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Rod of Lordly Might Price
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<blockquote data-quote="Eloi" data-source="post: 2617032" data-attributes="member: 27826"><p>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.")</p><p></p><p>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.</p><p></p><p>Might as well show you:</p><p></p><p>+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.</p><p></p><p>.. 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.</p><p></p><p>.. 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.</p><p></p><p>Spells available, 1/day: Close Wounds (Cleric 3, pg. 34 MH), Panacea (Cleric 4, pg. 37 MH).</p><p>2/day: Revivify (Cleric 5, pg. 38 MH), Status, Greater (Cleric, Community domain 4, pg. 116 ECS). 3/day: Cure Light Wounds, (1d8 +5).</p><p></p><p>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? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Eloi, post: 2617032, member: 27826"] 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? :) [/QUOTE]
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