

+10,000 gp

+2

 

76–80

Item can fly, as the spell, at a speed of 30 feet

+10,000 gp

+2

 

81–85

Item can cast a 4th-level spell 1/day

+11,200 gp

+2

 

86–90

Item can teleport itself 1/day

+15,000 gp

+2

 

91–95

Item can cast a 3rd-level spell 3/day

+18,000 gp

+2

 

96–100

Item can cast a 4th-level spell 3/day

+33,600 gp

+2

 


* Intelligent items can only possess Intelligence-, Wisdom-, or Charisma-based skills, unless they also possess some form of ability to move.


Special Purpose Items
 
Some intelligent items have special purposes that guide their actions. Intelligent magic items with a special purpose gain a +2 Ego bonus. An item's purpose must suit the type and alignment of the item. A magic item with a purpose should be treated as an individual with a goal, not a fanatical parody. For example, a purpose of "defeat/slay arcane spellcasters" doesn't mean that an intelligent 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 an end to the rule of a sorcerer-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 the wielder. 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.

The table below has a number of sample purposes that a magic item might possess. If the wielder specifically ignores or goes against an intelligent item's special purpose, the item gains a +4 bonus to its Ego until the wielder cooperates. This is in addition to the +2 Ego bonus gained by items with a special purpose.

Intelligent Item Purpose
 


d%

Purpose

Ego Modifier

 


01–20

Defeat/slay diametrically opposed alignment*

+2

 

21–30

Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities)

+2

 

31–40

Defeat/slay divine spellcasters (including divine entities and servitors)

+2

 

41–50

Defeat/slay nonspellcasters

+2

 

51–55

Defeat/slay a particular creature type (see the bane special ability for choices)

+2

 

56–60

Defeat/slay a particular race or kind of creature

+2

 

61–70

Defend a particular race or kind of creature

+2

 

71–80

Defeat/slay the servants of a specific deity

+2

 

81–90

Defend the servants and interests of a specific deity

+2

 

91–95

Defeat/slay all (other than the item and the wielder)

+2

 

96–100

Choose one

+2

 


* 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).


Dedicated Powers
 
A dedicated power operates only when an intelligent item is in pursuit of its special purpose. This determination is always made by the item. Unlike its other powers, an intelligent item can refuse to use its dedicated powers even if the owner is dominant (see Items Against Characters). The caster level for these effects is equal to the item's caster level. Save DCs are based on the item's highest mental ability score.

Special Purpose Item Dedicated Powers
 


d%

Dedicated Power

Base Price Modifier

Ego Modifier

 


01–20

Item can detect any special purpose foes within 60 feet

+10,000 gp

+1

 

21–35

Item can use a 4th-level spell at will

+56,000 gp

+2

 

36–50

Wielder gets +2 luck bonus on attacks, saves, and checks

+80,000 gp

+2

 

51–65

Item can use a 5th-level spell at will

+90,000 gp

+2

 

66–80

Item can use a 6th-level spell at will

+132,000 gp

+2

 

81–95

Item can use a 7th-level spell at will

+182,000 gp

+2

 

96–100

Item can use true resurrection on wielder, once per month

+200,000 gp

+2


Item Ego
 
Ego is a measure of the total power and force of personality that an item possesses. An item's Ego score is the sum of all of its Ego modifiers plus an additional bonus for the cost of the base magic item (excluding the cost of all of the intelligent item enhancements). An item's Ego score helps determine whether the item or the character is dominant in their relationship, as detailed below.

