Races/Intelligent Weapon

Description
You are a weapon created with sentience either on purpose or as a failed experiment. As a result Intelligent weapons tend to be rare and have no society of their own, usually choosing to bond themselves to an individual rather than risk revealing themselves to the world at large.

Race-Feature: At first level, you must pick the form of a weapon that you are proficient with. Your weapon form is always treated as a common weapon with no special materials, you are treated as this weapon for the purposes of being wielded and enhanced by weapon enhancement gems and seal; and a Intelligent weapon may pay the gold cost for reforging to become a higher quality of masterwork, but the process is harrowing and inflicts 1d4+1 constitution damage upon completion each time it is performed. You are not treated as wielding yourself and do not have a natural reach, the ability to hold/weild items, wear/manipulate magic items, or don armor.

Unlike objects, an Intelligent Weapon does not have a hardness and does not take damage as an object. You are not treated as an object for the purpose of effects that target an area. Movement based effects (such as reposition maneuvers and teleportation effects) that affect the creature wielding you also move you along with them, though you suffer no other effects of these abilities unless you were also a target. This movement does not provoke attacks of opportunity for the Intelligent Weapon. When wielded, attempts to sunder the Intelligent Weapon are instead treated as normal attacks, targeting their armor class rather than CMD. An intelligent weapon who is not wielded cannot move on their own and are treated as helpless for the purposes of determining their AC, unless they obtain the ability to move themselves through another source (such as a spell).

An Intelligent Weapon may be targeted as an object for spells and abilities that target objects for the purposes of effects that affect a weapon; though spells and abilities that repair objects may not be used to heal Intelligent Weapons.

You lose the benefits and penalties of this trait while under a polymorph effect. Intelligent weapons may not be selected by the mixed blood feat, nor may any other race select Intelligent Weapon feats.

Cursed Object
Ability Score Modifiers: Intelligent Weapons gain a +2 racial bonus to Constitution and Charisma, but take a -2 penalty to Wisdom

Size: Medium

Base Speed: 0 Feet

Starting Languages: Common

Special Vision Types: Darkvision 60 ft

Type: Construct(Living)

Trait: When being wielded by another creature, a Cursed Object may momentarily control their wielder. The Cursed Object may spend their own actions (free, move, standard, reactions, and/or full-round) to cause the wielder to make attacks (including combat maneuvers that require an attack roll made with the Cursed Object) with the Cursed Object as a free action even when it is not the wielder’s turn. If the wielder resists, the Cursed Object may attempt a Will Save attack (1d20 + ½ the Intelligent Weapon's Hit Die + Charisma modifier), success causes the wielder to make the attack, while failure allows the wielder to resist. Attacks made this way use all the statistics of the Cursed Object except for the reach of the wielder.

Dancing Weapon
Ability Score Modifiers: Intelligent Weapons gain a +2 racial bonus to Strength and Dexterity, but take a -2 penalty to Intelligence

Size: Medium

Base Speed: 0 Feet

Starting Languages: Common

Special Vision Types: Darkvision 60 ft

Type: Construct(Living)

Trait: Dancing Weapons receive the Self Telekinesis and Dancing Weapon racial feats as a bonus feat.

Sapient Implement
Ability Score Modifiers: Intelligent Weapons gain a +2 racial bonus to Intelligence and Wisdom, but take a -2 penalty to Constitution

Size: Medium

Base Speed: 0 Feet

Starting Languages: Common

Special Vision Types: Darkvision 60 ft

Type: Construct(Living)

Trait: Sapient Implements choose an implement type (such as a lute, wand, ect.) instead of a weapon. You count as being that type of implement for yourself and your wielder. You may only be enhanced as an implement and may only use modifications as though you were an implement.

Absorbing Block (Race)
Prerequisite: Intelligent Weapon(Cursed Object)

Benefit: As an reaction, you may use your momentary control to redirect an attack that targets your wielder to target yourself. This ability must be used before the AC of the wielder is rolled.

At 10th level, you may use your reaction to redirect all attacks made by a single creature that target your wielder for 1 round.

