SYSTEM REFERENCE DOCUMENT 3.5 |
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 Improved Sunder |
29–32 |
Wielder has free use of Combat Expertise |
33–39 |
Detect [opposing alignment] at will (Good, Evil, Chaos, Law) |
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.