Ego Modifier by Base Value
 


Base Magic Item Value

Ego Modifier

 


Up to 1,000 gp



 

1,001 gp to 5,000 gp

+1

 

5,001 gp to 10,000 gp

+2

 

10,001 gp to 20,000 gp

+3

 

20,001 gp to 50,000 gp

+4

 

50,001 gp to 100,000 gp

+6

 

100,001 gp to 200,000 gp

+8

 

200,001 gp and higher

+12


Items against Characters
 
When an item has an Ego of its own, it has a will of its own. The item is 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, a personality conflict results—item against character. 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 = the item's Ego). If the possessor succeeds, she is dominant. If she fails, the item is dominant. Dominance lasts for 1 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, as determined by the GM). Should an item gain dominance, it resists the character's desires and demands concessions such as any of the following:
 •Removal of associates or items whose alignment or personality is distasteful to the item.
 •The character divesting herself of all other magic items or items of a certain type.
 •Obedience from the character so the item can direct where they go for its own purposes.
 •Immediate seeking out and slaying of creatures hateful to the item.
 •Magical protections and devices to safeguard the item from molestation when it is not in use.
 •That the character carry the item with her on all occasions.
 •That the character relinquish the item to a more suitable possessor due to alignment differences or conduct.
 
In extreme circumstances, the item can resort to even harsher measures, such as the following:
 •Force its possessor into combat.
 •Refuse to strike opponents.
 •Strike at its wielder or her associates.
 •Force its possessor to surrender to an opponent.
 •Cause itself to drop from the character's grasp.
 
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 natural rivals, even with others of the same alignment. No intelligent item wants to share its wielder with other intelligent magic items. An intelligent item is aware of the presence of any other intelligent item within 60 feet, and such an intelligent item usually tries its best to mislead or distract its host so that 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 that possess them, even though they might never successfully control their possessors. They might be powerless to force their demands, but most remain undaunted and continue to air their wishes and preferences.

Intelligent Item Personality Quirks
 

Many intelligent items have personalities as quirky and robust as any other NPC. Roll on the following table to determine one or more personality quirks for intelligent items.
 


d%

Personality Trait

 


01

Always agrees with people, but changes its mind quickly

 

02

Is very noisy about treasure

 

03

Act mysteriously and answers questions poetically



04

Doesn't like new people

 

05

Makes token bets about minor things

 

06

Refers to itself in the third person

 

07

Bargains for the use of some of its powers

 

08

Constantly asks how things taste and smell

 

09

Yells when it is excited



10

Know-it-all

 

11

Is polite but obviously insincere

 

12

Constantly apologizes as a verbal tic

 

13

Makes a lot of threats it cannot back up

 

14

Very mellow; advises people to take a philosophical approach to both success and failure

 

15

Says as little as possible

 

16

Snickers or laughs at the misfortunes of others

 

17

Calls people by the wrong name, though often consistently

 

18

Prays a lot

 

19

Is quick to praise people even for little things

 

20

Often appears surprised and slightly offended when spoken to

 

21

Does not like to make decisions

 

22

Has a list of numbered rules or maxims covering different situations and quotes them when appropriate

 

23

Tells people the "real" reason they are doing things

 

24

Asks for advice or opinions about very unlikely situations

 

25

Speaks with great formality; never uses contractions and employs bigger words than necessary

 

26

Easily distracted by minor events in the area

 

27

Usually needs someone to explain a joke or metaphor

 

28

Has a particular core belief, potentially a rather odd one, and steadfastly looks at everything through the lens of that opinion

 

29

Likes to count things and has fun with numbers

 

30

Always tries to find compromise

 

31

Is always talking to itself

 

32

Very bad liar

 

33

Asks rude questions without realizing they cause offense

 

34

Grumbles and complains about its form and plight

 

35

Very sensitive about criticism or conflict

 

36

Absent-minded

 

37

Blames a particular type of creature for its troubles

 

38

Intellectual bully

 

39

Makes allusions to events from history or mythology without bothering to explain them

 

40

Hates a particular terrain type and complains loudly while within that terrain

 

41

Constantly ask questions about things that are outside its vision

 

42

Makes a list of things for its wearer or wielder to accomplish each day

 

43

Cannot keep a secret

 

44

Seems slightly surprised when anyone else has a good idea or does something productive

 

45

Often whines

 

46

Easily angered

 

47

Constantly warns about the danger of disease

 

48

Has a stock phrase

 

49

Habitually mumbles a word that rhymes with the final word other people speak before they pause

 

50

Delighted by puns and other sorts of word games

 

51

Makes animal noises when feeling threatened or excited

 

52

A lover or literature and poetry, it takes any opportunity to spout of a line or two of prose or verse

