Intelligent Weapons

Tables 113 through 119 should be used to determine the properties of an intelligent weapon: the number of powers, unusual properties, alignment, and special purpose of the item (if any). Such weapons are useful to give higher-level fighters some additional tactical options and limited-use special abilities.

The DM is encouraged to design unusual magical weapons along special themes and for specific campaign purposes, using the tables as guidelines and for inspiration. Just because a power is rolled doesn't mean it must be given out. If the DM feels a combination is too bizarre or powerful, he can simply change or ignore it.

The first step in creating an intelligent weapon is to determine its general capabilities. These are found by rolling 1d100 on
Table 113 . Then, move onto Tables 114 -118 until all the capabilities of the weapon have been specified.

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