Thurbane
First Post
It's a bit rough around the edges, but here's the basics:
Rod of Woe
This rod functions as a +1 cold iron light mace, but has an additional power, activated on a successful critical hit. Firstly, the rod inflicts triple normal damage on a critical hit, rather than the normal double for a mace. Additionally, the target must make a DC 16 will save, or suffer 1d6 ability drain to a random ability (roll 1d6 for STR, DEX, CON, INT, WIS or CHA). If a creature doesn't have the determined ability score, or is immune to ability drain, it suffers no additional effect other than additional damage. Each time a critical is scored, the rod loses 1 charge, regardless of whether or not the ability drain is inglicted. A rod of woe has 50 charges when created.
Moderate necromancy; CL 10th, Craft Rod, Bestow Curse; ***** gp.
Rod of Woe
This rod functions as a +1 cold iron light mace, but has an additional power, activated on a successful critical hit. Firstly, the rod inflicts triple normal damage on a critical hit, rather than the normal double for a mace. Additionally, the target must make a DC 16 will save, or suffer 1d6 ability drain to a random ability (roll 1d6 for STR, DEX, CON, INT, WIS or CHA). If a creature doesn't have the determined ability score, or is immune to ability drain, it suffers no additional effect other than additional damage. Each time a critical is scored, the rod loses 1 charge, regardless of whether or not the ability drain is inglicted. A rod of woe has 50 charges when created.
Moderate necromancy; CL 10th, Craft Rod, Bestow Curse; ***** gp.