Improved Jailers Rod

From Epic Path
Revision as of 13:00, 7 September 2019 by Reese (talk | contribs) (Created page with "{{Magic-Item-Solo <!-- USE THIS TEMPLATE TO CREATE ITEMS THAT ARE NOT PART OF A FAMILY (i.e. SINGLE ITEMS) --> | Slot=<onlyinclude>{{#ifeq:{{{transclu...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Greater Jailer's Rod

Greater Jailer's Rod

CL 3 Magic Rod • Weak Conjuration
Cost: 4,500 gp
Weight: 4 lbs.

This rod is made of a dozen cold iron rods woven together. At the top of the rod, the many bars widen into the shape of a small cage, similar to a gibbet. The floor of the cage, however, is a masterwork of metalwork, as the bars have been woven into an elaborate summoning circle. This circle appears unbroken, despite being comprised of many different pieces of metal, nor are there welds or other indications of how the seams, if there are any, where hidden.

Wielders of this rod can utter a command word as a standard action to cast a Summon Monster II spell, using up one charge from the rod.

When this rod is activated, it summons a single creature from a nearby Lateral Material Plane that is obedient and loyal to the wielder and the wielder alone.

The Summon Monster II spell conjures a creature with a CR based on the caster level of the rod. This CR can be further modified through the use of Summon Feats and/or some character abilities, but the total modified Challenge Rating (CR) of a summoned monster may never exceed the rod's caster level. If the resulting creature's CR would be greater than the rod's caster level, it is reduced to a CR equal to the rod's caster level. Refer to the table below to determine the summoned creature's (base) CR:

Summoned Monster Base CR

Rod Lvl Monster CR
1 1
2 2
3 3
4 4
5 5
6 5
7 6
Rod Lvl Monster CR
8 6
9 7
10 7
11 8
12 8
13 9
14 9
Rod Lvl Monster CR
15 10
16 10
17 11
18 11
19 12
20 12
21 13
Rod Lvl Monster CR
22 13
23 14
24 14
25 15
26 15
27 16
28 16
Rod Lvl Monster CR
29 17
30 17
31 18
32 18
33 19
34 19
35 20

Once you have determined the CR of the summoned monster, click on the link in the table above to bring up its Bestiary entry. Note that all summoned monsters have regular melee attacks, and also a special ability called "Summoned Strike". Any attacks of opportunity that the summoned monster makes use its regular melee attack, not its summoned strike.

You may decide what the summoned creature looks like (subject to referee approval), and this appearance can be the same, or different, each time you cast the spell. Note that, even if your summoned monsters always appear identical to one another (assuming you choose to make them so), they are not the same creature (probably), merely similar-seeming creatures from some reality other than your own. You can also describe the appearance and special effects of your summoned monster's attacks, but the damage types inflicted (e.g. bludgeoning (physical, common)) cannot be adjusted without a feat, power, or ability that specifically allows you to do so.

The summoned monster appears in a space within 30 feet of the wielder, but this space must be unoccupied, unblocked, and sufficient for the creature's size (usually size medium, unless modified by an ability). You can give orders to your summoned monster as a free action, but it must spend its own actions (or actions gifted to it) in order to carry out your instructions.

Summoned monsters share your turn in the initiative order, and may act in the same round in which they are summoned. By default, a summoned monster will attack the enemy creature (hostile to you) nearest to it to the best of its ability, unless directed otherwise. You can direct it not to attack, to attack specific enemies, or to perform other actions.

Once summoned, summon monsters persist until slain, the end of the current encounter, or the end of the next encounter, whichever occurs first.

Summoned monsters have a single standard action with which to act, over and above your own actions each round. In addition, you may 'gift' some or all of your own actions (standard, move, or swift) to your summoned monster, to allow it to perform more complex activities in a given round (such as moving and then attacking, or making a full attack action). If more than one summoned monster is present, you must specify which summoned monster gains any 'gifted' actions you provide (i.e. your gifted move action doesn't give a move action to all summoned monsters present, just one).

In addition to the abilities listed on the monster's bestiary entry, summoned monsters brought into this realm via a Greater Jailer's Rod gain one random movement ability, and one random bonus ability. Roll 1d20+1 once for each table, and look up your results (note that not all results are possible with Summon Monster II). You may either accept the results you rolled, or you can choose the result 1 step lower on one or both tables, if you prefer. For example, if you rolled a 15+2 = 17 on the movement table, you could select either Greater Swim 90 ft. (result 17), or Lesser Teleport 20 ft. (result 16). You could similarly choose to keep what you rolled on the bonus abilities table, or the result one less than what you rolled. Regardless of which results you pick, you may only end up with 1 movement power and one bonus ability.

