Author Topic: Creating a Sentient Weapon as a PC  (Read 1972 times)

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Ramaloke

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Creating a Sentient Weapon as a PC
« on: January 28, 2010, 11:06:48 PM »
So far, here is what I have, there is a homebrew template which I will copy down here for ease of reading the original can be found here.
[spoiler]
Sentient Weapon

Sentient weapons are formed when the mind and life force of a living creature is transferred to a masterwork or magical weapon. While this most often occurs as part of some devious plan of a half-insane wizard, it can sometimes happen spontaneously in areas of high magical flux.

Creating A Sentient Weapon
"Sentient Weapon" is an aquired template that combines any aberration, dragon, fey, giant, humanoid, or monstrous humanoid (referred to hereafter as the base creature) with a weapon that is masterwork or magical (referred to hereafter as the base weapon). The base creature must have a Charisma and Intelligence of 6 or higher.
A sentient weapon has all of the base creature's characteristics except as noted here.
Size and Type:Hit Dice: All current and future Hit Dice become d10s. Sentient weapons do not gain bonus hit points based on size.

Speed: Sentient weapons have a speed of 5 feet. Sentient weapons lose all other modes of movement. A sentient weapon cannot run or charge, nor can it use abilities replicating the effects of running or charging.

Armor Class: Sentient weapons have an armor class of 10, modified by size.

Attack: Sentient weapons have no natural attack mode. However, any creature wielding a sentient weapon can use the sentient weapon's base attack bonus for attacks (including iterative attacks), if the sentient weapon so wishes. A sentient weapon can also control how much of its enhancement bonus is applied to attacks and damage. In cases where a sentient weapon is at odds with a creature wielding it, the sentient weapon can subtract up to its base attack bonus from the attack rolls of the wielding creature.

Damage: Damage is determined using the damage of the base weapon (including any enhancement bonus, if the weapon wishes) and the strength modifier of the creature wielding the sentient weapon.

Special Attacks: Sentient weapons retain all special attacks of the base creature except those requiring specific body parts to accomplish. Examples of these include, but are not limited to: breath weapon, constrict, disease, gaze attacks, pounce, powerful charge, rake, swallow whole, or trample.

In addition, sentient weapons gain three special abilities from the list below, plus another for every three hit dice the sentient weapon has past the first. (So a three HD sentient weapon has three special abilities; a four HD sentient weapon has four special abilities. A seven HD sentient weapon has five of these abilities.) The sentient weapon must meet all of the prerequisites for each ability. The save DC against a special attack is equal to 10 + 1/2 sentient weapon's HD + sentient weapon's Cha modifier unless otherwise noted.

Spells of the Object (Su)
Prerequisite: Ability to cast spells
Benefit: Any spell cast by the sentient weapon is automatically affected by either the feat "still spell" or the feat "silent spell" without a corresponding increase in the spell's level. Any creature carrying or wielding the sentient weapon gains access to the use of the corresponding feat as well, if the sentient weapon allows. This special ability may be taken twice, allowing access to both feats.

Speech (Su)
Benefit: The sentient weapon can speak any languages it knows. In addition, it can cast spells with verbal components and use any sonic based special abilities it possesses, such as bardic music.

Sneak Attack Transfer (Su)
Prerequisite: +1d6 sneak attack
Benefit: The sentient weapon confers upon the wielder the ability to make sneak attacks. Special abilities and feats possessed by the sentient weapon that are based on sneak attack (such as an assassin's death attack) may be activated by the sentient weapon under the appropriate circumstances as well.

Share Anger (Su)
Prerequisite: Rage or Frenzy
Benefit: A sentient weapon can channel its rage or frenzy ability into the creature wielding it, passing to it all of the benefits and drawbacks. If the creature does not want the ability, it must succeed at a Will save to resist the effect. This is an enchantment (compulsion), mind-affecting ability.

Share Feats (Su)
Benefit: The wielder gains the benefit of any feats the sentient weapon possesses that directly apply to the use of the sentient weapon in combat. For example, a creature wielding a sentient longsword could benefit if the sword possesed Weapon Focus (Longsword); however, the creature could not benefit from Dodge, Improved Turning, or Weapon Finesse, even if the sword possessed those feats as well.

Create Ammunition (Su)
Prerequisite: Ranged weapon requiring ammunition
Benefit: The sentient weapon automatically reloads itself, magically conjuring normal ammunition. This allows the creature wielding the sentient weapon to make all iterative attacks available due to high base attack bonus. The ammunition vanishes after 1 round.

Suggestion (Su)
Prerequisite: 6 hit dice
Benefit: As a standard action the sentient weapon can implant an idea into the mind of any creature who touches the weapon for a minute or more. If the target creature fails a Will save, then the sentient weapon has planted the idea deeply enough that the creature believes that it came up with the idea itself, and will act upon it to the best of its ability. (If questioned or pressed, the creature will rationalize the idea, and cannot be dissuaded from enacting it.) Success on this save results in the creature being aware of the suggestion (and that the source was external), but not compelled to act upon it. This is an enchantment (compulsion), mind-affecting ability that affects intelligent plants and intelligent undead.