 

53

Very superstitious

 

54

Spurs on its wielder or wearer to brave or foolhardy acts

 

55

Never uses one word when 10 will do

 

56

Constantly asks to be destroyed, but panics if taken seriously

 

57

Always has a reason why something will not work

 

58

Claims to be in love with the bearer



59

Tells boring stories about something mundane

 

60

Constantly suggests ways to make activities more "fun" and "exciting"

 

61

Collects words from languages it doesn't know, and uses them in place of words in the language it most commonly uses

 

62

Dotes on its wearer or wielder

 

63

Often ignores its wearer or wielder

 

64

Loathes itself



65

Occasionally chants annoying little rhymes

 

66

Acts as if it is friends with, but obviously hates, its wearer or wielder

 

67

Openly scornful of organized religion and believes all gods are selfish liars

 

68

Gets angrier and more determined with each setback

 

69

Thinks most objects are intelligent items

 

70

Lacks a moral compass when making plans and often proposes horrific solutions to minor problems

 

71

Falls quiet for stretches where it will not talk to anyone for days

 

72

Believes it is losing its mind

 

73

Constantly name-drops a famous past bearer

 

74

Has terrible syntax and diction

 

75

Never tires of learning new and interesting bits of information

 

76

Complains about smells that no one else notices

 

77

Wants to be dipped in ale, wine, or other forms of alcohol, and when it is, acts drunk

 

78

Loves to sing but is tone deaf

 

79

Blames everyone else for its plight

 

80

Is a seemingly endless font of gossip—though most details are fabricated

 

81

Treats all others as lesser forms of intelligence

 

82

Very cheerful; tries to raise downcast spirits with song, jokes, and uplifting stories

 

83

Grows more and more relaxed the worse things get; conversely, on edge and nervous when things seem to go well

 

84

Constantly remembers details wrong

 

85

Makes up stories

 

86

Avoids speaking with creatures other than its wielder or wearer

 

87

Has a need for constant attention

 

88

Is a little unhinged when away from its wielder or wearer

 

89

Questions others about their background in order to determine if they are "suitable"

 

90

Is often confused by the deeds of others and regularly asks about the reason for certain actions

 

91

Very jealous and possessive about its wielder or wearer

 

92

Continually mentions a heroic battle it participated in and how nothing else compares

 

93

Diagnoses everyone with a mania, fixation, or curse, but is often wrong

 

94

Explains simple things that don't need explanations

 

95

Wishes it was free from its item and seeks someone who can perform such a task

 

96

Believe it is a trapped god

 

97

Has an imaginary ethereal friend

 

98

Is afraid of the dark

 

99

Admonishes people for using profanity

 

100

Rarely talks but frequently emits a drone of insane giggles


Specific Intelligent Items
 
The following are examples of specific intelligent items that can be crafted or found in treasure hoards.

Armor of the Shadow Lord
 
Price 117,160 gp; Aura moderate illusion; CL 8th; Weight 15 lbs.
 
Alignment neutral; Senses 120 ft., darkvision
 
Intelligence 14; Wisdom 16; Charisma 14; Ego 14
 
Language telepathy (Aklo, Common, and Elven)
 
This suit of +4 greater shadow greater slick leather armor fits as snugly as a tight suit of silk against its wearer's skin and harbors an amoral and bloodthirsty intelligence. Via the telepathy it shares with its wielder, the armor gives constant advice on how to be stealthy, reach out of the way spots, and get the drop on foes. It also grants an extra +1d6 points of sneak attack damage, but the wearer must already have the sneak attack class feature to gain this bonus. Furthermore the armor has a maximum Dexterity bonus of +10 and no arcane spell failure.
 
Construction Requirements
 
Cost 58,660 GP
 
Craft Magic Arms and Armor, grease, invisibility, silence, creator must have the sneak attack class feature

Chomper
 
Price None; Aura strong conjuration; CL 17th; Weight 15 lbs.
 
