Improved Jailers Rod
Greater Jailer's Rod
- 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.
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).