Some magic weapons, particularly magic swords may possess a rateable Intelligence and special abilities.
If unknown, a magic sword will be intelligent 25% of the time (d%; 76-00).
If unknown, a magic weapon (not including ammunition) will be intelligent 10% of the time (d%; 91-00).
If a weapon is intelligent, the GM can assign statistics or generate them randomly using the tables provided.
Senses, Wielder. The weapon has no senses of it's own and must operate through the wielder's senses (only while uncovered and wielded).
Senses, Direct. The weapon can "see" on it's own with infravision and it can hear as would a human (if uncovered). It can also take advantage of the wielder's senses when uncovered and wielded.
Communication, Semi-empathic. The weapon can communicate in a rudimentary way using pulses or tingles indicating base emotions: threats, happiness, anger, or fear.
Communication, Empathic. The weapon can communicate with it's wielder passing on a full range of emotions—caution, suspicion, lust, envy, etc.
Communication, Speech. The weapon can communicate verbally with any creatures in hearing range through verbal communication using a language it knows (see Table III).
Communication, Telepathy. The weapon can communicate telepathically with any creature (with an Intelligence rating above Semi-) in a 100-ft. radius it can "see" (or it's wielder if the wielder is touching it even if covered).
Ability to Read. A weapon must be uncovered and within 10-ft. of any text (if using the wielder's senses, the wielder must be viewing the text). The weapon must be able to speak a language to read it unless it has additional abilities. Additional abilities are usable at will but comprehend languages will only be usable on written text.
Treat each intelligent weapon as an NPC with individual personality characteristics, particularly those with speech ability. The GM can use the tables dealing with NPC creation or design the weapon as desired, with a set of traits, quirks, and flaws.
Intelligent weapons are not typically aligned as structurally as other creatures. They align against one axis most strongly with a tendency toward another axis to a lesser degree. There are exceptions of course: Holy Avengers are strongly Lawful Good, Vorpal blades are Lawful (with the other axis as a tendency), and Swords of Sharpness are Chaotic (with the other axis as a tendency). Other unique weapons may be similarly aligned. If strongly aligned to a singular alignment (e.g. Lawful Good) the weapon will cause energy damage (type determined by it's maker) equal to it's ego rating if touched (and per round is wielded) by any diametrically aligned creature (e.g. LG vs. CE/NE).
The GM will assign the languages known based on the purpose and sponsor of the creator. These languages are in addition to the weapon's primary language (Common, Dwarven, Elven, an ancient human tongue, etc.; Assigned by the GM). If languages are to be determined randomly, use the table at the bottom of this page.
All detection powers are used as an innate ability (major), operate as the spell (CL 12) if appropriate with a limited range and require concentration by the wielder. Detection of precious metals (coins) or gems will convey the type and number. If rolling twice, a duplicative result will double the detection range.
Powers are used by the wielder as an innate ability (major) and those with a 1 round duration require concentration. Powers listed in italics will operate as per the appropriate spell with noted changes. If rolling twice, a duplicative result will double the number of uses per day.
The maker (per the GM) can imbue intelligent weapons with additional powers as desired.
The weapon can become undetectable to sight or spells (much like the effect of a sanctuary spell; with or without a save).
The weapon can be summoned to the wielder's hand (if attuned) as a minor action.
The weapon grants automatic proficiency to an attuned wielder.
The weapon acts as an amulet of life guarding (and won't leave the hand of an unconscious attuned wielder unless the limb is severed).
Purpose must match the weapon's alignment (i.e. a Good sword won't have a special purpose to slay angels, etc.).
The power only affects those opponents designated by the weapon's purpose and will only affect those damaged by the weapon. Those struck must save vs. Breath or be affected by the condition (save negates). Each strike requires a new save. If the creature already has the specified condition, it is not further affected (and no save is required) until it no longer has the condition. These powers are magic with regard to magic resistance (and can be resisted with a successful check). The GM should ensure that if a weapon has a purpose to defeat or slay a particular creature or creature type, the weapon's power should be one that can affect it.
Each intelligent weapon has an Ego rating. This is tied to the power of the weapon and indicates the strength of the weapon's will power.
An intelligent weapon has a personality rating equal to it's Intelligence + it's Ego rating.
A wielder with a character class has a personality rating equal to hit dice + Intelligence + Charisma.
A wielder without a character class has a personality rating equal to hit dice + Intelligence + 10.
A creature's hit dice rating is lowered when it takes damage. This is tied to the average hit points it has per hit die. If a creature has an average of 5 hit points per hit die, the creature will lose 1 from it's personality rating per 5 hit points taken (round .5 or less down and .6 or more up).
Whenever a sword comes into conflict with it's wielder, a contest of wills ensues and the one with the higher personality rating can force it's will on the other.
If the wielder has the higher rating, the wielder can wield the weapon normally even against it's wishes. The weapon will, of course, be recalcitrant and indisposed to assist the wielder (with advice, observations, etc.) unless great concessions are made.
If the weapon has the higher personality rating, it can (should it desire to) control the wielder as per a domination ability.
Intelligent weapon typically share the following quirks:
They enjoy being surrounded by riches (jeweled sheath, pommel, stand, belts, etc.).
They hate or at best distrust other intelligent weapons. Conflicts are frequent if more than one is possessed by a group. Exceptions do occur but these are rare (and, in most cases, tolerance is brief).
They enjoy the creation of songs and poems regaling their accomplishments. The more famous or prominent the bard, the better.
Some enjoy hoarding treasure or money (credit with financial institutions) and desire to be treated as an equal share with regards to group treasure.
All intelligent weapons see themselves as superior to any fleshy mortal creature. While most seek to be wielded by prominent, powerful individuals, some are content to be wielded by a more malleable possessor (or they may detect potential in a wielder that only the weapon can draw out).
Most of all, intelligent weapons abhor being taken for granted. Wielders that attempt to put them on guard duty, use them as negotiators, or treasure finders will find their companion quickly losing interest in keeping their current wielder and interviewing others (if not actively working against their current wielder and/or their companions).
In any case, an intelligent weapon, especially one with speech capabilities, will make it's presence known early (weapons don't sleep) and often.