Alignment chaotic evil; Senses 30 ft., blindsense
 
Intelligence 10; Wisdom 14; Charisma 13; Ego 17
 
Language speech (Abyssal)
 
Most bags of devouring appear to be normal sacks, but Chomper is unlike most bags of devouring. Sporting rows of vicious teeth, a bad attitude, and a thirst to devour all things, this intelligent cursed item believes that it is the favored maw and most important appendage of a creature it mysteriously refers to as the Eater of All. Chomper hates all creatures except for demons, whom it considers kindred spirits of destruction.
 
Chomper has all of the magical abilities of a regular bag of devouring, along with the following additional powers.
 •As a standard action, Chomper's possessor can swing the bag by its straps in an attempt to strike any single creature or unattended item within a 5-foot radius. Chomper (not the wielder) can then make a single bite attack against the target. This bite has a +14 attack bonus and deals 1d10+5 points of damage plus 2 points of bleed damage. This action does not provoke attacks of opportunity. Attacks made in this way are never modified by the wielder's abilities.
 •When a non-demon is in possession of Chomper, the bag's cursed aura imparts a –1 penalty on all of its wielder's attack rolls, saving throws, skill checks, and ability checks. If Chomper manages to gain dominance over a non-demon wielder through a personality conflict, it directs its bearer to seek out victims to feed to it.
 
Intended Magic Item
 
bag of holding type III

Hammer of Enemies
 
Price 54,212 gp; Aura moderate conjuration; CL 10th; Weight 5 lbs.
 
Alignment chaotic neutral; Senses 30 ft., darkvision
 
Intelligence 10; Wisdom 16; Charisma 14; Ego 14
 
Language speech (Common)
 
This special +3 bane warhammer seeks only to crush the enemy of its wielder in battle. The hammer can speak Common, constantly mutters, curses when it is not engaged in battle, and sings deeply of its love of carnage when it is being used in a fight. The hammer of enemies is always eager to point out potential enemies within its vision. Because of its bloodlust it does not bestow negative levels on creatures that do not share its alignment—it is willing to fight for anyone. Additionally, three times per day, the hammer of enemies can change the creature type of its bane ability. A creature type remains until a new one is chosen.

Construction Requirements
 
Cost 27,262 GP
 
Craft Magic Arms and Armor; monster summoning IV

harbinger rod
 
Price 44,200 gp; Aura moderate conjuration; CL 8th; Weight 5 lbs.
 
Alignment lawful good; Senses 30 ft.
 
Intelligence 10; Wisdom 13; Charisma 12; Ego 10
 
Language telepathy (Celestial; truespeech)
 
This copper rod is made up of constantly grinding gearlike parts. It is believed that these rods may be some alternate or lesser form of harbinger archons. The rod can take may useful forms, and after 24 hours in the possession of a lawful good creature, the wielder can command it to take the form of any tool, including a chime of opening. Very intelligent and witty, these rods communicate with their wielders in truespeech or Celestial. Furthermore, the rod has the following powers.
•Three times per day, on command, the rod's wielder can use dimension door, as the spell.
 •Once per day, on command, the rod can emit a blast of energy that deals 2d6 points of force damage to creatures adjacent to the wielder. A successful DC 12 Reflex save halves the damage. The wielder can choose to omit any target from this blast that it desires, damaging only the foes it chooses.
 
The rod's purpose is to destroy or foil the plans of chaotic evil creatures.

Construction Requirements
 
Cost 22,100 GP
 
Craft Rod, dimension door, knock, explosive runes, creator must be lawful good

Headband of the sage
 
Price 71,300 gp; Aura moderate divination; CL 10th; Weight 1 lb.
 
Alignment varies; Senses 30 ft.
 
Intelligence 20; Wisdom 16; Charisma 12; Ego 20
 
Language telepathy (Common and 10 other languages)
 
A headband of vast intellect +6 also holds a consciousness that shares its knowledge and education with a suitable wearer. This intellect can be of any alignment and its only purpose is to share its vast knowledge with its wearer. The headband also functions as a helm of comprehend languages and read magic. Furthermore, instead of granting the normal skill ranks of a headband of vast intellect +6, this headband grants 4 ranks in six skills, but all of those skills must be Knowledge skills. It grants such intelligence by a stream of constant whispers and arguments that the headband communicates telepathically in Common or in one of 10 other languages it knows. Once per week on command, the wearer can also convince the headband to use legend lore as the spell, though the casting time is only a standard action.

