Rod of Treachery: Difference between revisions
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| Item-Desc| This rod is a plain light mace. It looks not unusual in the slightest, although if closely inspected, will be noted to have unusually deep shadows around the spikes. Once noted, this is obvious to all. | | Item-Desc| This rod is a plain light mace. It looks not unusual in the slightest, although if closely inspected, will be noted to have unusually deep shadows around the spikes. Once noted, this is obvious to all. | ||
Wielders of this rod can utter a command word as a [[standard action]] to cast a [[Shadow Weapon (Sorcerer/Wizard Spell)|Shadow Weapon ]] spell, using up one charge from the rod. | Wielders of this rod can utter a command word as a [[standard action]] to cast a [[Shadow Weapon (Sorcerer/Wizard Spell)|Shadow Weapon]] spell, using up one charge from the rod. | ||
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The first time the wielder of a shadow weapon hits a creature with the weapon, the victim may make a {{hi|saving throw as defined below}} to disbelieve; failure means the weapon deals damage normally, success means it only inflicts half normal damage, but the damage type is converted to {{dmg|fictive}} damage. | The first time the wielder of a shadow weapon hits a creature with the weapon, the victim may make a {{hi|saving throw as defined below}} to disbelieve; failure means the weapon deals damage normally, success means it only inflicts half normal damage, but the damage type is converted to {{dmg|fictive}} damage. | ||
The weapon may be used for Sunder combat maneuvers as normal. | The weapon may be used for [[Sunder]] combat maneuvers as normal. | ||
If an attacked creature has [[Spell Resistance (SR)]], the wielder of the rod must make a [[Bailiwick]] skill check as a free action against that [[SR]] the first time the ''Shadow Weapon'' strikes it. If the weapon is successfully resisted, the weapon is dispelled. If not, the target may save to disbelieve as normal. | If an attacked creature has [[Spell Resistance (SR)]], the wielder of the rod must make a [[Bailiwick]] skill check as a free action against that [[SR]] the first time the ''Shadow Weapon'' strikes it. If the weapon is successfully resisted, the weapon is dispelled. If not, the target may save to disbelieve as normal. |
Revision as of 12:55, 24 September 2019

Rod of Treachery
- Cost: 750 gp
- Weight: 4 lbs.
This rod is a plain light mace. It looks not unusual in the slightest, although if closely inspected, will be noted to have unusually deep shadows around the spikes. Once noted, this is obvious to all.
Wielders of this rod can utter a command word as a standard action to cast a Shadow Weapon spell, using up one charge from the rod.
This weapon may be wielded by you or an ally in whose hands you draw the weapon into existence. Once willed into existence, the weapon cannot then be given to another, although it can be disarmed and then picked up again by the same user without penalty. If Sundered, a Shadow Weapon is dispelled.
The wielder or the creature they grant the weapon to may use this weapon to make attacks as if it were a real weapon, dealing normal damage for a weapon of its type and the wielder's level. Proficiency is required or penalties accrue, and any feats (such as Weapon Specialization) or abilities (such as a Fighter's Exacting Strikes or a Monk's Echoing Strike) the wielder possesses that apply to the Shadow Weapon work normally.
The first time the wielder of a shadow weapon hits a creature with the weapon, the victim may make a saving throw as defined below to disbelieve; failure means the weapon deals damage normally, success means it only inflicts half normal damage, but the damage type is converted to fictive (energy, uncommon) damage.
The weapon may be used for Sunder combat maneuvers as normal.
If an attacked creature has Spell Resistance (SR), the wielder of the rod must make a Bailiwick skill check as a free action against that SR the first time the Shadow Weapon strikes it. If the weapon is successfully resisted, the weapon is dispelled. If not, the target may save to disbelieve as normal.
At 1st creator level, the weapon gains a +1 Enhancement Bonus to to-hit and damage, and if a thrown weapon, has the Returning property, as normal. At 5th creator level, the weapon gains a +2 Enhancement Bonus. At 9th-level, you may increase the Enhancement Bonus to +3. At 13th the bonus becomes +4, at 17th, +5, at 21st +6, at 25th level +7, at 29th level +8, and at 33rd level, +9.
You can purchase this rod at a higher creator level than the minimum required to cast the spell. Doing so increases the potency of the spell as described above, but also increases the cost, as follows:
Creator Level | Cost | Save DC | Damage Dealt |
---|---|---|---|
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
7 | 22,500 gp | 21 | 7d6+7 |
8 | 28,800 gp | 22 | 8d6+8 |
9 | 36,000 gp | 22 | 9d6+9 |
10 | 45,000 gp | 23 | 10d6+10 |
11 | 55,800 gp | 24 | 11d6+11 |
12 | 67,500 gp | 25 | 12d6+24 |
13 | 81,900 gp | 26 | 13d6+26 |
14 | 100,800 gp | 27 | 14d6+28 |
15 | 127,800 gp | 29 | 15d6+30 |
16 | 173,700 gp | 30 | 16d6+32 |
17 | 234,000 gp | 30 | 17d6+34 |
18 | 324,000 gp | 31 | 18d6+54 |
19 | 432,000 gp | 32 | 19d6+57 |
20 | 576,000 gp | 33 | 20d6+60 |
Creator Level | Cost | Save DC | Damage Dealt |
---|---|---|---|
21 | 765,000 gp | 34 | 21d6+63 |
22 | 1,026,000 gp | 35 | 22d6+66 |
23 | 1,359,000 gp | 36 | 23d6+69 |
24 | 1,800,000 gp | 37 | 24d6+96 |
25 | 2,340,000 gp | 38 | 25d6+100 |
26 | 3,150,000 gp | 39 | 26d6+104 |
27 | 4,140,000 gp | 40 | 27d6+108 |
28 | 5,580,000 gp | 41 | 28d6+112 |
29 | 7,380,000 gp | 43 | 29d6+116 |
30 | 9,810,000 gp | 44 | 30d6+150 |
31 | 12,960,000 gp | 46 | 31d6+155 |
32 | 17,010,000 gp | 47 | 32d6+160 |
33 | 22,500,000 gp | 48 | 33d6+165 |
34 | 29,790,000 gp | 49 | 34d6+170 |
35 | 39,690,000 gp | 50 | 35d6+175 |
This magic item does not require an attunement period, and grants its benefits immediately upon being worn or wielded.
- Creation: Creator (Feat), Bailiwick Check (DC 12 (10 + double CL)), Languid (tier 1) remnant, An item symbolic of the enchantment, 375 gp (minus cost of symbolic item).