Talk:Magic Rods: Difference between revisions

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Rods are what wands used to be (you can cast 1 spell from them)


using a rod requires ONLY weapon proficiency? this makes rods usable by ALL CLASSES without UMD rolls. Hrrrrm! if we go this route, rods could allow touch attacks with no str mod, or regular attacks but you get your str mod to damage.
Price scaling for rods by spell level:
* 1st level spell, any CL: use '''0.375''' in Nudge-Price field.
* 2nd level spell, any CL: use '''0.6''' in Nudge-Price field.
* 3rd level spell, any CL: use '''0.75''' in Nudge-Price field.
* 4th level spell, any CL: use '''0.9''' in Nudge-Price field.


  all rods are clubs, and gain the greater returning property for free, OR, all rods are light maces, and we need to give light mace proficiency to wizards and monks. note that either option makes the chosen weapon MUCH more attractive to the heavy meleers. IE, a club-using fighter could arm himself with Rods instead of actual clubs and get all sorts of useful effects. this implies at least some rods should price-scale as weapons, but that's cool, because they can never have weapon properties...unless we decide to include properties in rods, which could be awesome.
  Do we want to go higher than 4th level spells on rods?  It would be easy to price that out... however, with manastones, they become very cost efficient.  A rod of Heal, for example, just feels broken to me, no matter how much it costs.


Metamagic rods go here. Note: We currently plan placing at least one current metamagic feat as a rod-only effect, namely, convert feat to rod. should we do so, or is that confusing with metamagic rods?
Rods are light maces. They threaten, can be used for AOO's and melee attacks.
 
[[Consecrate Spell (Feat)]] item...or should it be another slot?
 
immovable rod = scale to weight supported (max drag for Str 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, and 85) note that at the upper end, these can easily be used to hold up floating buildings, and we might call them 'floating foundations' and the like, and make much larger, much cheaper, versions available. this could tie into the settlement rules?  susceptible to dispel and disjoin? items usually aren't. hrrrm.)
 
rod of thunderous force = slam power as written, force atack power(like rod of ice, melee touch attack), debuff power to inflict a status (blind to sound, rattle, etc), scale as stampede stomper? fold in powers of rod of thunder and lightning at the top end?
 
rod of cancellation = only way to affect items? scaling Disjoin effect, can be charged or X times per moon/day.  if used to touch magic items, deals a point of Sunder to them.  at the upper end, will affect artifacts or other Potens Machenvari! combine with rod of ruin/rod of negation? both!
 
rod of wonder = erghh. this is super-iconic to a certain type of player. should we keep it for its wacky fun potential? i'd almost want to go back to wand of wonder, but see the wand discussion page for thoughts about rod vs wand. Pathfinder has no wands except spell effects, which is simpler, but kind of soulless.
 
rod of the python/viper = functions as a summon monster, always makes a snake-shaped thing.  scale as summon monster 1, 5, 9.  only three items required. viper version adds poison damage to snake. Note: possible to make a LOT of variations, by adding on Patterns. Rod of the Great Worm (great Creature pattern), Rod of the Frost Snake, Rod of the Coursing Viper, Rod of the Mighty Python, etc, etc, etc. 
 
trap-stealers rod = love the optics of this. its a super-crowbar, a set of super-thieves-tools, AND it lets you move traps around. scaling is 1-5, which is the plus on the crowbar (plus to might checks, extra sunders), plus on the thieves tools, and the trap thing is just wonderful, maybe scale it by size {less than one foot, less than one square, one square, four squares, nine squares).  we should DEFINATELY rename it to 'Magic Crowbar"
 
rod of balance = as written, scaling bonus of +1 to +3, adds distance to jumps, etc.  include rod of escape functions as scales higher?  hrrrm.
 
sapling rod = scale properly, include oasis, planar adaption, functions as high level scaling, fold in rod of nettles and rod of security functions
 
suzerain scepter = love this thing, and should be tied into the settlement rules/powers, and scaled properly. its LITERALLY the key to the city
 
fiery nimbus rod = SUPER CLUB. as written, scales, change to touch attack? lets the clothies have an ACTUAL melee weapon!
 
rod of splendor = love the optics of this! scale properly, possibly combine with the suzerain scepter and rod of rulership
 
rod of absorption = this thing has always been a bit of a stinker, but if its possible to fuel mana burning with it, its suddenly HUGE
 
rod of flailing = kind of a dog, but allow it to change to any kind of a flail with throwing and returning, scale it properly, all usable with only a club proficiency. suddenly, this is pretty nice indeed.
 
rod of lordly might = scale properly, usable with club, battleaxe, or any spear proficiency. this thing was always awesome, and is now MORE awesome

Revision as of 19:53, 8 August 2019

Rods are what wands used to be (you can cast 1 spell from them)

Price scaling for rods by spell level:

  • 1st level spell, any CL: use 0.375 in Nudge-Price field.
  • 2nd level spell, any CL: use 0.6 in Nudge-Price field.
  • 3rd level spell, any CL: use 0.75 in Nudge-Price field.
  • 4th level spell, any CL: use 0.9 in Nudge-Price field.
Do we want to go higher than 4th level spells on rods?  It would be easy to price that out... however, with manastones, they become very cost efficient.  A rod of Heal, for example, just feels broken to me, no matter how much it costs.

Rods are light maces. They threaten, can be used for AOO's and melee attacks.