Construction Requirements
 
Cost 35,650 GP
 
Craft Wondrous Item, comprehend languages, fox's cunning, legend and lore, read magic

Helmet of the Golden General
 
Price 62,000 gp; Aura strong divination; CL 13th; Weight 3 lbs.
 
Alignment neutral good; Senses 30 ft.
 
Intelligence 14; Wisdom 16; Charisma 14; Ego 14
 
Language speech (Common and four other languages)
 
This golden gem-studded helmet acts like a crown of conquest and grants its wielder three performance or teamwork feats. The wearer can use each of these feats as if it were on his feat list. Once chosen, at the time of the item's creation, these feats cannot be changed. The helmet must be worn for 24 hours in order to gain the teamwork or performance feats.

Furthermore this helmet can speak through a central ruby that sits over the nose guard of the helmet. It knows Common and four other languages. These helmets are always confident—even arrogant—and give a running commentary of the battle, praising heroism, chiding tactical missteps, and giving its wearer and its allies martial advice. It has the following other powers.
 •Three times per day, it can affect its wearer or an ally within 30 feet as the true strike spell.
 •Three times per day, it can attempt to demoralize all enemies within 30 feet as a free action, as if using the Intimidate skill. The helmet's Intimidate is bonus +17.
 
Construction Requirements
 
Cost 31,000 GP
 
Craft Wondrous Item, the item's performance and teamwork feat, bless, eagle's splendor, prayer, scare, true strike

Lightning Bow
 
Price 54,300 gp; Aura strong evocation; CL 17th; Weight 3 lbs.
 
Alignment neutral; Senses 120 ft.
 
Intelligence 6; Wisdom 11; Charisma 11; Ego 9
 
Language speech (Auran)
 
This intelligent item is called a lightning bow by mortals, a name is seen as a slight to the lightning elemental trapped within it—a creature honor-bound to serve in the bow for no less than 100 years. Each of these +3 adaptive composite longbows is a haughty and often highly intelligent member of its race, who chides those who don't know its true name—which is often a complicated series of high pitched squeaks, like live wood burning on a pyre. The elemental in a lightning bow only speaks Auran. Lightning bows will not fire on other outsiders with the elemental subtype. Some are also bound not to attack other individuals, based on their history. For instance, one of these bows might be foresworn not to attack the Sultan of Fire, fire giants, or red dragons. Additionally, lightning bows have the following powers.
•A lightning bow needs no ammunition. With the pull of a string, it creates a +3 shock arrow or a +3 brilliant energy arrow (the wielder's choice with each shot).
 •Three times per day, the wielder can cast true strike as a swift action. The true strike can only be used with attacks made with the lightning bow.
 •Three times per day, the wielder can use lightning bolt as a spell-like ability.
 
Construction Requirements
 
Cost 27,300 GP
 
Craft Magic Arms and Armor, call lightning, the willing service of one Huge lighting elemental for at least 100 years

Lute of Discord
 
Price 37,900 gp; Aura moderate enchantment; CL 12th; Weight 3 lbs.
 
Alignment chaotic neutral; Senses 120 ft., darkvision
 
Intelligence 14; Wisdom 14; Charisma 18; Ego 14
 
Language telepathy (Common and four other languages)
 
This lute is a masterwork instrument constructed of polished ebony, with mother of pearl embellishments and gold frets. It grants any creature playing it a +2 competence bonus on Perform (string instruments) checks as it gently telepathically whispers ways the creature can improve is current performance. It also grants those who can play the lute the following abilities.
•Three times per day on command, a creature with at least 6 ranks in Perform (string instruments) can play a chord on the lute of discord to employ the murderous command spell.
 •Three times per day on command, a creature with at least 6 ranks in Perform (string instruments) can play a chord on the lute of discord to use the distracting cacophony spell (3rd level).
 •Once per day on command, a creature with at least 6 ranks in Perform (string instruments) can play a chord to use the echolocation spell (4th level caster)
 
Construction Requirements
 
Cost 18,950 GP
 
Craft Wondrous Item, distracting cacophony, echolocation, murderous command

metamagician's apprentice
 
Price 93,605 gp; Aura strong divination; CL 18th; Weight 5 lbs.
 