Possess Wielder (Su)
Prerequisite: Suggestion
Benefit: As a standard action the sentient weapon can attempt to take control of any creature wielding it (ie, touching the hilt or handle). If the creature succeeds on a Will save, it remains in control of the body and is aware of the intrusion attempt. If the save fails, the sentient weapon takes possession of the body (now called the host). The mind of the host (including its mental ability scores, spell like abilities, base attack bonus, level, alignment, psionic abilities, etc) are dormant, replaced by that of the sentient weapon. The weapon itself reverts to being the base weapon for as long as this effect lasts. The host retains its physical ability scores, hit points, natural abilities, and automatic abilities. The sentient weapon may use any ability it knows while in possession of the host, including class abilities and feats, as long as the host body meets the prerequisites, if necessary. It cannot use extra limbs to make more attacks, nor can it activate the body's extraordinary or supernatural abilities. (Note that extraordinary or supernatural abilities that do not require mental control, such as a troll's regeneration, will still activate under the appropriate circumstances.) The sentient weapon is always proficient in the use of itself, although this does not extend to a general proficiency with weapons of that type. While possessing a host, the sentient weapon cannot use any of the other special abilities listed here (such as Spells of the Object, Suggestion, or Create Ammunition). When the possession effect ends for any reason, the mind of the sentient weapon returns to the base weapon. The sentient weapon does not need to remain in direct contact with the base weapon to control the body; however, the base weapon must remain within 100ft of the host, or the possession effect ends. If the host dies, the possession effect ends. The sentient weapon can end the possession effect at any time as a free action. Once per day, the mind of the host may attempt to reestablish control of the body; a successful Will save ends the possession. However, the DC for this save is increased by 1 for each day the sentient weapon has had control. This ability affects any creature that has an Intelligence score that can wield the sentient weapon, including undead, constructs, elementals, and plants. Mindless creatures, however, are immune to this effect.

Hover (Su)
Benefit: The sentient weapon gains a fly speed of 5' with good maneuverability. It still cannot run or charge. It can take this special ability multiple times; each time it increases the fly speed by 5'. For lifting purposes (for example, if grappled), a sentient weapon has a Strength of 1.

Dance (Su)
Prerequisite: Hover
Benefit: The sentient weapon may attack while hovering, as if wielded by a creature of Strength 10 and Dexterity 10. It uses its base attack bonus to hit and for iterative attacks.

Defensive Maneuvering (Su)
Prerequisite: Hover
Benefit: The sentient weapon gains +2 Dex bonus to AC for every 5' of fly movement that it has. Thus, a sentient weapon that has taken the Hover special ability three times gains a +6 Dex bonus to AC. The weapon can still be caught flat-footed (and thus loses this bonus), although it cannot be flanked. Furthermore, the fly speed's maneuverability is upgraded to perfect.

Special Qualities: Sentient weapons retain all special qualities of the base creature except the following: any ability that increases movement or any ability based on alternate form, such as change shape or polymorph.

Sentient weapons retain all natural abilities of both the base creature and the base weapon. Sentient weapons gain low light vision and darkvision out to 60 feet. Sentient weapons can hear the same as the base creature. Sentient weapons are immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Sentient weapons are not subject to critical hits, nonlethal damage, fatigue, or exhaustion. Sentient weapons are immune to any effect that requires a Fortitude save, unless that effect also works on objects. Sentient objects are not at risk of death from massive damage; however, they are destroyed immediately upon reaching 0 hit points.
Sentient weapons are subject to ability damage (mental abilities only), ability drain (mental abilities only), and energy drain. Sentient weapons are unaffected by conjuration(healing) spells, unless the spell is specifically designed to heal constructs. Nor are they affected by necromancy spells. Sentient weapons naturally heal 1 point of damage per hit die every 24 hours; this amount is not affected by rest. (Note that sentient weapons that have the ability to cast spells must still rest eight hours to prepare spells or regain spell slots.) Sentient weapons do not eat, sleep, or breathe.

Magic Absorption
Sentient weapons can absorb the magic of other items to increase their own. Items so drained lose all magic imbued in them, and become masterwork items. The base weapon of the sentient weapon increases in gold piece value by the amount absorbed, allowing the sentient weapon to gain the benefit of a specific ability absorbed. If this benefit comes from a weapon, the cost is simply whatever is needed to increase the cost of the base weapon by that amount. (So, a sentient +3 keen longsword could absorb the flaming ability by providing 18,000gp, which is the difference between its current base cost 32,000gp and its upgraded cost 50,000gp.) Any other benefit requires that the weapon "devote" three times the worth of the ability towards having it. The sentient weapon must decide whether the benefit will be for itself or the wielder at the time the ability is gained, and cannot be changed later. Absorbing magic in this way requires an hour for every 1,000gp worth of base value absorbed. (For example, a sentient weapon wishes to apply a +6 enhancement bonus to its intelligence. It would have to be in contact with a headband of intellect +6 for 36 hours to absorb the 36,000gp value of the item; in addition, it would have to put up another 72,000gp worth of value towards this ability, perhaps by also absorbing a belt of giant strength +6 and gloves of dexterity +6. If the sentient weapon would later wish to grant a +6 intelligence bonus to whoever wielded it, it would have to repeat this process over again.) A sentient weapon can hold in reserve up to 5,000gp of base value per hit die; this can only be devoted to making up the difference when a special ability is absorbed. If the sentient weapon does not have enough gp value (between what is absorbed and what is in reserve) to pay for a specific ability, it cannot gain the ability.

