Advice on Rod of Rulership


Rules Questions

Sovereign Court

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My group is running a high-level campaign at the moment. One of the fighters has a Rod of Rulership.

It's literally ruining the game. As you know, it works automatically on any creature with Intelligence less than 12.

Surprisingly, there are a lot of high-level creatures that get no save against this. We use a lot of random encounters, so all sorts of creature types are generated.

I've begun to give up on many. If they roll anything with an Intelligence less than 12, I simply don't play it out. I'm not wasting my time. They will use the rod, steal all the treasure, and run away. It's happened time and time again. Plus, 500 MINUTES- yes - MINUTES means the rod can be used over and over and over for just a few minutes at a time.

I actually computed it:

Opening Round
-doesn't matter who wins initiative, unless the monsters do and can incompacitate all the PCs (not going to happen) in the surprise round or round 1, the PCs will use the rod. So that's 1 ROUND (6 seconds) down.
-So then everyone's buddy buddy and have a one minute conversation in which nobody dies but the PCs get all the treasure and answers they want.

So the total use of the Rod in an encounter like this is literally 2 minutes at best!

That's 250 Encounters!

I know I could employ resource-using tactics for most thing, but trying to whittle down 250 use is a lost cause.

The 300 HD doesn't matter one iota, either, because to get to this level the PCs would need to be fighting an army or mob or creatures- which is a very rare occasion.

I hate to bump up all the creatures' Intelligence to that magical 12 score, but this rubs me the wrong way, too.

Anyone else experiencing the same difficulty?

My only answer to this boring playing style is to take the Rod away (which I'm loathe to do); have this be the last Rod ever and remove it from my game (still don't really like this and plus there is still the present issue); bump up all INT scores of enemies to 12 (loathe to do this as well); allow SR to count against Rods (messing with the rules again :(

The players happened upon the Rod fair and square and purchased it with their hard earned money, so taking it away at this point would be entirely unfair. I'm leaning the bump to INT 12.

The issue is, as well, that I am using multiple creatures at lower level in order to meet the CR of the encounter for the group. So if they are CR 16, then they'd preferably, for a fair fight, need to be against multiple enemies...so each enemy would need to be lower CR to make the CR correct.

*pulls out hair*


Rod of Rulership wrote:
This rod 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 rod can be used for 500 total minutes before it crumbles to dust. This duration need not be continuous.

Now, this line isn't very clear.

Is it 300 HD of creatures at one time, or 300 HD of creatures ever.

If the it is the former, then yeah, it would only matter if they face an army.

If it is, on the other hand, a running tally of affected targets (like the time limit), then every use subtracts from the total of 300 HD.

Also, I don't really see why allowing SR would be "messing with the rules." The spell the rod is based on allows SR.

Another wrinkle could be a language barrier. The ruled subjects obey commands, but you must speak a language they understand (again, per the spell the rod is based on).


I have always used 300 HD as the total number of creatures, not the total at one time.

The other thing to point out is that this is rulership, not domination, or even suggestion. If the President of the World told me to give him my car, I'd still tell him to %&^& off.

"Ruled creatures obey the wielder as if she were their absolute sovereign." For a lot of creatures -- elves, in particular, are notorious for this -- the amount of obedience due to a sovereign amounts to listening to her suggestions with respect. For others, such as demons, it amounts to lip service and then ganking the boss as soon as her back is turned, whlle devils will obey as long as the rules are followed ("certainly, I'll give you my treasure, if you've got a warrant under the Great Seal"). I'm not even sure what a shark or other solitary monster would accept as a sovereign.

Dark Archive

You may not like these better than your current options but I'll chip in my 2cp.

Rod of Rulership said wrote:
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.

A good many creatures are secretive and greedy so interrogation and taking their stuff is contrary to their nature and ends the effect. Additionally I would argue that not all societies are organized in such a way that obedience would mean much. Pack and herd animals might obey a sovereign but vermin and solitary predators would not.

If that's not enough of a nerf in my home game I think we'd rule based on the underlying spell of Mass Charm Monster. It is a Mind-Affecting Charm that only works on living creatures. There are a lot of monsters immune to that. Undead, constructs, vermin and anything under a Protection from X all have immunity I think. Further the FAQ for charm spells makes it clear that stealing their stuff would be against the nature of almost any creature.

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