Alignment lawful neutral; Senses 120 ft.
 
Intelligence 18; Wisdom 14; Charisma 10; Ego 20
 
Language telepathy (Common and eight other languages)
 
This slender rod is usually capped with a metal knob resembling the face of a young male or female mage. The first rod of this type was created by a ruthless cabal of wizards and sorcerers who transferred the minds of their most promising apprentices into a set of rods for the sake of greater power.
 
The bound apprentices' intellects have no free will but retain their rebellious imaginations. Under normal circumstances, the rod must do what its wielder commands, but it can make telepathic, respectful complaints about how unhappy it is to be a group of living minds imprisoned in an inanimate object—though few wielders care. While no good creature would create a metamagician's apprentice, he or she can still wield one.

The rod can be used as a +1 light mace. On command, it transforms into a +1/+1 quarterstaff or back to its rod form.
 
A metamagician's apprentice knows four metamagic feats (limited to feats that use a spell slot one or two levels higher than the spell's actual level, such as Silent Spell and Empower Spell) and acts as a greater metamagic rod for those feats. The rod can only apply one metamagic feat to a spell at a time, though (like a metamagic rod) the wielder can use his own feats and the rod's on the same spell.
 
The rod can use read magic and detect magic at will. The metamagician's apprentice is never overwhelmed by powerful magic auras. These abilities do not trigger effects that require reading to activate (such as the explosive runes spell). The rod grants the wielder a +2 competence bonus on three Knowledge skills; these skills are determined when the rod is created (and require the apprentice to have ranks in that skill) and can never be changed. Knowledge (arcana) is almost always one of these three skills.

A typical rod of this type is lawful neutral, though rods with other alignments exist.
 
If a metamagician's apprentice becomes dominant after a personality conflict, it insists the wearer find a way to free its mind from the object or destroy the item so its mind can be at peace.
 
Construction Requirements
 
Cost 47,105 GP
 
Craft Rod, the four metamagic feats the rod is to know

Obsession Ring
 
Price 116,500 gp; Aura moderate abjuration; CL 9th; Weight —
 
Alignment varies; Senses 30 ft.
 
Intelligence 17; Wisdom 10; Charisma 13; Ego 11
 
Language telepathy (Common and seven other languages)
 
These rings of protection +3 are extremely varied in form. They can be of any alignment and each has its own unique personality and proclivities. Each ring has a specific obsession. To determine a particular obsession ring's obsession, roll on Table 6–10: Intelligent Item Purpose. When the ring is in pursuit of its purpose, its Ego is 10 points higher than normal.
 
Gnomes with the obsession racial trait have a unique understanding of the ring's mentality and gain a +5 bonus on Will saving throws to resist the obsession ring's attempts to dominate the wearer.
 
When an obsession ring is engaged in action directly related to its obsession, it grants its wearer the following powers, but can choose to withhold such powers if it does not believe their uses would further its obsession.
•The ring functions as a ring of protection +5.
 •The ring grants its wearer a +2 luck bonus on attack rolls against creatures its obsession is sworn to defeat.
 •Three times per day, the ring can allow its wearer to reroll any saving throw. The wearer gains a +4 luck bonus on the saving throw reroll.
 
These rings are typically quite emphatic on their desire to fulfill their obsessions, and frequently communicate with their wielder to encourage pursuit of this goal.
 
Construction Requirements
 
Cost 58,250 GP
 
Forge Ring, shield of faith, creator must be 15th level (or 9th level if the creator is a gnome)

Rod that Should Not Be (lesser)
 
Price 12,000 gp; Aura moderate abjuration; CL 9th; Weight 8 lbs.
 
Alignment chaotic evil; Senses 30 ft.
 