Movement Powers

d20+1 Result Ability
1 No bonus movement
2 Walk 40 ft.
3 Greater Swim 30 ft.
4 Greater Climb 30 ft.
5 Vaulting 30 ft.
6 Walk 50 ft.
d20+1 Result Ability
7 Greater Swim 45 ft.
8 Greater Climb 45 ft.
9 Vaulting 45 ft.
10 Hover 20 ft.
11 Walk 60 ft.
12 Greater Swim 60 ft.
d20+1 Result Ability
13 Greater Climb 60 ft.
14 Vaulting 60 ft.
15 Greater Flight 30 ft.
16 Lesser Teleport 20 ft.
17 Greater Swim 90 ft.
18 Walk 75 ft.
d20+1 Result Ability
19 Hover 40 ft.
20 Walk 90 ft.
21 Greater Flight 45 ft.
22 Lesser Teleport 40 ft.
23 Walk 120 ft.
24 Greater Climb 90 ft.
d20+1 Result Ability
25 Vaulting 90 ft.
26 Greater Flight 60 ft.
27 Hover 60 ft.
28 Lesser Teleport 60 ft.
29 Greater Flight 90 ft.
30 Lesser Teleport 90 ft.

Bonus Abilities

d20+1 Result Ability
1 No bonus ability
2 Darkvision 60 ft.
3 +4 Perception; can make an active perception check as a free action once per encounter
4 May make a 5-foot step each round, even if it has moved (not a second 5-foot step, just a guaranteed first one)
5 Size large, normal (5') reach
6 Combat Reflexes (Feat)
7 Ranged attack equal to standard attack, 50' increment, max range 250'
8 Once per round, auto-swap positions with target of successful melee attack
9 Immune to Dazzled, Blind, Fogged conditions
10 Size huge, normal (5') reach
11 Lifesense 60 ft.
12 Ranged attack equal to standard attack, 50' increment, max 250'; may make 3 ranged attacks w/full attack action
13 Once per round, auto Bull Rush 5 feet w/successful melee attack, and step into space
14 Immune to Sickened, Afflicted, Nauseated conditions
15 Size medium, 10 ft. of reach
d20+1 Result Ability
16 May use Summoned Strike as a ranged attack, max range 30 ft.
17 Once per round, can pass through a single enemy's space (must end in open space, provokes, auto-succeeds)
18 Tremorsense 60 ft.
19 Immune diseases (infected, diseased, blighted) and poisons (tainted, poisoned, blighted)
20 Size large, 10 ft. of reach
21 May use Summoned Strike as a ranged attack, max range 50 ft.
22 Ignore difficult terrain
23 Immune to Bruised, Bleed, Ruptured conditions
24 Cannot be flanked (as improved uncanny dodge)
25 Size huge, 10 ft. of reach
26 Immune to Quelled, Prone, Splayed conditions
27 Gains DR x/Common (Bludgeoning,  Crushing,  Piercing,  Slashing,  Slime), where x = CR of the monster; does not stack with other sources of DR
28 Blindsense 60 ft.
29 Immune to all fear-based conditions
30 Gains ER x/Common (Acid,  Cold,  Fire,  Lightning,  Sonic), where x = CR of the monster; does not stack with other sources of ER


There is no saving throw to resist this spell, nor does spell resistance apply.

This spell lays an arcane charge on the wielder of the rod. If you already have an arcane charge present, you must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.

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
- -  - -
- -  - -
3 4,500 gp  - -
4 6,600 gp  - -
5 9,000 gp  - -
6 12,000 gp  - -
7 15,000 gp  - -
8 19,200 gp  - -
9 24,000 gp  - -
10 30,000 gp  - -
11 37,200 gp  - -
12 45,000 gp  - -
13 54,600 gp  - -
14 67,200 gp  - -
15 85,200 gp  - -
16 115,800 gp  - -
17 156,000 gp  - -
18 216,000 gp  - -
19 288,000 gp  - -
20 384,000 gp  - -
Creator Level Cost Save DC Damage Dealt
21 510,000 gp  - -
22 684,000 gp  - -
23 906,000 gp  - -
24 1,200,000 gp  - -
25 1,560,000 gp  - -
26 2,100,000 gp  - -
27 2,760,000 gp  - -
28 3,720,000 gp  - -
29 4,920,000 gp  - -
30 6,540,000 gp  - -
31 8,640,000 gp  - -
32 11,340,000 gp  - -
33 15,000,000 gp  - -
34 19,860,000 gp  - -
35 26,460,000 gp  - -

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 16 (10 + double CL)), Languid (tier 1) remnant, An item symbolic of the enchantment, 2,250 gp (minus cost of symbolic item).