The Bow of Aveleos
Price: 476,600gp
Body Slot: - (Held)
Caster Level: 20th
Aura: Strong Evocation
Activation: Free (use activated) or none (uses itself)
Weight: 3 lb.

As a bow, Aveleos has the following abilities:

  • +2: Aveleos has a +2 enhancement bonus.
  • Mighty: Aveleos's wielder can apply up to 5 points of their strength bonus to damage.
  • Holy (+2): arrows fired from the Bow of Aveleos deal an extra 2d6 damage to evil creatures.
  • Force (+2): arrows fired from the Bow of Aveleos deal force damage, automatically overcoming DR and ignoring the normal miss chance versus incorporeal creatures.
  • Speed (+3): When making a full attack action, the wielder may make one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)
  • Deadly Precision (+1): When making a successful sneak attack or sudden strike, the Bow of Aveleos deals an additional 1d6 damage.

As an intelligent being, the Bow of Avelios has the following attributes:

  • Alignment: Neutral Good
  • Mental Attributes: Intelligence: 19; Wisdom: 19; Charisma: 10
  • Communication: Telepathy with the wielder. Aveleos also speaks Common, Elven, Dwarven, Draconic, and ___. He can read all languages as well as magical writing.
  • Senses: 120' darkvision, blindsense 60', hearing
  • Specila Purpose: Defend Humanity
  • Ego: 32

On his own, Aveleos also has the following powers, which he activates in accordance with his special purpose and whims:

  • Cure Moderate Wounds 3/day, affects the wielder only
  • Bless allies 3/day
  • Faerie Fire 3/day
  • Detect Thoughts at will
  • Detect Scrying continuously
  • True Resurrection on the wielder 1/month, though Aveleos is only likely to use this if the wielder died in the defense of humanity.
  • lesser?
  • greater?

This graceful bow of elven design is deceptively difficult to pull. Those capable of doing almost always find themselves being fought off by the strong will of Aveleos, or pulled into his neverending quest to defeat the foes of humanity.


When an item has an Ego of its own, it has a will of its own. The item is, of course, absolutely true to its alignment. If the character who possesses the item is not true to that alignment's goals or the item's special purpose, personality conflict-item against character-results. Similarly, any item with an Ego score of 20 or higher always considers itself superior to any character, and a personality conflict results if the possessor does not always agree with the item.

When a personality conflict occurs, the possessor must make a Will saving throw (DC = item's Ego). If the possessor succeeds, she is dominant. If she fails, the item is dominant. Dominance lasts for one day or until a critical situation occurs (such as a major battle, a serious threat to either the item or the character, and so on). Should an item gain dominance, it resists the character's desires and demands concessions such as any of the following.

  • Removal of associates or items whose alignment or personality is distasteful to the item.

  • The character divesting herself of all other magic items or items of a certain type.

  • Obedience from the character so the item can direct where they go for its own purposes.

  • Immediate seeking out and slaying of creatures hateful to the item.

  • Magical protections and devices to protect the item from molestation when it is not in use.

  • That the character carry the item with her on all occasions.

  • That the character relinquish the item in favor of a more suitable possessor due to alignment differences or conduct.

In extreme circumstances, the item can resort to even harsher measures, such as the following acts:

  • Force its possessor into combat.

  • Refuse to strike opponents.

  • Strike at its wielder or her associates.

  • Force its possessor to surrender to an opponent.

  • Cause itself to drop from the character's grasp.

Naturally, such actions are unlikely when harmony reigns between the character's and item's alignments or when their purposes and personalities are well matched. Even so, an item might wish to have a lesser character possess it in order to easily establish and maintain dominance over him, or a higher-level possessor so as to better accomplish its goals.

All magic items with personalities desire to play an important role in whatever activity is under way, particularly combat. Such items are rivals of each other, even if they are of the same alignment. No intelligent item wants to share its wielder with others. An intelligent item is aware of the presence of any other intelligent item within 60 feet, and most intelligent items try their best to mislead or distract their host so that she ignores or destroys the rival. Of course, alignment might change this sort of behavior.

Items with personalities are never totally controlled or silenced by the characters who possess them, even though they may never successfully control their possessors. They may be powerless to force their demands but remain undaunted and continue to air their wishes and demands.