Rite of Apportionment
This is an addendum to the Soulbound Weapons and Armour system I developed for my home campaign, and is designed to model the slow growth and awakening of intelligent weapons and armour.
This is a special ritual that can be conducted to further bond and empower a Soulbound item. It involves a two-part ritual, the first part of which must take place on Mother's Day, and the second part on Father's Day. Each portion of the ritual lasts from sunrise to sunset, and must be conducted by someone with the Soulbind Weapons and Armour feat. The cost for the entire two-day ritual is 400 crowns, and 1000 xp. Thereafter, 10% of all experience points earned by the character are absorbed by the Soulbound item, as it grows in intelligence and power.
| Item XP | Mental Ability Scores | Communication | Capabilities Gained | Senses |
|---|---|---|---|---|
| 1000 | Two at 12, one at 10 | Empathy | One lesser power | 30 ft. vision and hearing |
| 2000 | +1 to each of two scores | Empathy | One lesser power | 60 ft. vision and hearing |
| 4000 | +1 to each of two scores | Speech | One lesser power | 120 ft. vision and hearing |
| 5000 | +1 to each of two scores | Speech | — | 60 ft. darkvision and hearing |
| 6000 | +1 to each of two scores | Speech | 60 ft. darkvision and hearing | |
| 9000 | +1 to each of two scores | Speech, Telepathy | One greater power or special purpose | 120 ft. darkvision and hearing |
| 12000 | +1 to each of two scores | Speech, Telepathy | One greater power or special purpose
Read all languages and read magic |
120 ft. darkvision, blindsense, and hearing |
| 15000 | +1 to each of two scores | Speech, Telepathy | One lesser power
One greater power or special purpose |
120 ft. darkvision, blindsense, and hearing |
Alignment: The item has the same alignment as the Soulbound character.
Languages: The item speaks Common and one other language per point of Int bonus. Lanuages must be those that the Soulbound character can speak until the item gains the Telepathy form of communication.
Personality: Items granted intelligence in this manner usually take on a single aspect of the Soulbound character's personality as the basis for their own, simpler personalities at first. As they grow in intelligence and power, they develop more complex personalities, and their wants and goals begin to differentiate from those of the Soulbound character. This is especially obvious in high-Ego items. Regardless of such differences, items tend to have a sort of filial affection for the Soulbound character.
Lesser and Greater Powers: Lesser and greater powers gained are determined randomly, with player input. The GM will roll randomly on the appropriate table three times, and the character may choose whichever of the results best suits his or her vision of the item's powers or personality.
Special Purpose: Items may only gain a special purpose if they are used in a manner that shows the importance of the purpose both to the character and the item. The specifics of the special purpose will be worked out in discussions with the GM, and will be based on character actions in the past or on pivotal, dramatic moments. No item may have more than one special purpose.
Dedicated Power: An item with a special purpose has a dedicated power that only activates when the item is used to directly pursue its special purpose. This power will be determined in the same manner as the lesser and greater powers.
Soulbound Powers and Intelligent Items
Because an intelligent item has control of its own functions, it can choose to bestow its attack bonus and special powers on people other than its Soulbound partner. It can also try to withhold them, although this requires that the wielder fail in a Will save against the item's Ego score. It also bestows negative levels as regular intelligent items do against those of different alignment, and can choose to bestow them on any who are not Soulbound to it.
Death and Intelligent Soulbound Items
Once an item gains intelligence, it is no longer a haven for the soul of its Soulbound counterpart. Upon death, the character no longer has the option of merging with the item, but must pass on to whatever afterlife awaits them.
