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Reorganizing Magic Items

Matthias

Explorer
I like the way Pathfinder further simplifies some 3rd Edition D&D rules which were better than 2E but needed more work. In some cases, however, I would have preferred they did not keep every sacred cow they had done.


Pertaining to magic items, the first examples that come to mind are Rods that don't emulate metamagic feats. The rod item class has a sort of split personality--the prevalence of metamagic rods suggests that rods should be serving the purpose of emulating metamagic feats (and maybe there are rods which emulate other feats), but then you have these other Rods whose powers suggest they should be found among the Wondrous Item type. (But see also Gloves of Arrow Snaring and Incense of Meditation.)

In a follow-up post I'll have some writeups for these "alternate" wondrous items.
 

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Here's some 'new' wondrous items.

Baton of Cancellation (medium wondrous item)
[sblock]Aura strong abjuration; CL 17th

Slot none; Price 11,000 gp; Weight 5 lbs.

Description
This dreaded baton is a bane to magic items, for its touch drains an item of all magical properties. The item touched must make a DC 23 Will save to prevent the baton from draining it. If a creature is holding it at the time, then the item can use the holder's Will save bonus in place of its own if the holder's is better. In such cases, contact is made by making a melee touch attack roll. Upon draining an item, the baton itself becomes brittle and cannot be used again. Drained items are only restorable by wish or miracle. If a sphere of annihilation and a baton of cancellation negate each other, nothing can restore either of them.

Construction
Requirements Craft Wondrous Item, mage's disjunction; Cost 5,500 gp[/sblock]



Baton of Enemy Detection (medium wondrous item)
[sblock]Aura moderate divination; CL 10th

Slot none; Price 23,500 gp; Weight 5 lbs.

Description
This device pulses in the wielder's hand and points in the direction of any creature or creatures hostile to the bearer of the device (nearest ones first). These creatures can be invisible, ethereal, hidden, disguised, or in plain sight. Detection range is 60 feet. If the bearer of the baton concentrates for a full round, the baton pinpoints the location of the nearest enemy and indicates how many enemies are within range. The baton can be used to pinpoint three times each day, each use lasting up to 10 minutes. Activating the baton is a standard action.

Construction
Requirements Craft Wondrous Item, true seeing; Cost 11,750 gp[/sblock]



Baton of Flame Extinguishing (medium wondrous item)
[sblock]Aura strong transmutation; CL 12th

Slot none; Price 15,000 gp; Weight 5 lbs.

Description
This baton can extinguish Medium or smaller nonmagical fires with simply a touch (a standard action). For the baton to be effective against other sorts of fires, the wielder must expend 1 or more of the baton's charges.

Extinguishing a Large or larger nonmagical fire, or a magic fire of Medium or smaller (such as that of a flaming weapon or a burning hands spell), expends 1 charge. Continual magic flames, such as those of a weapon or a fire creature, are suppressed for 6 rounds and flare up again after that time. To extinguish an instantaneous fire spell, the baton must be within the area of the effect and the wielder must have used a ready action, effectively countering the entire spell.

When applied to Large or larger magic fires, such as those caused by fireball, flame strike, or wall of fire, extinguishing the flames expends 2 charges from the baton.

If a baton of flame extinguishing is touched to a creature with the fire subtype by making a successful melee touch attack, the baton deals 6d6 points of damage to the creature. This use requires 3 charges.

A baton of flame extinguishing has 10 charges when found. Spent charges are renewed every day, so that a wielder can expend up to 10 charges in any 24-hour period.

Construction
Requirements Craft Wondrous Item, pyrotechnics; Cost 7,500 gp[/sblock]



Baton of Metal and Mineral Detection (medium wondrous item)
[sblock]Aura moderate divination; CL 9th

Slot none; Price 10,500 gp; Weight 5 lbs.