Clinging Weapon (Race)
Prerequisite: Intelligent Weapon(Cursed Object)

Benefit: When a creature attempts to willingly drop the intelligent weapon, you may once per round as a reaction attempt a Will Save attack (1d20 + ½ the Intelligent Weapon's Hit Die + Charisma modifier) against the creature holding you. If successful the creature cannot willingly drop the intelligent weapon until the start of their next turn.

In addition the wielder of the intelligent weapon gains a +2 bonus to CMD against disarm combat maneuvers.

Mobile Host (Race)
Prerequisite: Intelligent Weapon(Cursed Object)

Benefit: You expanded your ability of momentary possession to allow your host additional movement. On your turn, you may spend your actions to allow your host to move as though it has spent the actions to do so. The movement speed of the creature wielding you is treated as being half for determining how far you may move them. This movement still provokes attacks of opportunity as normal; however, all attacks of opportunity made this way are made against the Intelligent Weapon. You may not use this ability if the movement of the creature wielding you is reduced to 0 or has their movement impaired in some way (such as being grappled). Creatures wielding you may resist this movement in the same way they may resist targeting a foe with an attack.

Morphic Weapon (Race)
Prerequisite: Intelligent Weapon(Cursed Object or Dancing Weapon)

Benefit: As a full-round action, you are able to restructure your material and shape. You may turn into the shape of any weapon you are proficient with. You may change your material into an appropriate non-special material for that type of weapon (such as metal or wood). In addition, you may change your weapon size to match that of the creature wielding you. When unwelded, you return to medium size.

Special: If you have levels in druid, with the ironwood ability, you may count yourself as ironwood for the purposes druid class features the enhance or reshape an ironwood weapon.

Special: This may be taken by Sapient Implements if their class allows for a weapon to be utilized as an implement.

Morphic Weapon (Race)
Prerequisite: Intelligent Weapon(Cursed Object or Dancing Weapon)

Benefit: As a full-round action, you are able to restructure your material and shape. You may turn into the shape of any weapon you are proficient with. You may change your material into an appropriate non-special material for that type of weapon (such as metal or wood). In addition, you may change your weapon size to match that of the creature wielding you. When unwelded, you return to medium size.

Special: If you have levels in druid, with the ironwood ability, you may count yourself as ironwood for the purposes of using druid features.

Dual Dancing Weapon(Race)
Prerequisite: Intelligent Weapon(Dancing Weapon)

Benefit: You gain the ability to telekinetically wield an additional weapon as if you possessed a single free hand capable of wielding a weapon. This feat can only be utilized if your current weapon form is a weapon you are capable of wielding in one hand; in addition when wielding another weapon in this way you must treat yourself as being wielded one-handed rather than two-handed.

Focused Implement (Race)
Prerequisite: Intelligent Weapon(Sapient Implement)

Benefit: You gain a +2 bonus to concentration skill checks. This bonus increases by 1 for every 8 Hit Dice they possess. You grant this bonus to your wielder.

Master's Focus (Race)
Prerequisite: Intelligent Weapon(Sapient Implement), Focused Implement, 10 Hit Dice

Benefit: A creature wielding the implement at the start of their turn may choose to spend a reaction to transfer control of a spell they are concentrating on to the sapient implement. Doing so does not change any other values of the spell but instead allows the sapient implement to spend their actions concentrating on the spell to continue the spell for the wielder. The sapient implement may choose to stop concentrating on this spell at any point, and the original caster cannot regain control of this spell once it has been passed to the sapient implement.

In addition, as an reaction the wielder of the sapient implement may use this ability at any time by spending a spell point. This may be done to allow the caster to avoid making a concentration check to maintain a spell.

Hidden Casting (Race)
Prerequisite: Intelligent Weapon(Spairent Implement)

Benefit: You may use bluff to mislead foes into believing the creature wielding you is the source of spells you cast. When casting a spell, make a bluff check with a +2 racial bonus. Creatures must pass a sense motive check against this bluff check to determine the true source of the spellcasting.

Piercing Arcana (Race)
Prerequisite: Intelligent Weapon(Sapient Implement)

Benefit: When a spellcaster is wielding you as an implement, spells you and your wielder cast treat a target’s spell resistance as 5% lower.

