Rod of Treachery: Difference between revisions

From Epic Path
Jump to navigation Jump to search
(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...")
 
No edit summary
Line 61: Line 61:
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.


At 1st creator level, the weapon gains a +1 Arcane 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.
At 1st creator level, the weapon gains a +1 [[Enhancement Bonus]] to to-hit and damage, and if a thrown weapon, has the [[Returning (Melee Weapon Magic Property)|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.
 


{{Rod-Costs|sp=4|max=35}}
{{Rod-Costs|sp=4|max=35}}

Revision as of 12:54, 24 September 2019

Rod of Treachery

Rod of Treachery

CL 1 Magic Rod • Weak Illusion
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 rod draws upon the essential duality of all nature that is the font of Illusion, and when activated, it creates a quasi-real shadow weapon wherever it is used to draw the new weapon into existence. This shadow weapon can be of any type, melee, ranged, or projectile, light, one-handed, or two-handed. This illusory weapon cannot mimic any material properties such as dweomermetals or dural stone, but it faithfully creates all Weapon Qualities such as Adaptive Reach or Battering, and inflicts the usual damage type and amount for the weapon chosen. If a projectile weapon is created, it also has sufficient shadow ammunition (of any non-unique, non-material-based (dural is not allowed) type the caster wishes) for the combat at hand, although it must be reloaded as normal. A Shadow Weapon may be Tiny, Small, Medium, or Large. Each shadow weapon lasts until the end of the wielders next encounter, or they end a full night's rest.

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).