Description
This baton is valued by treasure hunters and miners alike, for it pulses and hums in the wielder's hand in the proximity of metal. As the wearer aims the baton, the pulsations grow more noticeable as it points to the largest mass of metal within 30 feet. However, the wielder can concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the baton points to any places it is located, and the baton wielder knows the approximate quantity as well. If more than one deposit of the specified metal or mineral is within range, the baton points to the largest cache first. Each operation requires a full-round action.

Construction
Requirements Craft Wondrous Item, locate object; Cost 5,250 gp[/sblock]



Baton of Splendor (medium wondrous item)
[sblock]Aura strong conjuration and transmutation; CL 12th

Slot none; Price 25,000 gp; Weight 5 lbs.

Description
The possessor of this fantastically bejeweled baton gains a +4 enhancement bonus to her Charisma score for as long as she holds or carries the item. Once per day, the baton garbs her in magically created clothing of the finest fabrics, plus adornments of furs and jewels.

Apparel created by the magic of the baton remains in existence for 12 hours. However, if the possessor attempts to sell or give away any part of it, use it for a spell component, or the like, all the apparel immediately disappears. The same applies if any of it is forcibly taken from her.

The value of noble garb created by the baton ranges from 7,000 to 10,000 gp (1d4+6 × 1,000 gp)—1,000 gp for the fabric alone, 5,000 gp for the furs, and the rest for the jewel trim (maximum of twenty gems, maximum value 200 gp each).

In addition, the baton has a second special power, usable once per week. Upon command, it creates a palatial tent—a huge pavilion of silk 60 feet across. Inside the tent are temporary furnishings and food suitable to the splendor of the pavilion and sufficient to entertain as many as 100 people. The tent and its trappings last for 1 day. At the end of that time, the tent and all objects associated with it (including any items that were taken out of the tent) disappear.

Construction
Requirements Craft Wondrous Item, eagle's splendor, fabricate, major creation; Cost 12,500 gp[/sblock]



Baton of Withering (medium wondrous item)
[sblock]Aura strong necromancy; CL 13th

Slot none; Price 25,000 gp; Weight 5 lbs.

Description
A baton of withering acts as a +1 light mace that deals no hit point damage. Instead, the wielder deals 1d4 points of Strength damage and 1d4 points of Constitution damage to any creature she touches with the baton (by making a melee touch attack). If she scores a critical hit, the damage from that hit is permanent ability drain. In either case, the defender negates the effect with a DC 17 Fortitude save.

Construction
Requirements Craft Wondrous Item, Craft Magic Arms and Armor, contagion; Cost 12,500 gp[/sblock]



Baton of Wonder (medium wondrous item)
[sblock]Aura moderate enchantment; CL 10th

Slot none; Price 12,000 gp; Weight 5 lbs.

Description
A baton of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. Activating the baton is a standard action. Typical powers of the baton include the following.
(table of effects omitted for brevity)

Construction
Requirements Craft Wondrous Item, confusion, creator must be chaotic; Cost 6,000 gp[/sblock]



Cane of the Python (medium wondrous item)
[sblock]Aura moderate transmutation; CL 10th

Slot none; Price 13,000 gp; Weight 5 lbs.

Description
One end of this item curls and twists back on itself in a crook—the tip of this crook sometimes looks like the head of a snake. The cane itself is about 4 feet long and weighs 10 pounds. It strikes as a +1/+1 quarterstaff. If the user throws the cane to the ground (a standard action), it grows to become a constrictor snake by the end of the round. The python obeys all commands of the owner. (In animal form, it retains the +1 enhancement bonus on attacks and damage possessed by the cane form.) The serpent returns to cane form (a full-round action) whenever the wielder desires, or whenever it moves farther than 100 feet from the owner. If the snake form is slain, it returns to cane form and cannot be activated again for three days. A cane of the python only functions if the possessor is good.

Construction
Requirements Craft Wondrous Item, Craft Magic Arms and Armor, baleful polymorph, creator must be good; Cost 6,500 gp[/sblock]



Cane of the Viper (medium wondrous item)
[sblock]Aura moderate necromancy; CL 10th

Slot none; Price 19,000 gp; Weight 5 lbs.