Intelligence 5; Wisdom 10; Charisma 8; Ego 3
 
Language None

Rod that Should Not Be (greater)
 
Price 40,000 gp; Aura strong abjuration; CL 16th; Weight 8 lbs.
 
Alignment chaotic neutral; Senses 120 ft., darkvision
 
Intelligence 10; Wisdom 10; Charisma 8; Ego 6
 
Language telepathy (Aklo)
 
This rod is a fusion of magic and the limb of a dangerous, nearly mindless aberration. This rod features a single writhing tentacle at one end. The rod contains the mind of a living creature, but it does not have the ability to communicate via speech, empathy, or telepathy. If allowed, the rod attempts to attack creatures within reach, and must be stowed in a bag or backpack when the wielder is sleeping to keep it from grasping at the wielder or other creatures.
 
On command, the tentacle attacks an adjacent creature as a melee touch attack (attack bonus +8). On a successful hit, the tentacle deals 2d8 points of acid damage and the target must succeed at a DC 14 Will saving throw or be paralyzed for 1 round. This paralysis is a mind-affecting fear effect.
 
The greater version of this rod has four tentacles, which attack the same target simultaneously on command (attack bonus +12). The tentacles collectively deal 4d8 points of acid damage and the target must succeed at a DC 18 Will saving throw or be paralyzed for 1 round. This paralysis is a mind-affecting fear effect. The greater rods have a dedicated purpose: serve a bloodthirsty master.

Construction Requirements
 
Summon monster III (lesser) 6,000 gp
 
Summon monster V (greater) 20,000 gp

Shield of the Mage
 
Price 14,500 gp; Aura moderate divination; CL 11th; Weight 5 lbs.
 
Alignment neutral; Senses 30 ft.
 
Intelligence 16; Wisdom 10; Charisma 10; Ego 6
 
Language telepathy (Common and six other languages)
 
This caster's shield always has one arcane scroll and knows the same arcane spells as the wielder. When the spell on the scroll is cast, another scroll of a spell the wielder knows randomly manifests to replace it. The shield has no arcane spell failure. The shield can also read magic. It will often debate with its wielder for the most devastating course of action, but does what the wielder commands.
 
Construction Requirements
 
Cost 7,250 GP
 
Craft Magic Arms and Armor, Scribe Scroll, creator must be an arcane spellcaster of at least 14th level

Singing Sword
 
Price 165,315 gp; Aura strong enchantment; CL 14th; Weight 4 lbs.
 
Alignment chaotic good; Senses 30 ft.
 
Intelligence 14; Wisdom 12; Charisma 18; Ego 17
 
Language speech (Common and four other languages)
 
This +2 keen dancing longsword is infused with the soul of a bard who chose to instill his consciousness into a weapon rather than to see his voice die. The sword constantly sings. The only way to silence it to a whisper is with a DC 15 Diplomacy or Intimidate check, and even this only quiets the sword for 10 minutes plus another 10 minutes for every 5 points by which the DC is exceeded. The sword speaks, though it typically communicates through song. A singing sword has the following powers.
•Eight times per day, a singing sword can use bardic performance, but can only use the countersong, distraction, fascinate, inspire courage, or inspire competence abilities. The sword is treated as an 8th-level bard for the purposes of these abilities.
 •Three times per day, the singing sword can use the heroic finale spell.
 
Construction Requirements
 
Cost 500 GP
 
Craft Arms and Armor, keen edge, animate object, the soul of a willing bard of at least 8th level
« 上次编辑: 2016-08-05, 周五 00:31:37 由 Anacius »

离线 Narr

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Re: 【UE】智能物品
« 回帖 #2 于: 2013-04-20, 周六 23:45:33 »
引用
Armor of the Shadow Lord
 
Price 117,160 gp; Aura moderate illusion; CL 8th; Weight 15 lbs.
 
