General FeatsItem Bond [General]Benefit: You gain the benefits of a
status spell at all times with regards to one magic item you possess.
Item Mastery [General]Benefit: You gain a +4 bonus on opposed Ego checks to etablish mastery of an item. In addition, the frequency at which an item attempts to challenge your mastership is reduced by one step. If it would normally attempt to challenge your mastership 1/month, it no longer challenges at all.
Item FeatsBerserk [Magic Item]Prerequisites: Magic Item race, magic armour lv1
Benefit: Your wearer can remain alive at negative hp equal to the sum of your Constitution scores. In addition, while at negative hp you gain control over his body (if he is still conscious he may attempt a Will save to regain control until his hp is reduced again, DC = 10 + half your level + your Cha modifier). If you do not possess the Sentience feat you are mindless and cannot distinguish friend from foe. Even if you are sentient, your goals may differ from those of your wearer. In any case, you attempt to protect your master to the best of your ability.
Cursed [Magic Item, Trait]Prerequisites: Magic Item race, magic armour or magic weapon lv1
Benefit: Your enhancement bonus is reduced by -2, which can result in a negative value. After one week in a character's possession, he must always use you instead of another weapon or suit of armour, even if he meant to employ some other item, and cannot willingly rid himself of you. If he is forcibly separated from you, he is compelled to seek you out. This influence can be removed by a
limited wish,
wish or
miracle effect. If you possess the Sentience feat you may dismiss this control at will.
Fluid Form [Magic Item]Prerequisites: Magic Item race
Benefit: Your body flows like liquid. If you possess the Rapid Donning class feature your master can put you on or take you off as a full-round action if that is shorter than the normal time. If you are a magic weapon your master can draw you as a free action (as if he had the Quick Draw feat). If you possess the Independent Movement feat you may pass through gaps small enough for a Fine creature regardless of size. This benefit applies only if you are in your normal item form, not if you are transformed or possessing another body.
Improved Possession [Magic Item]Prerequisites: Magic Item race, Possession
Benefit: While possessing a creature you may choose for it to take on the form you had before the Magic Item template was applied, as the Alternate Form ability.
Independent Action [Magic Item]Prerequisites: Magic Item race, Str 13 or Dex 13, Sentience
Benefit: You may take one move or standard action per turn, gaining Str and Dex scores equal to your virtual scores -6. Your master loses the benefit of Shared Knowledge in any round you do this. Note that you do not possess a move speed or limbs, limiting the actions you can take.
Normal: Magic items cannot take actions.
Special: Your master can prevent you from taking actions if he wishes.
Independent Movement [Magic Item]Prerequisites: Magic Item race, Independent Action
Benefit: You gain a land speed of 5ft, and can use any other abilities which would grant or modify your movement modes (such as fast movement and the
fly spell). If you are a wearable item, you can attempt to force yourself onto a helpless creature. This takes 1 round or the time it would normally take to equip you, whichever is longer.
Normal: Magic items cannot move.
Morphing Weapon [Magic Item]Prerequisites: Magic Item race, Magic weapon lv1
Benefit: You may take the form of one other weapon at your master's command (or at your own wishes, if you possess the Sentience feat). This may be a weapon of the same type as your normal form, or a different kind. This form may allocate the funds for your Special Ability class feature differently if you have it. I.e. a
flaming longsword could choose to become a
keen longsword or a
shocking composite longbow. Changing forms does not require an action, but can be done only once per round.
Special: You may select this feat multiple times. Each time you choose a different weapon.
Special: Your master can prevent you from changing form if he wishes.
Possession [Magic Item]Prerequisites: Magic Item race, Independent Action, Sentience, character level 10th
Benefit: As a standard action you may attempt to possess a creature currently wielding or wearing you (Will negates, DC = 10 + half your character level + your Cha mod). If you succeed you gain control of their body, as a
magic jar spell with a caster level equal to your character level. You lose the benefits of your class features from Magic Item classes but can take actions as a normal creature. Your item "body" is considered to be non-sentient while this effect lasts and does not grant mastership bonuses unless you are possessing your current master. If you are separated from your bearer the possession ends immediately and you are dazed for 1 round. If you fail to possess a creature it is immune to further possession attempts for 24 hours.
Special: Your master automatically succeeds on his Will save unless he is willing.
Savage Armament [Magic Item]Prerequisites: Magic Item race, Magic armour lv1
Benefit: Your wearer gains one of your natural weapons, or a pair of natural weapons (such as 2 claws).
Special: You may select this feat multiple times. Its effects stack.
Sense Master [Magic Item]Prerequisites: Magic Item race
Benefits: You gain the benefits of a
status spell at all times with regards to one of your previous masters, +1 master per point of Wis modifier.
Special: This feat may be granted to an item's current master via Shared Knowledge regardless of prerequisites, in which case he gains the ability to sense the item's former masters. If his Wis score is lower than that of the item's, the number of masters he can sense is limited. If his Wis score is higher he cannot sense more masters than the item itself.
Sentience [Magic Item]Prerequisites: Magic Item race
Benefits: You become sentient, gaining mental ability scores equal to your virtual mental ability scores. Unlike most Constructs you are not immune to mind-affecting effects, but receive a +4 bonus on saving throws against them. You can communicate basic urges and emotions to your wielder, granting him the benefit of the Alertness feat. The number of special abilities you may impart on your wielder via Shared Knowledge is now equal to your Cha modifier, but you also gain an Ego score equal to your character level + your Cha modifier.
Normal: Shared Knowledge can grant a maximum number of special abilities equal to your Cha modifier -2.
Speech [Magic Item]Prerequisites: Magic Item race, Int 8, Sentience
Benefit: You may speak audibly in any language that you know.
True Form [Magic Item]Prerequisites: Magic Item race, Independent Action, Sentience
Benefit: As a standard action you may take the form you had before the Magic Item template was applied, or return to item form. While in this form you lose most of your class features from Magic Item classes, but can take actions as a normal creature. If you possess the Enhancement Bonus class feature, you may apply this bonus to one appropriate item you use. This otherwise counts as the Alternate Form ability. You may remain in your True Form for a number of rounds each day equal to your Cha score.
- Alternately, you may choose for your true form to be an extension of your item form rather than a transformation of it. Your true form appears adjacent to your item form, and winks out if the distance between the two ever exceeds 30ft +5ft per point of Cha modifier. If you select this option, you do not gain the benefit of Enhancement Bonus in your true form but may use your item form yourself. You are not considered to be a master of your own item form, and it is not considered to be sentient while you are in true form.
Special: If your True Form is slain, you immediately revert to item form and take damage equal to half your maximum hp. For 24 hours you cannot grant mastership bonuses and lose the benefits of the Sentience feat.
Special: Your master can force or prevent this change if he wishes.
Special: You may select this feat a second time, in which case you can remain in True Form indefinitely.