INTELLIGENT ITEM ABILITIES

Using the number of capabilities determined above, find the item's specific abilities by rolling on the appropriate tables below.
Table: Intelligent Item Primary Abilities
d%
Primary Ability
01-04
Item has 10 ranks in Intuit Direction
05-08
Item has 10 ranks in Sense Motive
09-12
Wielder has free use of Combat Reflexes
13-16
Wielder has free use of Blind-Fight
17-20
Wielder has free use of Improved Initiative
21-24
Wielder has free use of Mobility
25-28
Wielder has free use of Sunder
29-32
Wielder has free use of Expertise
33-39
Detect [opposing alignment] at will
40-42
Find traps at will
43-47
Detect secret doors at will
48-54
Detect magic at will
55-57
Wielder has free use of uncanny dodge (as a 5th-level barbarian)
58-60
Wielder has free use of evasion
61-65
Wielder can use see invisibility at will
66-70
Cure light wounds (1d8+5) on wielder 1/day
71-75
Feather fall on wielder 1/day
76
Locate object in a 120-ft. radius
77
Wielder does not need to sleep
78
Wielder does not need to breathe
79
Jump for 20 minutes on wielder 1/day
80
Spider climb for 20 minutes on wielder 1/day
81-90
Roll twice again on this table
91-100
Roll on Table: Intelligent Item Extraordinary Powers instead
If the same ability is rolled twice or more, the range, frequency, or effectiveness of the power is doubled, tripled, and so on. All abilities function only when the item is held, drawn, or otherwise brandished and the possessor is concentrating on the desired result. Activating a power is a standard action, but using a free feat is not. Feats may be used regardless of prerequisites, but the item still must be held and drawn (or worn, in the case of such items). An intelligent item might activate a power on its own.
Table: Intelligent Item Extraordinary Powers
d%
Extraordinary Power Uses
01-05
Charm person (DC 11 1) on contact 3/day
06-10
Clairaudience/clairvoyance (100-ft. range, 1 minute per use) 3/day
11-15
Magic missile (200-ft. range, 3 missiles) 3/day
16-20
Shield on wielder 3/day
21-25
Detect thoughts (100-ft. range, 1 minute per use) 3/day
26-30
Levitation (wielder only, 10 minute duration) 3/day
31-35
Invisibility (wielder only, up to 30 minutes per use) 3/day
36-40
Fly (30 minutes per use) 2/day
41-45
Lightning bolt (8d6 points of damage, 200-ft. range, DC 131) 1/day
46-50
Summon monster III 1/day
51-55
Telepathy (100 ft. range) 2/day
56-60
Cat's grace (wielder only) 1/day
61-65
Bull's strength (wielder only) 1/day
66-70
Haste (wielder only, 10 rounds) 1/day
71-73
Telekinesis (250 lb. maximum, 1 minute each use) 2/day
74-76
Heal 1/day
77
Teleport, 600 lb. maximum 1/day
78
Globe of invulnerability 1/day
79
Stoneskin (wielder only, 10 minutes per use) 2/day
80
Feeblemind by touch 2/day
81
True seeing At will
82
Wall of force 1/day
83
Summon monster VI 1/day
84
Finger of death (100 ft. range, DC 171) 1/day
85
Passwall At will
86-90
Roll twice again on this table -
91-100
Roll again on this table, and then roll for a special purpose on Table: Intelligent Item Purpose -
1 Choose an ability score of the item (usually the highest) at the time the item is created or randomly generated. Add that ability's bonus to the given DC.
If the same power is rolled twice, the uses per day are doubled. (If true seeing or passwall is rolled twice, roll again.) Powers function only when the item is drawn and held, and the possessor is concentrating upon the desired effect. Activating a power is a standard action. An intelligent item might activate a power on its own.
Table: Intelligent Item Awesome Powers
d%
Awesome Power Uses
01-04
Astral projection 1/day
05-08
Bull's strength (wielder only; intensified; +10 enhancement bonus to Strength) 1/day
09-12
Cat's grace (wielder only; intensified; +10 enhancement bonus to Dexterity) 1/day
13-16
Chain lightning (enhanced; 20d6 damage; DC 161) 1/day
17-20
Dominate monster (DC 19 1) on contact 1/day
21-24
Endurance (wielder only; intensified; +10 enhancement bonus to Constitution) 1/day
25-28
Energy drain (DC 19 1) on contact 1/day
29-32
Finger of death (heightened to 9th level; DC 191) 1/day
33-36
Foresight (wielder only) 1/day
37-40
Gate 1/day
41-44
Haste (wielder only; extended; 40-round duration) 3/day
45-48
Improved invisibility (wielder only; extended; 40-minute duration) 2/day
49-52
Mass heal 1/day 53-56 Meteor swarm (DC 191) 1/day
57-60
Phase door 2/day 61-64 Prismatic sphere (DC 191) 1/day
65-68
Stoneskin (wielder only; extended; 400-minute duration) 3/day
69-72
Summon monster IX 2 (extended; 40-round duration) 1/day
73-76
Sunburst (heightened to 9th level; DC 191) 2/day
77-80
Teleport without error 2/day
81-90
Roll twice again on this table -
91-100
Roll again on this table, and then roll for a special purpose on nonepic magic item Table: Intelligent Item Purpose. -
1 Choose an ability score of the item (usually the highest) at the time the item is created or randomly generated. Add that ability's bonus to the listed DC.
2 The weapon can only summon monsters whose alignment has no components that oppose the item's alignment.
Unless otherwise stated, all awesome powers function at 20th caster level. If a power is rolled twice, the uses per day are doubled. Powers function only when the item is drawn and held, and the possessor is concentrating upon the desired effect. Activating a power is a standard action. An intelligent item might activate a power on its own.