Rod of Lordly Might Price


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I suspect they used the pricing system of full price for the +4 battleaxe, and +50% for everything else, then threw in the climbing pole, depth and magnetic north add-ons and tidied it up to a round 70,000 gp. (And said, "Close enough.")

I do appreciate all the work, der_kluge, and that darn +50% cost to everything after the primary purpose has led to a lot of neglect in the multipurpose gadget arena. I've tried putting together a useful triple weapon, with spells which aren't dependent on saves.

Might as well show you:

+3 heavy mace, Baned vs. Evil Outsiders (for another +1 ) made with exotic Byeshk metal(+1,500 gp, pg. 126 Eberron Campaign Setting [ECS]) so we have our first +4 weapon. Glows with the glory of the heavens when the wielder makes a turning attempt, in this configuration; wielder gains Righteous Aura (pg. 38, Miniatures Handbook [MH]) at tenth caster level, but only two hours duration, upon any turn attempt by the wielder.

.. switch ends, tap a button, and it telescopes, becoming a 10' reach weapon, a +1 Keen Sonic Burst (pg. 41, MH) Talenta Sharrash (pg. 120, ECS). Another +4 weapon option. Weapon grants the wielder Exotic Weapon proficency in the Talenta Sharrash if the wielder did not already possess this proficiency, and also grants a +4 competence bonus to trip attempts made with the Talenta Sharrash. Results that might otherwise indicate the weapon was snared in a Trip attempt can be circumvented by retracting the weapon as a swift action.

.. depress the pressure panel, the Sharrash blade retracts deeply into the reshortened weapon, to become a +1 dagger of Speed.. the third +4 weapon option. In this configuration, the wielder gains the Dash feat (pg. 25, MH) if the wielder qualifies to take advantage of it (light or no armor, light or no load), does not already possess the feat, and desires to go faster.

Spells available, 1/day: Close Wounds (Cleric 3, pg. 34 MH), Panacea (Cleric 4, pg. 37 MH).
2/day: Revivify (Cleric 5, pg. 38 MH), Status, Greater (Cleric, Community domain 4, pg. 116 ECS). 3/day: Cure Light Wounds, (1d8 +5).

I don't happen to have the cost worksheet handy, but it's a weapon and useful spell combination almost anyone would want. Dragons find ways to pay mortal artisans to make doodads like this, as central trophies for their hoard. (They don't seem to go in for Lifestealing or Vorpal weapons that much, for some reason..). Three weapons, four feats, five spells, and decide what you want to call it. Mace of Might? Triple Threat? Weapon we never saw because the Thief lifted it before we knew it was there? :)
 

sithramir said:
Well if pricing says its higher its higher I guess. But don't you have to use a standard action to switch it to other weapons? SO its not as useful as having each of those things seperate per say.

Nope, pushing a button is like drawing a weapon for this item. Very good for fighters, who should have quickdraw by the time they can afford this thing.

The axe head alone is [+4 weapon] 36,000 in item value and a 34 str door opener is not negligible.

A lance / longspear you can take anywhere a small mace would fit is real fun :]. DMs who allow this weapon better be ready to make judgement calls for when this weapon gets extended during a swallow whole routine.
 

frankthedm said:
... a 34 str door opener is not negligible.

A lance / longspear you can take anywhere a small mace would fit is real fun :]. DMs who allow this weapon better be ready to make judgement calls for when this weapon gets extended during a swallow whole routine.

Ouch.. Not a whole lot of swallow-whole going on, if we even suspect the thing has that in store - lots of Enlarge being used. :)
 


Agback said:
4 squared is 16, not 32. Any reason why you doubled this (and then doubled again in the grant total)?

Weapons cost is bonus squared *2000. I don't understand why he doubled it though.
 

It looks pretty neat on the surface, but I don't really think the item as it stands is worth even 70,000. Hold, Fear, and HP drain are useless and most of the other stuff isn't much better. At low levels this thing would be nice, but not by the time you have 70k to spend on it.

I realize that this is a holdover item from older editions, but it could definately use a revision. IMC it has the following changes:

Fear and Hold save DC's raised to 20.
10d4 life drain, DC 25
Weapons are +4 light mace, +4 light flail, +4 halberd, and +4 longspear/shortspear.

For all this at the same price (70k) I can see it as being a worthwhile investment. It will provide a great deal of versatility but will not add much in the way of raw power.
 