Description
This cane strikes as a +2 heavy mace. Once per day, upon command, the head of the cane becomes that of an actual serpent for 10 minutes. During this period, any successful strike with the cane deals its usual damage and also poisons the creature hit. This poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a DC 16 Fortitude save each round to negate the damage and end the affliction. Multiple hits extend the duration by 3 rounds and increase the DC by +2 for each hit. The cane only functions if its possessor is evil.

Construction
Requirements Craft Wondrous Item, Craft Magic Arms and Armor, poison, creator must be evil; Cost 9,500 gp[/sblock]



Immovable Bar (minor wondrous item)
[sblock]Aura moderate transmutation; CL 10th

Slot none; Price 5,000 gp; Weight 5 lbs.

Description: This item looks like a flat iron bar with a small button on one end. When the button is pushed (a move action), the bar does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the bar wherever he wishes, push the button, and let go. Several immovable bars can even make a ladder when used together (although only two are needed). An immovable bar can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable bar, it must make a DC 30 Strength check to move the bar up to 10 feet in a single round.

Construction: Requirements Craft Wondrous Item, levitate; Cost 2,500 gp[/sblock]



Scepter of Absorption (major wondrous item)
[sblock]
Aura strong abjuration; CL 15th

Slot none; Price 50,000 gp; Weight 5 lbs.

Description: This item absorbs spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character holding the item or her gear. The scepter then nullifies the spell's effect and stores its potential until the wielder releases this energy in the form of spells of her own. She can instantly detect a spell's level as the scepter absorbs that spell's energy. Absorption requires no action on the part of the user if the scepter is in hand at the time.

A running total of absorbed (and used) spell levels should be kept. The wielder of the scepter can use captured spell energy to cast any spell she has prepared, without expending the preparation itself. The only restrictions are that the levels of spell energy stored in the item must be equal to or greater than the level of the spell the wielder wants to cast, that any material components required for the spell be present, and that the scepter be in hand when casting. For casters such as bards or sorcerers who do not prepare spells, the scepter's energy can be used to cast any spell of the appropriate level or levels that they know.

A scepter of absorption absorbs a maximum of 50 spell levels and can thereafter only discharge any remaining potential it might have. The scepter cannot be recharged. The wielder knows the item's remaining absorbing potential and current amount of stored energy.

To determine the absorption potential remaining in a newly found scepter of absorption, roll d% and divide the result by 2. Then roll d% again: on a result of 71–100, half the levels already absorbed by the item are still stored within.

Construction: Requirements Craft Wondrous Item, spell turning; Cost 25,000 gp[/sblock]



Scepter of Alertness (major wondrous item)
[sblock]Aura moderate abjuration, divination, enchantment, and evocation; CL 11th

Slot none; Price 85,000 gp; Weight 4 lbs.

Description
This item is indistinguishable from a +1 light mace. It has eight flanges on its mace-like head. The scepter of alertness bestows a +1 insight bonus on initiative checks. If grasped firmly, the scepter enables the holder to use detect evil, detect good, detect chaos, detect law, detect magic, discern lies, light, or see invisibility. Each different use is a standard action.

If the head of a scepter of alertness is planted in the ground and the possessor wills it to alertness (a standard action), the scepter senses any creatures within 120 feet who intend to harm the possessor. At the same time, the scepter creates the effect of a prayer spell upon all creatures friendly to the possessor in a 20-foot radius. Immediately thereafter, the scepter sends forth a mental alert to these friendly creatures, warning them of any unfriendly creatures within the 120-foot radius. These effects last for 10 minutes, and the scepter can perform this function once per day. Last, the scepter can be used to simulate the casting of an animate objects spell, utilizing any 11 (or fewer) Small objects located roughly around the perimeter of a 5-foot-radius circle centered on the scepter when planted in the ground. Objects remain animated for 11 rounds. The scepter can perform this function once per day.

