The Rod of Perilous Pits!


Advice


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One of my favorite pathfinder characters is my PFS Mystic Theurge that is focused on Conjuration. In Magic Tactics Toolbox, Paizo has released 2 amazing things that seem to be made for this character, and I would love all of your help in finding the most fun ways to use them.

The first, and main point of this thread is the Rod of Perilous Pits, here is the description. (the book has been out for weeks, I assume it is alright to post this?)

Spoiler:
Rod of Perilous Pits:
This rod roughly resembles a torch with a small brass cage at
the end. The wielder can cast any spell of 3rd level or lower into
the rod. The rod can contain one spell at a time; casting a new
spell into it replaces the older one. As long as a spell is contained
within the rod, the brass cage glows as brightly as a candle. The
wielder of a rod of perilous pits can use the rod when casting a
pit spell (create pitAPG, hungry pitAPG, and similar spells with “pit”
in their names). Doing so changes that spell’s casting time to a
full-round action (or adds 1 round, if the casting time is already
at least 1 full round). After successfully casting the pit spell, the
rod’s wielder can choose to manifest the contained spell inside
the summoned pit. The contained spell manifests at the bottom
of the pit, but does so after creatures have attempted their initial
saves to avoid falling in. This allows the caster to center spells
with a duration of instantaneous (such as fireball) or spells with
longer durations (such as stinking cloud) within the pit.

My first thought when reading that was "store a pit spell in it, create a pit in your pit!". Alas that would not work, but what else can you do with this? I have a few ideas I will list, but I would love some more.

Grasping Tentacles: Anything that falls in gets dirty tricks every turn till it can climb away from them.

Web: Difficult terrain in the area, so half movement speed, if they fail the save, entangled (another half movement speed). Great when you want to keep something down there for good.

Ice Spears: fair damage, probably not as good as a fireball, but if the gm rules than any additional creatures falling fall on them, could be fun, and thematic.

Wall of Nausea: This one I am not sure of. If I am correct in how the wall works, you could make it fill up all but the square the target falls into, than if they want to climb out they have to go through the wall prompting saves. Another tactic would be to do this one with Roaming Pit and move it to targets that would than fall in, prompting saves.

The second great thing in this book (for my purposes) is what I just mentioned, Roaming Pit. basically a 5th level create pit spell that you can move 20ft per round as a move action. This works wonders on it's own, and can be even more fun with the aforementioned Rod.

What are your wacky ideas for making this work?


dotting for thinking on. cause.. i like that

For a mystic theurge sorta build?

ALl the debufs! destroy whoever falls in's strength, blind them, poison them, fill it with unbreathable gases,

I'd debuff the living hell bells out of them, so they're pretty stuck in there just suffering.. and out of the fight till someone comes over and finishes them. Maybe a flying archer or something

weird little note..
If you move this near a cloud thats out, the cloud would fill it up.
if you moved ita gain.. would the cloud that filled it stay with it I wonder?

If so, that and cloudkill would be a nice little thing.


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Summon Swarm. I once filled a created pit with a spider swarm; the GM had the bandits within surrender immediately. It was glorious, even if the other PCs were worried about the alignment of my laughter.


Avr I like that idea. Keep in mind with the description of the Rod, It would take a round and a standard action to cast if you had Summon Swarm in it.

Rod of Perilous Pits wrote:
Doing so changes that spell’s casting time to a full-round action (or adds 1 round, if the casting time is already at least 1 full round).


Not quite. 'that spell's casting time' refers to the Create Pit line spell.

Quote:

... when casting a

pit spell (create pitAPG, hungry pitAPG, and similar spells with “pit”
in their names). Doing so changes that spell’s casting time to a
full-round action...


Neat item. How much is it?

Spells with "Pit" in the name: [all are standard cast unless mentioned]
Acid Pit
Create Pit
Detect Snares and Pits
Hungry Pit
Spiked Pit

If orcs get "Torch" because it has "orc" in the name, add the following:
Adhesive Spittle
Decrepit Disguise
Grove of Respite (10 minutes)
Malicious Spite
Miserable Pity
Spit Venom
Spite (1 round)

/cevah


... This is a thing of beauty, and I will be using this against my PC's as soon as humanly possible. Also, Dispel Magic seems like a perfect little extra "screw you!" to put in, as does Bestow Curse.

EDIT: Or for a hee-hah-larious way to clear out really basic mooks, Color Spray.


Cevah wrote:

Neat item. How much is it?

Sorry I forgot to post the price, it is 25,000 gold.


I am trying to make sure I understand the mechanic. Say you have blindness in the rod. You cast create pit (as a full round action) and then you choose if blindness will manifest on someone falling in the pit. (Presumably an area spell like glitterdust will manifest as an area effect, I am not sure how an area or targeted spell like dispel magic will work unless maybe the caster chooses when they finish the pit spell.)

Does this clear the blindness from the rod? Require recasting before the next pit spell?
Does this mean blindess will be 'cast' upon every creature that falls into the pit?
If it's an area effect spell, like glitterdust does that mean a new cloud fills the area everytime someone falls in? (Glitterdust might only be annoying, but if it were summon swarm that could get out of hand especially since you might have 4 people fall in simultaneously would they then have 4 swarms of bats or spiders to deal with suddenly.)
Can you manifest touch-range spells to affect the target? Cure/inflict wounds spells seem easy enough to adjudicate, what about the alchemist spell absorb item? Can't really target an item but would it have a chance to effect random exterior item of clothing: boots, vest, armor, weapon, container? You fall in the pit and fail a saving throw and then your armor or backpack vanishes (if within the caster weight limit) and the rod wielder's hand suddenly feels heavier? EDIT- wait, alchemists might not actually cast spells. nevermind.

Cevah wrote:
..[spells with the word 'pit' in them.]...

I had thought about that to, fortunately unless those spells created a pit, I don't think it would really have any effect since a creature has to fall into the created spell (with the word 'pit' in it) to activate the effect.


Jayder22 wrote:
What are your wacky ideas for making this work?
  • Memory lapse could be amusing in certain situations. Especially since they won't remember that you're the one who cast the pit under them if you did it last round. "How'd I end up in a pit?"
  • Touch of gracelessness could help keep them in a pit if touch spells apply. While hard to catch a creature that can fly in a pit since they can make fly check, anyone who does reach the bottom can find their Dex cut. If they fail and then attempt to fly out it's likely a DC 20 check to ascend in such a tight space and the spell will drop any maneuverability rating by one, dropping that bonus in addtion to the dex modifier for the skill. Additionally, even though Climb uses Strength not Dexterity, if they don't move at half speed (and climbing is already cut in half) they automatically fall prone, helping to keep them in the pit longer.
  • Aqueous orb could be a good way to flood the bottom and keep people from getting out if they're continually taking damage. If engulfed and entangled by the orb, it won't hurt Climb checks (but they can't make those until they escape the orb anyway), but will hinder spellcasting (assuming they can cast while holding their breath.)

RPG Superstar 2012 Top 32

That roaming pit spell reminds me of this

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