Alignment neutral; Senses 120 ft., darkvision
 
Intelligence 14; Wisdom 16; Charisma 14; Ego 14
 
Language telepathy (Aklo, Common, and Elven)
 
This suit of +4 greater shadow greater slick leather armor fits as snugly as a tight suit of silk against its wearer's skin and harbors an amoral and bloodthirsty intelligence. Via the telepathy it shares with its wielder, the armor gives constant advice on how to be stealthy, reach out of the way spots, and get the drop on foes. It also grants an extra +1d6 points of sneak attack damage, but the wearer must already have the sneak attack class feature to gain this bonus. Furthermore the armor has a maximum Dexterity bonus of +10 and no arcane spell failure.

这个leather armor貌似通常是翻译成皮甲?革甲一般是指hide吧……
"not worthy"

离线 蒼月溟

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Re: 【UE】智能物品
« 回帖 #3 于: 2013-04-23, 周二 01:12:06 »
最後一把其實是叫「端雅劍」吧
天上白玉京,十二樓五城。仙人撫我頂,結髮受長生。

發揚中華傳統文化,請大家多愛用正體中文字

即日起拒絕Q群637414628(TRPG大廳)及Q號119419527使用本人於論壇內的所有相關翻譯。並對其歧視繁中之行為提出嚴正抗議。覺得繁中閱讀有障礙是你們的事,請不要要求人「入鄉隨俗」的打簡中。有本事請不要使用任何繁中包含轉簡的資料。


线上 Shift_FK

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Re: 【UE】智能物品
« 回帖 #5 于: 2020-05-02, 周六 17:10:31 »
好古老的虫 :em032

不可名状之杖(次级)ROD THAT SHOULD NOT BE (Lesser)
灵光:中等防护系;施法者等级9;重量8磅;价格:12000GP
阵营:混乱邪恶;感官30尺;语言:无
属性:智力5,魅力10,魅力8;自我值3

不可名状之杖(高等)(Greater)
灵光:强烈防护系;施法者等级16;重量8磅;价格:40000GP
阵营:混乱邪恶;感官:黑暗视觉120尺;语言:心灵感应(邪灵语)
属性:智力10,魅力10,魅力8;自我值6

  这支权杖其实是一支灌注了魔法能量的,几乎毫无心智的异怪肢体,它萎缩的触手就伸在权杖的一端上。虽然权杖有独立的意识,但是它的心智并不会通过语言、心灵感应或者是情绪和持有者沟通。如果不受限制的话,权杖会主动攻击任何在它攻击范围内的活物,所以如果使用者不能看住它(比如需要休息的时候),那就最好把它塞进背包或者用什么东西盖住免得权杖随意袭击旁人甚至使用者本身。

  通过一个命令,这条触手会立刻以近战接触攻击(攻击加值为+8)攻击一个邻接的目标。如果成功命中,触手会造成2d8点强酸伤害并且目标必须通过一个DC14的意志检定,否则将麻痹1轮。触手造成的麻痹是一个影响心灵的效果。

  高等形态的不可名状之杖具有4条触手,在受到命令时会同时攻击一个目标(攻击加值+12)。触手会总共造成4d8点强酸伤害并且目标必须通过一个DC18的意志检定,否则麻痹将1轮。触手造成的麻痹是一个影响心灵的效果。

物品目的:侍奉一个嗜杀成性的拥有者

制造需求:3级召唤怪物(次级),花费:6000GP;4级召唤怪物(高等)花费:20000GP

此处属性里,第一个魅力应该是感知,而且高等杖子的阵营也变了
引用
Rod that Should Not Be (lesser)
 
Price 12,000 gp; Aura moderate abjuration; CL 9th; Weight 8 lbs.
 
Alignment chaotic evil; Senses 30 ft.
 
Intelligence 5; Wisdom 10; Charisma 8; Ego 3
 
Language None

Rod that Should Not Be (greater)
 
Price 40,000 gp; Aura strong abjuration; CL 16th; Weight 8 lbs.
 
Alignment chaotic neutral; Senses 120 ft., darkvision
 
Intelligence 10; Wisdom 10; Charisma 8; Ego 6


以及,这根杖子比起其它范例智能物品,自我值真的是智能物品之耻
制造这杖子连造物专长都不需要
« 上次编辑: 2020-05-02, 周六 17:23:06 由 Shift_FK »
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