Construction
Requirements Craft Wondrous Item, alarm, animate objects, detect chaos, detect evil, detect good, detect law, detect magic, discern lies, light, prayer, see invisibility; Cost 42,500 gp[/sblock]



Scepter of Flailing (major wondrous item)
[sblock]Aura moderate enchantment; CL 9th

Slot none; Price 50,000 gp; Weight 5 lbs.

Description
Upon the command of its possessor, the scepter activates, changing from a normal-seeming scepter to a +3/+3 dire flail. The dire flail is a double weapon, which means that each of the weapon's heads can be used to attack. The wielder can gain an extra attack (with the second head) at the cost of making all attacks at a –2 penalty (as if she had the Two-Weapon Fighting feat).

Once per day, the wielder can use a free action to cause the scepter to grant her a +4 deflection bonus to Armor Class and a +4 resistance bonus on saving throws for 10 minutes. The scepter need not be in weapon form to grant this benefit.

Transforming it into a weapon or back into a scepter is a move action.

Construction
Requirements Craft Wondrous Item, Craft Magic Arms and Armor, bless; Cost 25,000 gp[/sblock]



Scepter of Lordly Might (major wondrous item)
[sblock]Aura strong enchantment, evocation, necromancy, and transmutation; CL 19th

Slot none; Price 70,000 gp; Weight 10 lbs.

Description
This scepter has functions that are spell-like, and it can also be used as a magic weapon of various sorts. In addition, it has several more mundane uses. The scepter of lordly might is metal, thicker than other scepter-like wondrous items, with a flanged ball at one end and six stud-like buttons along its length. Pushing any of the scepter's buttons is an action equivalent to drawing a weapon, and the scepter weighs 10 pounds.

The following spell-like functions of the scepter can each be used once per day.

Hold person upon a touched creature, if the wielder so commands (Will DC 14 negates). The wielder must choose to use this power (a free action) and then succeed on a melee touch attack to activate the power. If the attack fails, the effect is lost.
Fear upon all enemies viewing it, if the wielder so desires (10-foot maximum range, Will DC 16 partial). Invoking this power is a standard action.
Deal 2d4 hit points of damage to an opponent on a successful touch attack (Will DC 17 half) and cure the wielder of the same amount of damage. The wielder must choose to use this power before attacking, as with hold person.

The following functions of the scepter have no limit on the number of times they can be employed.

In its normal form, the scepter can be used as a +2 light mace.
When button 1 is pushed, the scepter becomes a +1 flaming longsword. A blade springs from the ball, with the ball itself becoming the sword's hilt. The weapon stretches to an overall length of 4 feet.
When button 2 is pushed, the scepter becomes a +4 battleaxe. A wide blade springs forth at the ball, and the whole lengthens to 4 feet.
When button 3 is pushed, the scepter becomes a +3 shortspear or +3 longspear. The spear blade springs forth, and the handle can be lengthened up to 12 feet (wielder's choice) for an overall length ranging from 6 feet to 15 feet. At its 15-foot length, the scepter is suitable for use as a lance.

The following other functions of the scepter also have no limit on the number of times they can be employed.

Climbing pole/ladder. When button 4 is pushed, a spike that can anchor in stone is extruded from the ball, while the other end sprouts three sharp hooks. The scepter lengthens to anywhere between 5 and 50 feet in a single round, stopping when button 4 is pushed again. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, in staggered progression. The scepter is firmly held by the spike and hooks and can bear up to 4,000 pounds. The wielder can retract the pole by pushing button 5.
The ladder function can be used to force open doors. The wielder plants the scepter's base 30 feet or less from the portal to be forced and in line with it, then pushes button 4. The force exerted has a Strength modifier of +12.
When button 6 is pushed, the scepter indicates magnetic north and gives the wielder knowledge of his approximate depth beneath the surface or height above it.