I've always thought of the RoLM as very reasonably priced. It's one of my all-time-favorite magic items that, once my PC gets rich enough, I always try to get my hands on. It's *so* useful. :)

Last campaign, we got one as treasure... saved me some gold.

However - I'd say if you feel it's underpriced, you've got the power to jack the price up even higher. Being a DM rocks.
 

Found the paperwork

Eloi said:
Nuts and bolts:

+3 heavy mace, Baned vs. Evil Outsiders (for another +1) made with exotic Byeshk metal(+1,500 gp, pg. 126 Eberron Campaign Setting [ECS]) so we have our first +4 weapon. Glows with the glory of the heavens when the wielder makes a turning attempt, in this configuration; wielder gains Righteous Aura (Pal 4, pg. 38, Miniatures Handbook [MH]) at tenth caster level, but only two hours duration, upon any turn attempt by the wielder. Subtotal time.
(4) squared times 2,000 = 32,000 gp for +4, Byeshk metal +1,500 gp, Masterwork heavy mace +312 gp, Righteous Aura on (at will) turn attempt (4th level x [15th level Pal x.5 =7.5th level caster] x 2,000) = 60,000 gp. Weapon cost (32000 +1500 +312 +60000) = 93812 gp. 2 hour limit per activation placed on weapon by maker - Righteous Aura is dangerous to have up for too long.

.. switch ends, tap a button, and it telescopes, becoming a 10' reach weapon, a +1 Keen Sonic Burst (pg. 41, MH) Talenta Sharrash (pg. 120, ECS). Another +4 weapon option. Weapon grants the wielder Exotic Weapon proficency in the Talenta Sharrash if the wielder did not already possess this proficiency, and also grants a +4 competence bonus to trip attempts made with the Talenta Sharrash. Results that might otherwise indicate the weapon was snared in a Trip attempt can be circumvented by retracting the weapon as a swift action.
Subtotal time.
(4) squared times 2,000 = 32,000 gp for +4, Byeshk metal +1,500 gp, 318 gp Masterwork Talenta Sharrash, + (4) squared x 100 = 1600 gp for +4 to Trip. Feat covered as a Primary ability. Weapon cost (32000 + 1500 + 318 + 1600) = 35,418 gp.

.. depress the pressure panel, the Sharrash blade retracts deeply into the reshortened weapon, to become a +1 dagger of Speed.. the third +4 weapon option. In this configuration, the wielder gains the Dash feat (pg. 25, MH) if the wielder qualifies to take advantage of it (light or no armor, light or no load), does not already possess the feat, and desires to go faster.
Subtotal time.
(4) squared times 2,000 = 32,000 gp for +4, Byeshk metal +1,500 gp, 302 gp Masterwork Dagger, Feat covered as a Primary ability. Weapon cost (32000 + 1500 + 302) = 35,418 gp.

Two Primary abilities (feats), +15,000 gp. (Flirting with the edge of sentience, this is.)

Spells available, 1/day: Close Wounds (Cleric 3, pg. 34 MH), Cost (3rd level spell x 5th caster level) divided by (5 divided by 1 spell/day)x 2,000 = (15 divided by 5)x 2,000 = 3x 2,000 = 6000 gp.
Panacea (Cleric 4, pg. 37 MH), Cost (4th level spell x 7th level caster)divided by (5 divided by 1/spell/day)x 2,000 = (28) (divided by 5), x 2,000 = 5.6 x 2.000 = 11,200 gp.
Spells, 2/day:
Revivify (Cleric 5, pg. 38 MH), Cost (5 x 9) divided by (5 divided by 2)x 2,000 = (45 divided by 2.5) x 2,000 = 18 x 2,000 gp = 36,000 gp.
Status, Greater (Cleric, Community domain 4, pg. 116 ECS). Cost (4x7) divided by (5 divided by 2)x 2,000 = 28 x .4 x 2,000 = 11.2 x 2000 = 22,400 gp.
Spells, 3/day: Cure Light Wounds, (1d8 +5). (1 x 5th caster level [want that +5 on the Cure Light] divided by (5 divided by 3)x 2,000 = 5 x .6 x 2,000 = 3 x 2,000 = 6,000 gp.

Total: 93812 + (35,418 +35,418 +15,000 +6,000 +11,200 +36,000 +22,400 +6,000)x1.5 [love that +50% versatility cost] = 291,839 gp.

Versatile, hard on the foes, not easy on the pocket. Sure, you could have a +5 Vorpal Greatsword and a Ring of Regeneration for the same cost.. and most people prefer to... which is why these doodads aren't in wide circulation.
 

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