Races/Intelligent Weapon

= 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

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)

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. While wielded, 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.

An Intelligent Weapon may still be healed, revived, and targeted by any spells as a normal living creature would be. You 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.

When being wielded by another creature, an Intelligent Weapon may momentarily control their wielder, spending their own actions (free, swift, 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 Intelligent Weapon) with the Intelligent Weapon as a free action even when it is not the wielder’s turn. If the wielder resists, the Intelligent weapon 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 Intelligent Weapon except for the reach of the wielder.

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.

Trait: You gain proficiency in a single simple or martial weapon of your choice. If the class you gain when selecting this race would grant proficiency in all simple or martial weapons you may instead select a single exotic weapon of your choice instead.

Absorbing Block (Race)
Prerequisite: Intelligent Weapon(Any)

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

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 that provide a constant effect 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 absorb armor into yourself as well. 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. Any armor destroyed through armor sacrifice or armor redirection is immediately expelled.

Intelligent Implement (Race)
Prerequisite: Intelligent Weapon(Any), SPB +1, Must be taken at 1st level

Benefit: You were created to be a caster's implement in addition to being a traditional weapon. You may count as being any type of implement for yourself, but only count as being a wooden staff for your wielder. You must take the weapon form of a quarterstaff unless you also possess the Morphic Weapon (Race) feat. This ability never bypasses the material requirement for casting implements (such as a druid requiring a wooden object or a non-metal trophy).

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

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(Any)

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.

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).

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.

Weapon Immunities (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. At 12 Hit Dice, you gain immunity to bleed, disease, paralysis, and poison.