Building a Sonic Screwdriver


Conversions

Scarab Sages

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OK, all you Dr. Who fans, I'm working on a D&D version of the sonic screwdriver, and this is what I have come up with so far:

Sonic Screwdriver:
This item functions as staff with the special property of having the physical dimensions of a wand. It is made of a variety of strange metals, and contains a blue crystal on one end. The wielder can use it to cast detect magic at will at no charge cost. It casts the following spells:

Identify

Hold Portal

Knock

Shatter

CL=8 Price = 27200gp

Enhanced Sonic Screwdriver:
This devices looks similar to the standard sonic screwdriver, but it contains more metal plates and a second blue crystal. It contains the following spells in addition to the standard device:

Shout (3 charges)

Passwall (3 charges)

So now my question is: Are there any functions I'm forgetting?


Are all the spells in the regular version cast by expending just one charge?

In my opinion the enhanced version should have a green and a red crystal.


I like the Pilfering Hands spell in addition to what you got listed. It's effectiveness isn't based on the set CL of the item, but instead would be as good as the wielder's Disable Device skill (suggest it be maxed out, especially if not a class skill or no trapfinding to take advantage of it). Though if the sonic screwdriver also gave a +5 to +10 bonus to disable device, that'll be pretty good too. Being able to disable/reset traps or jam/pick locks under one at-will spell effect seems more versatile when a simple knock or hold portal ain't gonna cut it. But knock and hold portal definitely do have the advantage of speed = standard action.


The Doctor uses the screwdriver to open (and bar) portals, as you've noted... but it also seems to do a lot of scanning and analyzing of things... which I suppose is the Identify, but I'd add Detect Magic (no charge expenditure) (All identify does is add a plus to your spellcraft check when using detect magic... so is kinda pointless on its own).

For thematics, I'd consider adding Jury Rig to the list of spells too.

Scarab Sages

Thanks for the responses.

I like the whole bonus to DD checks. Great idea Protoman!

Evil Minion, if you re-read the second sentence of the item discription, you will see that detect magic is already included. Maybe add mending as well? The enhanced version might even have a make whole spell.

all this will change the price significantly of course. Hmm....


Oh just noticed that this is made as a staff, my apologies as every time I made a theoretical sonic screwdriver it has been a wondrous item or rod with at-will spell effects: lower effectiveness, but can spam all the low-leveled spell effects for more money. Anything I said about caster level previously, please ignore as that limit isn't applicable to staves.

Mending's an ok thematic choice, but only repairing 1d4 hp to an object every 10 min can go through a lot of charges on a staff. So maybe make whole instead, as the price wouldn't increase that much, and it'd be 5d6 hp instead and you have a chance of repairing magic items as you get higher in level.

Locate Object? Detect Secret Doors? As EvilMinion said, it should have some scanning abilities.


It's should also function as the required tools to perform any technical task, such as picking a lock or repairing a device. Both of those are things the Doc does very often with this device.


Isn't there a doohickey in the Ultimate Equipment guide that basically does this "any tool" thing already?


Piccolo wrote:
Isn't there a doohickey in the Ultimate Equipment guide that basically does this "any tool" thing already?

Traveler's Any-Tool

Would be a pretty good starting object to work from.

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