Construction
Requirements Craft Magic Arms and Armor, Craft Wondrous Item, bull's strength, fear, flame blade, hold person, inflict light wounds; Cost 35,000 gp[/sblock]



Scepter of Negation (major wondrous item)
[sblock]Aura strong varied; CL 15th

Slot none; Price 37,000 gp; Weight 5 lbs.

Description
This device negates the spell or spell-like function or functions of magic items. The wielder points the scepter at the magic item, and a pale gray beam shoots forth to touch the target device, attacking as a ray (a ranged touch attack). The ray functions as a greater dispel magic spell, except it only affects magic items. To negate instantaneous effects from an item, the scepter wielder needs to have a readied action. The dispel check uses the scepter's caster level (15th). The target item gets no saving throw, although the scepter can't negate artifacts (even minor artifacts). The scepter can function three times per day.

Construction
Requirements Craft Wondrous Item, dispel magic, and limited wish or miracle; Cost 18,500 gp[/sblock]



Scepter of Rulership (major wondrous item)
[sblock]Aura strong enchantment; CL 20th

Slot none; Price 60,000 gp; Weight 8 lbs.

Description
This item looks like a royal scepter worth at least 5,000 gp in materials and workmanship alone. The wielder can command the obedience and fealty of creatures within 120 feet when she activates the device (a standard action). Creatures totaling 300 Hit Dice can be ruled, but creatures with Intelligence scores of 12 or higher are each entitled to a DC 16 Will save to negate the effect. Ruled creatures obey the wielder as if she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, the magic is broken. The scepter can be used for 500 total minutes before crumbling to dust. This duration need not be continuous.

Construction
Requirements Craft Wondrous Item, mass charm monster; Cost 32,500 gp[/sblock]



Scepter of Security (major wondrous item)
[sblock]Aura strong conjuration; CL 20th

Slot none; Price 61,000 gp; Weight 5 lbs.

Description
This item creates a nondimensional space, a pocket paradise. There the scepter's possessor and as many as 199 other creatures can stay in complete safety for a period of time, up to 200 days divided by the number of creatures affected. All fractions are rounded down. In this pocket paradise, creatures don't age, and natural healing takes place at twice the normal rate. Fresh water and food (fruits and vegetables only) are in abundance. The climate is comfortable for all creatures involved.

Activating the scepter (a standard action) causes the wielder and all creatures touching the scepter to be transported instantaneously to the paradise. Members of large groups can hold hands or otherwise maintain physical contact, allowing all connected creatures in a circle or a chain to be affected by the scepter. Unwilling creatures get a DC 17 Will save to negate the effect. If such a creature succeeds on its save, other creatures beyond that point in a chain can still be affected by the scepter.

When the scepter's effect expires, is dismissed, or is dispelled, all the affected creatures instantly reappear in the location they occupied when the scepter was activated. If something else occupies the space that a traveler would be returning to, then his body is displaced a sufficient distance to provide the space required for reentry. The scepter's possessor can dismiss the effect whenever he wishes before the maximum time period expires, but the scepter can only be activated once per week.

Construction
Requirements Craft Wondrous Item, gate; Cost 30,500 gp[/sblock]



Scepter of Thunder and Lightning (major wondrous item)
[sblock]Aura moderate evocation; CL 9th

Slot none; Price 33,000 gp; Weight 5 lbs.

Description
Constructed of iron set with silver rivets, this scepter has the properties of a +2 light mace. Its other powers are as follows.