Abilities: Mental abilities are as the base creature. Sentient weapons do not have physical attributes (Strength, Dexterity, or Constitution).
Skills: Same as base creature.
Challenge Rating: Same as base creature + 1.
Alignment: Same as base creature.
Level Adjustment: Same as base creature +4.[/spoiler]

Rules are 36 Point buy, ECL 15, 200,000 GP, all WOTC Sources. I want to build a melee sentient weapon, Im thinking:

Factotum 4/Swashbuckler 3/Iaijutsu Master 5/LA +3 (1 LA Bought Off for Free)

This nets me:
INT to AC (Iaijutsu Master)
INT to Dex Checks (Factotum)
INT to STR Checks (Factotum)
INT to Damage (Swashbuckler)
WIS to AC (Monk's Belt*)
CHA to Dex Modifier (Iaijutsu Master)
CHA to Initiative  (Iaijutsu Master)
DEX to Hit (Iaijutsu Master)

So far Im thinking that my starting stats should be:
STR: 08, DEX: 08, CON: 08, INT: 17, WIS: 16, CHA: 17
After Template and Age Mods they are:
STR: --, DEX: --, CON: --, INT: 20, WIS: 19, CHA: 20

For Feats I was thinking:
Code: [Select]
LEVEL CLASS Feats
LVL01 Factotum 01 Improved Initiative, Quick Draw, Weapon Finesse
LVL02 Factotum 02 -
LVL03 Factotum 03 Exotic Weapon Proficiency (Katana)
LVL04 Factotum 04 -
LVL05 Swashbuckler 01 -
LVL06 Swashbuckler 02 Weapon Focus (Katana)
LVL07 Swashbuckler 03 -
LVL08 Iaijutsu Master 01 -
LVL09 Iaijutsu Master 02 Leadership
LVL10 Iaijutsu Master 03 -
LVL11 Iaijutsu Master 04 Dodge
LVL12 Iaijutsu Master 05 Skill Focus (Iaijutsu Focus)
LVL13 Sentient Weapon 01 -
LVL14 Sentient Weapon 02 -
LVL15 Sentient Weapon 03 -

For Sentient Weapon Abilities I was thinking:
3x Hover, Speach, Dance, Defensive Maneuvering

Any ideas on how to improve this? More CHA or INT to other stats would be very helpful.

-edit-
Fixed Double Int, I hate when I miss things like that, ><.

Switched Factotum and Swashbuckler levels (I had switched it on my character sheet for more skill points but forgot to update my handy little table)
« Last Edit: January 29, 2010, 03:26:56 AM by Ramaloke »
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NiteCyper

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Re: Creating a Sentient Weapon as a PC
« Reply #1 on: January 29, 2010, 02:38:26 AM »
You're taking Swashbuckler instead of Factotum first.

addendum: 21:40:00, -8 GMT, 28-01-10, you mention the INT stat twice.
Caveat: I edit my posts, ever and anon after.

Ramaloke

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Re: Creating a Sentient Weapon as a PC
« Reply #2 on: January 29, 2010, 03:24:21 AM »
Fixed and Fixed, whats that spell that lets you do ranged attack with melee weapons?
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The_Mad_Linguist

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Re: Creating a Sentient Weapon as a PC
« Reply #3 on: January 29, 2010, 04:37:25 AM »
It's probably a better idea to take one level of cleric, worshiping the "ideal" of your honorable ancestors.  Pick the war domain, and get both MWP (katana) (you have to use it two-handed, since you don't get EWP), and weapon focus(katana), than to spend two feats.  Your other domain will be time (for improved initiative).

Actually, make that a dip of cloistered cleric, and pick up knowledge devotion as well.
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awaken DM golem

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Re: Creating a Sentient Weapon as a PC
« Reply #4 on: January 30, 2010, 04:03:20 PM »
Tangent - Intelligent Items technically fit here.
And an Int Item can be PAO'd into a Warforged.
Caelic didn't like this.
It also costs way more gold, than a 1st level char can do themselves,
but Savage Species had a pay-back plan for some of the rituals, so I say yes.

Items can have 10 Ranks in some skills, and slightly higher Wis and Cha before and after the PAO, than a normal char.
Early qualifying is an obvious use.
Probably should be a TO-race, about on par with Dragonwrought Kobolds.