Give this item an EGO score please

Datt

First Post
I offer this weapon up for your advice on an EGO score. It is from a player in a game I play in and me and my DM disagree with him on what the EGO score should be.

Both Heads +3 weapons. Weapon is alignment NG, It speaks (Aloud) Both Damaran and Celestial, It can Sense Motive (10 Ranks) at will, The bearer can Haste himself for 10 rounds Once per day, And the bearer does not need to sleep. It has Ability Scores of Wis: 16, Int: 14, and Cha: 10. EGO score of 8. Made out of Living Metal (Heals 1 Hit point of damage per minute on the weapon)

The haft of the weapon is made of Living Metal as well and inscribed in it in celestial are the words "The long watch never ends". The spirits within the weapon are those of the Amenisaan family members who wielded the weapon (8 men and one woman) and they will only grant the weapon's special powers to one of their decendants. Anyone else wielding the weapon uses it only as a +3/+3 Dire Flail. The voice of the weapon is ghostly and wispy and it seldom speaks except when in battle or when alone with the bearer. It is not unruly and does not cause un-needed trouble for the Amenisaan line, though if someone else gets ahold of it it will talk/shout (Make wailing ghost sounds to discourage weaker hearts) to get itself heard and try to expose the thief or just make their life hell. Should the Amenisaan line ever end without an heir, the weapon will crumble to dust leaving only a fine grey-green powder in it's wake and sending the Amenisaan souls on as they have nobody left to protect.

edited to change title to keep jokers from posting!
 
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There is a section in the SRD that covers intelligent weapons and how to generate the ego. It is just a list that asigns points and then you add them.

enjoy, nice weapon.:)
 

"both heads" is it a double weapon? If so, right off the bat the +3 makes it 6, and with the ability scores that adds 5 right there. So discounting the special abilities, the ego is at least 11 (or 8 if its not a double weapon). Then you add the +'s to ego from the special abilities. The DMG section on Intellegent items has how the special abilities add to the Ego

It also seems to have a special purpose, so thats a +4, with an ego now of 15. And I see at least 3 special abilities (or am I counting wrong) so I get a final Ego of 18. I don't have my books on me, so I may be off
 
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The weapon is a Dire Flail. Not sure if that counts as a double weapon or not. I know the SRD has the stuff I would just like other people to add up the EGO as well. As you can see in the description the guy thinks it should only have an EGO of 8. Me and my DM have both counted it over 20. Here is how I calculated it. Let me know where I messed up or mis-calculted. I added Telepathic and Read Langauges because according to the chart in the DMG it reads, to me, that after a certain number of abilities the weapon gains those abilities. This is not my weapon but rather someone trying to be an uber muchkin. This is "desgined" for a 14th level character.

EGO Score:

+3 enhancement (3)

Sense Motive (Primary Ability) (1)

Haste Self 10 rounds/day (Extraordinary) (2)

Bearer does not need sleep (Primary) (1)

Telepathic Ability (1)

Read 2 Languages (2)

Ability Score Bonus Will +3 (3)

Ability Score Bonus Int +2 (2)

Special Purpose (Regenerate self) (4)

Special Purpose (Used only by descendant) (4)

Special Purpose (Die as descendant’s line dies) (4)

TOTAL: 27
 
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Datt said:
+3 enhancement (3)

Sense Motive (Primary Ability) (1)

Haste Self 10 rounds/day (Extraordinary) (2)

Bearer does not need sleep (Primary) (1)

Telepathic Ability (1)

So far, this looks good.

Datt said:
Read 2 Languages (2)

What's up with this? Can it only speak two languages? With its Int bonus, it should be able to speak common plus 2 additional languages. Also, according to table 8-31, an item can't read the languages it can speak unless it has three primary abilities, and this weapon only has two primary abilities.

Datt said:
Ability Score Bonus Will +3 (3)

Ability Score Bonus Int +2 (2)

This looks ok as well.

Datt said:
Special Purpose (Regenerate self) (4)

Personally, I don't think this is really worth a special purpose power. After all, it only repairs 1 point of damage every 10 rounds. Useful in the long run, yeah, but useless in combat. I think this would be fine as the third primary.

Datt said:
Special Purpose (Used only by descendant) (4)

This is not a power at all, and it shouldn't even increase the item's ego. The item is intelligent. If it doesn't want to be wielded by someone, then it can try to force the person to leave them alone, or possibly even force them to find a worthy wielder. This is not something it should have to pay for.

Even if the item does not function in any way in anyone's hands but those of the bloodline, this shouldn't cost anything. In fact, it should net a market price discount.

If the item trys to kill people that aren't worthy and they pick it up, say it tries to finger of death or disintigrate them, then charging for this is fine, but no more than a +2.

Datt said:
Special Purpose (Die as descendant’s line dies) (4)

What does this mean? Does this mean the item dies when the descendant's bloodline ends? If so, why on earth would that cost you anything, or even increase its ego? This is not a benefit.

Datt said:
TOTAL: 27

I don't think its gonna be that high. Also, I don't see anything munchkiny about this item. Looks fine. Kinda cool, not overpowered, and I like bloodline thing.
 

The player not the weapon is trying to be munchkin. He has 3 or 4 different classes just to raise his saves and get the free feats that he wants to use. More of a Min/Maxer but the way he is trying to do things makes him a munchkin to me.


PS. KReynolds did you graduate from Sam in Arlington by chance?
 


kreynolds said:


What's up with this? Can it only speak two languages? With its Int bonus, it should be able to speak common plus 2 additional languages. Also, according to table 8-31, an item can't read the languages it can speak unless it has three primary abilities, and this weapon only has two primary abilities.

Yes but it also says that you can't have an extraordinary power unless you have three primary and he only has two. So I bumped it up to that. We play FR and we don't use common as a language. At most it is a trade language with no written alphabet.

kreynolds said:

Personally, I don't think this is really worth a special purpose power. After all, it only repairs 1 point of damage every 10 rounds. Useful in the long run, yeah, but useless in combat. I think this would be fine as the third primary.

The DM of the game thought these should count as Special Powers since they aren't listed anywhere and the player really wanted them in there.

kreynolds said:

What does this mean? Does this mean the item dies when the descendant's bloodline ends? If so, why on earth would that cost you anything, or even increase its ego? This is not a benefit.

Yes it means after all descendants are dead then the weapon just destroys istelf.

So you would change it from a 27 to a 16 if I can count correctly. Removing two of the special purposes and changing the third to a primary ability.

This is what I am looking for as I have no experience at all with intelligent weapons.
 


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