Thunder: Once per day, the scepter can strike as a +3 light mace, and the opponent struck is stunned from the noise of the mace's impact (Fortitude DC 16 negates). Activating this sonic power counts as a free action, and it works if the wielder strikes an opponent within 1 round.
Lightning: Once per day, when the wielder desires, a short spark of electricity can leap forth when the scepter strikes an opponent to deal the normal damage for a +2 light mace (1d6+2) and an extra 2d6 points of electricity damage. Even when the scepter might not score a normal hit in combat, if the roll was good enough to count as a successful melee touch attack, then the 2d6 points of electricity damage still apply. The wielder activates this power as a free action, and it works if he strikes an opponent within 1 round.
Thunderclap: Once per day as a standard action, the wielder can cause the scepter to give out a deafening noise, just as a shout spell (Fortitude DC 16 partial, 2d6 points of sonic damage, target deafened for 2d6 rounds).
Lightning Stroke: Once per day as a standard action, the wielder can cause the scepter to shoot out a 5-foot-wide lightning bolt (9d6 points of electricity damage, Reflex DC 16 half) to a range of 200 feet.
Thunder and Lightning: Once per week as a standard action, the wielder of the scepter can combine the thunderclap described above with a lightning bolt, as in the lightning stroke. The thunderclap affects all within 10 feet of the bolt. The lightning stroke deals 9d6 points of electricity damage (count rolls of 1 or 2 as rolls of 3, for a range of 27 to 54 points), and the thunderclap deals 2d6 points of sonic damage. A single DC 16 Reflex save applies for both effects.

Construction
Requirements Craft Magic Arms and Armor, Craft Wondrous Item, lightning bolt, shout; Cost 16,500 gp[/sblock]
 
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Rods have always been a weird category of their own. While wands and staves are essentially just spell-containers (with staves containing more than one), rods were, until 3E, like you say, basically wondrous items.

It wouldn't have occured to me to recategorize them, but it makes good sense to do so.
 

Agreed. I ran several games at high and Epic levels in 3.X and no player ever took Craft Rod, that I can recall, unless they literally had no other feats to pick- there just wasn't any point to it as far as they saw. Making them Wondrous makes sense, though of course that just makes Wondrous even more desirable than it already was (and it already was the best Craft feat to take aside from perhaps Scroll).
 

Here is a metamagic-only Rod randomizing table.

Code:
Medium		Major		Rod				Market Price
01–15		—----		Metamagic, Enlarge, lesser	  3,000 gp
16-30		—----		Metamagic, Extend, lesser	  3,000 gp
31-45		—----		Metamagic, Silent, lesser	  3,000 gp
46-60		—----		Metamagic, Empower, lesser	  9,000 gp
61-68		01-07		Metamagic, Enlarge		 11,000 gp
69-76		08-14		Metamagic, Extend		 11,000 gp
77-84		15-21		Metamagic, Silent		 11,000 gp
85-92		 22		Metamagic, Maximize, lesser	 14,000 gp
  93		23–35		Metamagic, Enlarge, greater	 24,500 gp
  94		36-48		Metamagic, Extend, greater	 24,500 gp
  95		49-61		Metamagic, Silent, greater	 24,500 gp
96-98		62-74		Metamagic, Empower		 32,500 gp
 100		75-84		Metamagic, Quicken, lesser	 35,000 gp
—----		85–88		Metamagic, Maximize		 54,000 gp
—----		89-92		Metamagic, Empower, greater	 73,000 gp
—----		93-96		Metamagic, Quicken		 75,500 gp
—----		97-98		Metamagic, Maximize, greater	121,500 gp
—----		99-00		Metamagic, Quicken, greater	170,000 gp



As well, the whole Wondrous Item type could be split across multiple item-creation feats. Body-slot Wondrous Items could be set apart from the non-body slot Wondrous Items and made a separate magic-item type (Magic Garb) with its own Item Creation feat (Craft Magic Garb). Wondrous Items as a rule would never occupy a body slot, whereas Magic Garb type includes any magic item that occupies any body slot other than armor, shield, or either ring slots (which body slots are covered by Craft Magic Arms & Armor or Forge Ring.) The Craft Wondrous Items feat would remain fairly valuable as Item Creation feats go, and maybe should be partitioned into a feat tree.

-Item Creation feats-
* Craft Magic Garb (min. CL 3): allows crafting any magic item that occupies a body slot other than armor, shield, or rings.

* Craft Minor Wondrous Item (min. CL 3): allows crafting any Wondrous Item worth less than 8,000 gp.

