Rods as tools and Rods as Maces


Rules Questions


What would be the extra cost to change a magic rod that doesn't function as a weapon to making one that acts as an enchanted light mace as well as the rods normal powers ?

Would it just be adding the weapons cost (plus the enhancement bonus for being a magic weapon) or should it be more ?


There's a spell spellsword. What you want is essentialy to have this spell permanently on your weapon.

The way to do it by existing rules is to create an item with a continous spell effect on it. Since spellsword is a 3rd level spell and can be cast by a 5th level caster, it would cost 3x5x2000=30000 gp.

Another way is to ask your GM to allow permanency to be used with it. ("The GM may allow other spells to be made permanent.") This should cost only 7500 gp, but can be dispelled.


Rather Adjoint's answer that I'd think the problem is with things like the shape, hardness or other design elements of the rod.

The simplest answer is to cast polymorph any object on it before enhancing it as a weapon. The obvious problem is that you may not have access to such a high level spell.

The next best would be to enchant it with refine improvised weapon as a continuous spell effect - only 1*1*2000 = 2000 gp, and an extra 50% for being the second effect on this item makes it 3000 gp. If the GM doesn't allow that then ask about casting refine improvised weapon then permanency (probably 2500 gp but this can be dispelled as noted by Adjoint.)

It's hard to be sure but looking at the rod of the python or the rod of flailing I don't think the weapon effect gets increased in cost by 50% for being a second(+) effect on the item.


I have not looked at rods, but I have looked at staves. They generally follow the rule of Price(Staff+Weapon) = Price(Staff)+Price(Weapon). I see no reason why rods would not work the same way.

/cevah


Pathfinder Resource Document wrote:
Physical Description: Rods weigh approximately 5 pounds. They range from 2 feet to 3 feet long and are usually made of iron or some other metal. (Many, as noted in their descriptions, can function as light maces or clubs because of their hardy construction.) These sturdy items have AC 9, 10 hit points, hardness 10, and a break DC of 27.

I'd lean towards letting them be masterwork light maces for ENCHANTING purposes if it's not already treated as something else -- no bonus to konk someone with your Rod of Beguiling, but you can enchant it. I'd also lean towards the +50% because you are sort of mixing types of enchantment in one item that normally wouldn't -- after all, it's benefiting you as a rod and a weapon.


You know, what I want is a Rod of Lordly Might combined with a Traveller's Any-Tool. Having it be red with a white cross embossed on it would be a plus as well.


Rods of Shadows functions as +2 light mace (Market:64,305gp, construction:32,305gp)

Rod of Steadfast Resolve functions as +2 light mace (Market:38,305gp, construction 19,305gp)

Rod of the Aboleth functions as +1 corrosive light mace (Market:29,000gp, construction 14,500gp)

Fiery Nimbus Rod functions as +1 flaming burst light mace (Market:22,305gp, construction:11,305gp)

most of the weapon-like rods don't seem to add the weapon price but some do (masterwork +300gp +5gp light mace)

Rod of Splendor (Market:30,000gp, construction:15,000gp)

I'd like to know what the cost would be to make a Rod of Splendor (Market:30,000gp, construction:15,000gp) function as a +1 adamantine light mace, would it be 3,000gp (adamantine) + 2,000gp (+1 enchantment)= 5,000gp + 25,000gp = 30,000gp ?


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Yeah, I was somewhat interested to see that many/most of the Rods also function as magic weapons, generally light maces. For the Rod of Splendor, take the base for the Rod, add on the costs for the adamantine +1 light mace (5305), and just straight add that to the cost for the standard Rod (30,000), therefore 35,305.

If a player wants to make a rod a particular weapon, I allow that too; I have a variant of a scepter of heaven (which itself acts as a +1 evil outsider bane morningstar) that has its base weapon a hanbo.


A rod already can be used as a weapon. A club or a light mace with AC 9, 10 hit points, hardness 10, and a break DC of 27. So it would as simple as adding the weapon enhancement.

Shadow Lodge

Russell Akred wrote:
A rod already can be used as a weapon. A club or a light mace with AC 9, 10 hit points, hardness 10, and a break DC of 27. So it would as simple as adding the weapon enhancement.
Nope, not all rods work this way:
Rods / Physical Description wrote:
Rods weigh approximately 5 pounds. They range from 2 feet to 3 feet long and are usually made of iron or some other metal. (Many, as noted in their descriptions, can function as light maces or clubs due to their hardy construction.) These sturdy items have AC 9, 10 hit points, hardness 10, and a break DC of 27.

Rods only function as proper melee weapons if they are specifically stated as doing such (such as the Rod of Alertness): Other rods are improvised weapons at best.

Improvised Weapons wrote:
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

Also, was it really necessary to resurrect a thread that had been dead for over four years???

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