![]() ![]() Glory Seeker: The item seeks Renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure. Templar: The item seeks to defend the servants and interests of a particular deity.ĭestroyer: The item craves destruction and goads its user to fight arbitrarily. ![]() Protector: The item seeks to defend a particular race or kind of creature, such as Elves or Druids.Ĭrusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity. You can pick a Special Purpose or roll on the following table.Īligned: The item seeks to defeat or destroy those of a diametrically opposed Alignment (such an item is never neutral).īane: The item seeks to defeat or destroy creates of a particular kind, such as Fiends, shapechangers, Trolls, or Wizards. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated Properties. As long as the wielder’s use of the item aligns with that Special Purpose, the item remains cooperative. Special PurposeYou can give a sentient item an objective it pursues, perhaps to the exclusion of all else. If not, you can pick an Alignment or roll on the following table. Its creator or Nature might suggest an Alignment. ![]() You can choose its Senses or roll on the following table.ĪlignmentA sentient magic item has an Alignment. A sentient item can perceive its surroundings out to a limited range. In addition, the item can communicate telepathically with any character that carries or wields it. The item can speak, read, and understand one or more Languages. The item communicates by transmitting emotion to the creating carrying or Wielding it. You can choose how it communicates or roll on the following table. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.ĬommunicationA sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose the item’s abilities or determine them randomly. If the Relationship is strained, the item can suppress its activated Properties or even turn them against the wielder.Ĭreating Sentient Magic ItemsWhen you decide to make a magic item sentient, you create the item’s Persona in the same way you would create an NPC, with a few exceptions described here.ĪbilitiesA sentient magic item has Intelligence, Wisdom, and Charisma scores. As long as the wielder maintains a good Relationship with the item, the wielder can access those Properties normally. Any activated property of the item is under the item’s control, not its wielder’s. Sentient Magic Items function as NPCs under the GM’s control. Other kinds of items can manifest sentience, but consumable items such as Potions and Scrolls are never sentient. ![]() A sentient item might be a cherished ally to its wielder or a continual thorn in the side. In any case, the item behaves like a character, complete with Personality Quirks, Ideals, bonds, and sometimes flaws. Such an item might be possessed, Haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. Some magic items possess sentience and Personality. ![]()
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