* Craft Medium Wondrous Item (min. CL 5, requires Craft Minor Wondrous Item): allows crafting any Wondrous Item worth at least 8,000 gp and less than 28,000 gp.

* Craft Major Wondrous Item (min. CL 7, requires Craft Minor Wondrous Item and CraftMedium Wondrous Item): allows crafting any Wondrous Item worth at least 28,000 gp.

* Craft Rod (min. CL 9): excludes bars, canes, batons, and scepters (which are counted as Wondrous Items instead).

etc.
 
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I like this, because it's logical. The 'rods' you mentioned are more like wondrous items than metamagic rods.

However, I also agree with [MENTION=29746]paradox42[/MENTION] . This further diminishes the Craft Rod Feat while making Wondrous Item even better. Proposed solution: Roll Craft Rod into Craft Staff. Split Wondrous Item into Lesser and Greater versions, with Lesser being a prereq for Greater, and Lesser only working for stuff up to CL10 or so.
 

Subdividing the Craft Wondrous Item feats by Caster Level is a good idea, and we can borrow from existing material (i.e. Detect-Magic auras of magic items) in the game to establish suitable thresholds.

* Craft Minor Wondrous Item feat (min. CL 3rd): allows crafting of any wondrous item up to CL 5th (magic items with faint auras) or current caster level, whichever is lower

* Craft Medium Wondrous Item feat (min. CL 6th): allows crafting of any wondrous item of CL 6th-11th (magic items with moderate auras) or current caster level, whichever is lower. Requires Craft Minor Wondrous Item feat.

* Craft Major Wondrous Item feat (min. CL 12th): allows crafting of any wondrous item of CL 12th-20th (magic items with strong auras) or current caster level, whichever is lower. Requires Craft Minor Wondrous Item and Craft Medium Wondrous Item feats.

These categories probably do not pair up neatly with the gold-piece-based boundaries given by the similarly-titled randomizing tables for Wondrous Items, but there is no need to reconfigure said tables and we would have to drop and add or modify items (raising or lowering their market prices) to make them all fit neatly back into three 100-item tables.



Removing non-metamagic Rods from the item class does diminish the usefulness of the Craft Rod feat. However, it should be simple enough to create additional Rods using metamagic feats from other books. (Indeed, the Advanced Player's Guide has Rods created from the metamagic feats introduced in that book--all of them metamagic rods.)

Also, suppose we stretch the definition of Rods a bit and allow other spellcasting-oriented feats to be emulated:

* Astral Rods: Invokes Eschew Materials feat for up to 3 spells per day.
- Lesser: Maximum spell level 3rd.
- Common: Maximum spell level 6th.
- Greater: Maximum spell level 9th.

* Rod of the Abjurer, Lesser: The power of rods of this sort emulates Spell Focus (+1 to save DC) for Abjuration spells cast by the rod's wielder. Up to 9 cumulative spell levels per day can be affected. Lesser Rods corresponding to the other schools also exist: Conjurer, Diviner, Enchanter, Evoker, Illusionist, Necromancer, Transmuter. (No rod exists for universal spells.)

* Rod of the Abjurer, Greater: Similar in function to the Lesser Rod of the Abjurer but grants +2 to the save DC of Abjuration spells instead of +1. Up to 18 cumulative spell levels per day can be affected. Greater Rods corresponding to the other schools also exist (but not for universal spells).

* Rod of Arcane Power, Lesser: The wielder of this rod gains a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This item only functions for arcane spellcasters, but 'Lesser Rods of Divine Power' may also exist.

* Rod of Arcane Power, Greater: As per the Lesser Rod of Spell Penetration but grants a +4 bonus on caster level checks to overcome spell resistance instead of +2. This item only functions for arcane spellcasters, but 'Greater Rods of Divine Power' may also exist.

* Rod of Counterspells: Emulates Improved Counterspell feat for the wielder whenever they attempt to counterspell. This item may be used up to three times per day.