Piercing Arcana Expertise (Race)
Prerequisite: Intelligent Weapon(Sapient Implement), Piercing Arcana, 10 Hit Dice

Benefit: The spell resistance reduction from Piercing Arcana increases by an additional 5% for every 10 Hit Dice you possess.

Aiding Blade (Race)
Prerequisite: Intelligent Weapon(Any)

Benefit: You grant an additional +2 bonus when using aid another on the creature wielding you.

Dancing Blade (Race)
Prerequisite: Intelligent Weapon(Any), Self Telekinesis

Benefit: Your self telekinesis improves. You now gain the ability to sustain your flight granted by self telekinesis allowing you to fly as normal. When using self telekinesis, and not wielded by another, you maintain your reach (such as for threatening squares), can make attacks of opportunity, and are no longer automatically treated as flat-footed when it is not your turn (though other effects, such as initiative, can still leave an intelligent weapon flat-footed).

Drain Magic Item (Race)
Prerequisite: Intelligent Weapon(Any)

Benefit: You are able to absorb slotted magic items with a 1 minute ritual, merging them into yourself. The magic item must be within 5 ft of you and unattended for the entire ritual. You may expel a magic item as a full-round action and automatically expel all magic items upon your death. You are considered to be a humanoid for the purposes of determining your magic item slots. You do not impart these magic item effects onto your wielder.

You may also absorb armor into yourself. This armor does not need to be magical but cannot be battered. You are treated as wearing any armor you absorb for all benefits and negatives. The weight of the armor is not imparted onto any creature wielding you. Any armor destroyed through armor sacrifice or armor redirection is immediately expelled.

Hide Lifeforce (Race)
Prerequisite: Intelligent Weapon(Any)

Benefit: You may use disguise to appear as a non-living object with a +5 modifier. If a creature fails the opposed check against Hide Lifeforce's disguise, they are considered flat-footed. A creature automatically succeeds this check if the creature has witnessed you acting autonomously in the past 24 hours.

Object Resistances (Race)
Prerequisite: Intelligent Weapon(Any)

Benefit: You gain a +1 bonus to all saving throws against sleep effects, necromancy keyword spells, and all mind-affecting effects. These bonuses increase by 1 for every 4 Hit Dice they possess.

Self Telekinesis (Race)
Prerequisite: Intelligent Weapon(Any)

Benefit: You gain the ability to throw yourself to make attacks. While not wielded, you gain a 30 foot fly speed with good maneuverability; though you lack the ability to sustain flight and fall at the end of this movement; taking damage as normal if the distance you fell is sufficient. You may make attacks as if you were wielding yourself, treating your natural reach as 5 feet if medium or small (or 10 feet if large).

Melee attacks made while wielding yourself are treated as if you are one-handed or two-handed; your choice as long as it would be valid for the type of weapon the intelligent weapon current is in (such as a light weapon cannot be wielded two-handed, or a two-handed weapon not normally being able to be wielded one-handed).

If your weapon form is a ranged weapon, you may have a quiver or pouch of ammunition follow you, treating it as though it were on your body. You may reload yourself with this ammunition as though you possessed a free hand.

You are no longer treated as helpless when not wielded by another, but are instead treated as flat-footed against attacks. You do no threaten squares around you and cannot make attacks of opportunity.

In addition, you may make grapple maneuvers and escape artist checks to escape the grasp of a creature wielding you.

Skillful Host (Race)
Prerequisite: Intelligent Weapon(Any)

Benefit: You may choose a skill at the beginning of each day. When making a skill check the wielder may allow the intelligent weapon to make the skill check for them, treating the result of the check as their own. The wielder treats your ranks in the chosen skill as their own ranks for the purposes of any Skill feats they have with an associated skill matching the chosen skill.

The number of skills you may choose at the beginning of each day increases at 5th character level and every 5 levels thereafter.

Telepathic Weapon (Race)
Prerequisite: Intelligent Weapon(Any) Benefit: You may telepathically speak to any creature currently wielding you. This telepathic connection is only one way and does not allow the wielder to speak to the intelligent weapon through this telepathic connection.