* Rods of Mighty Summoning: Emulates Augment Summoning for the wielder when they are casting a Summon Monster spell or Summon Nature's Ally spell:
- Lesser: Maximum spell level 3rd.
- Common: Maximum spell level 6th.
- Greater: Maximum spell level 9th.

* Rod of Repetition: Emulates Preferred Spell (from Advanced Player's Guide) but works only for a specific spell as designated by the rod's crafter. This item can be used up to 3 times per day. Example: a Rod of Repetition (Control Undead) allows up to three slots per day of at least 7th spell level to be spontaneously cast as Control Undead spells. This item will only function if the wielder knows the spell imbued in the rod.

* Rod of Vermin: Allows you to cast spells on vermin that normally affect only animals, as per Vermin Heart feat (APG).

* Rods of Abundant Summoning (UMG): applies Superior Summoning; versions are lesser (max. 3rd level), common (max. 6th level), and greater (max. 9th level)


Here are some other feats that could be made into Rods.
Arcane Blast (Advanced Player's Guide) X 3 for lesser (SL 1-3), common (SL 1-6), and greater versions (SL 1-9)
Arcane Shield (APG) X 3 for lesser (SL 1-3), common (SL 1-6), and greater versions (SL 1-9)
Diviner's Delving (APG)
Elemental Focus (APG) X 5 (1 per energy type)
Elemental Focus, Greater (APG) X 5 (1 per energy type)
Parry Spell (APG) as an improved version of the Rod of Counterspells above...getting to be similar to a Scepter[rod] of Absorption
Summoner's Call (APG)
Tenacious Transmutation (APG)

Divine Interference (Ultimate Magic)
Spell Specialization & Greater Spell Specialization (UMG); each Rod is keyed to a specific spell which must be known by the wielder of the item for it to function.
Moonlight Summons (UMG)
Skeleton Summoner (UMG)
Spellsong (UMG): this rod is probably disguised as a magic item
Spontaneous Metafocus (UMG): keyed to a specific spell and only usable by sorcerers, oracles, and similar casters with innate spontaneous casting (e.g., not usable in conjunction with Rod of Repetition).
Starlight Summons (UMG)
Theurgy (UMG)
Undead Master (UMG)

Destructive Dispel (Ultimate Combat)
Dimensional Agility, Assault, Dervish, Maneuvers, & Savant feats (UCM): only for Dimension Door and teleportation spells
Dispel Synergy (UCM)
Nightmare Fist, Striker, & Weaver feats (UCM)
School Strike (UCM)


Altogether these could make more than a hundred additional kinds of Rods (even excluding Rods of Repetition, Spell Specialization, and Spontaneous Metafocus).
 
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The problem with dividing it up by Caster level is that you would have to have all three feats in order to spend 500 gp to make a CL 17 Pearl of Power for a level 1 spell. Which makes no sense.

I like the idea of splitting it up into Magical Garb and Craft Wondrous Items. I don't like splitting it up into three Craft Wondrous Items feats. I think that rolling all Rods into Wondrous Items and splitting up into unslotted (Wondrous) and slotted (Garb) items makes a good compromise. Most of the standard items that everyone gets are slotted (Boosting stats, saves, AC, etc.) This means that both would be desirable and, I believe, balanced against each other.
 

I agree with [MENTION=7776]KerlanRayne[/MENTION] there- PF consolidated skills, and tends to cluster like things together or consolidate non-skill mechanics (for example, class features that have the same mechanics are usually given the same name in class archetypes, even for normally wildly different classes), so proliferation of feats doesn't "feel" quite right for it. Keep the feats simple, especially since the goal here is to simplify the process of designating item categories in the first place. Do Magical Garb for the wearables, and Wondrous Items for the non-wearables.

A bit of history may be worth bearing in mind here, too; before 3.0 back in 2000, the Rod of Wonder was actually the Wand of Wonder. When they gave Wands a specific purpose and reason for being, they changed it to a Rod. With these rules it changes again, to the Wondrous Item its name suggests it ultimately should be. :)
 

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