Rod of Lordly Might Price

Desdinova

First Post
Looking through the DMG and perusing this particular item, my first thought (and still current wonderment) was "What were they smoking?!?"

Here is an item that acts as at least 4 different weapons (more if you actually count short/long spear and lance as three different), and has assorted other abilities.

I went through and calculated the price for such an item, and even if you only use the highest enchantment weapon (the +4) and ignore the others and add in the other abilities (Hold Person, Fear, HP drain, Ladder, Door ram, compass) the price still comes out over the 70,000 gold it is listed as. Somewhere in the range of 105-110,000.

Since I have a player who is wanting one of these, but I don't particularly like just saying that I don't like the item as it stands price-wise, I'm looking for some suggestions. Would you just raise the price? Leave it as stands and say "Oh, well, that's what the book says"? Just say "Not gonna happen, none available"?
Or something else?
 

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No problem

This is using the 3.5 SRD chart btw.

+4 Weapon enhancement - 32,000 (enhancement bonus squared *1000)
Hold Person 1 per day - 20,520 (spell lvl*caster level*1800 with the result divided by 5)
Fear 1 per day - 6,840 (same calculation as above)
Equivalent of 34 STR for breaking open doors/portals with ladder function - 14,400 (Bonus sqaured*100) Because it is a limited use of the Strength, I used 100 as a multiplier instead of 1,000
Highest cost doubled - another 32,000 (Multiple different abilities)

The others I didn't even have a clue on how to price, so I didn't even really add them in (The ladder function itself, Damage touch and healing self, compass function, changing form).

So altogether, those figures add up to:
64,000 (32,000 doubled)
20,520
6,840
14,400
---------
105,760

Perhaps my understanding of the method is off, but as I understand the pricing guides, that's how it works out.
 

Desdinova said:

Hold Person 1 per day - 20,520 (spell lvl*caster level*1800 with the result divided by 5)

(3 X 5 X 1,800)/5 = 5400

Desdinova said:

Fear 1 per day - 6,840 (same calculation as above)

(4 X 7 X 1,800)/5 = 10080

For the drain attack... looks like an underpowered Vampiric Touch spell... let's count a few 1,000's for that.

32,000 gold for the +4 Battle Axe (4² X 2,000)

Double the cost of the most expensive item since the rod has multiple powers

32000 X 2 + 5400 + 10080 + 2700 (vampiric touch) = 82,180

Now, we're still missing the other powers (pole, ladder, breaking down door and compas). I don't think rounding it up to 90,000 is excessive.

So, yes, IMO, the Rod of Lordly Might is underpriced, but is not worth 100,000+gp

TS

I think you went a little overboard with the 14,400 for a +12 bonus to STR for breaking down doors.
 

Using the rules from the new Artificer's Handbook by Mystic Eye Games, this is how I would come up with it:



SRD:

Lordly Might
This rod has functions that are spell-like, and it can also be used as a magic weapon of various sorts. It also has several more mundane uses. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and six studlike buttons along its length. (Pushing any of the rod’s buttons is equivalent to drawing a weapon.) It weighs 10 pounds.
The following spell-like functions of the rod can each be used once per day:
Hold person upon touch, if the wielder so commands (DC 14). The wielder must choose to use this power and then succeed with a melee touch attack to activate the power. If the attack fails, the effect is lost.
Fear upon all enemies viewing it, if the wielder so desires (10-foot maximum range, DC 16). Invoking this power is a standard action.
Deal 2d4 hit points of damage to an opponent on a successful touch attack and cure the wielder of a like amount of damage (DC 17). The wielder must choose to use this power before attacking, as with hold person.
The following weapon uses of the rod have no limits on their use:
In its normal form, the rod can be used as a +2 light mace.
When button 1 is pushed, the rod becomes a +1 flaming longsword. A blade springs from the ball, with the ball itself becoming the sword’s hilt. The weapon lengthens to an overall length of 4 feet.
When button 2 is pushed, the rod becomes a +4 battleaxe. A wide blade springs forth at the ball, and the whole lengthens to 4 feet.
When button 3 is pushed, the rod becomes a +3 shortspear or longspear. The spear blade springs forth, and the handle can be lengthened up to 12 feet (wielder’s choice), for an overall length of from 6 feet to 15 feet. At its 15-foot length, the rod is suitable for use as a lance.
The following mundane uses of the rod also have no limits on their use:
Climbing pole/ladder. When button 4 is pushed, a spike that can anchor in granite is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 50 feet in a single round, stopping when button 4 is pushed again. Horizontal bars three inches long fold out from the sides, 1 foot apart, in staggered progression. The rod is firmly held by the spike and hooks and can bear up to 4,000 pounds. The wielder can retract the pole by pushing button 5.
The ladder function can be used to force open doors. The wielder plants the rod’s base 30 feet or less from the portal to be forced and in line with it, then pushes button 4. The force exerted has a +12 Strength bonus.
When button 6 is pushed, the rod indicates magnetic north and gives the wielder a knowledge of his or her approximate depth beneath the surface or height above it.
Caster Level: 19th; Prerequisites: Craft Rod, Craft Magic Arms and Armor, inflict light wounds, bull’s strength, flame blade, hold person, fear; Market Price: 70,000 gp.


First off - damn!

Second off, these are its abilities (in a nutshell):
1/per day each:
hold person (via a touch attack)
fear (to those within viewing range)
2d4 points of damage or healing

use-activated powers (unlimited)
+2 mace (Default)
+1 flaming longsword
+4 battleaxe
+3 spear

Misc:
climbing pole/ladder with a +12 strength modifier
points to magnetic north, and reveals depth.

So, the cost is calculated as follows:
Hold Person -> 5 for use-per, +4 for 1 use per day, -2 range increment decrease from medium range, to touch. Caster level 3, spell level 2.
Fear -> 5 for use-per, +4 for 1 use per day, -1 limitation (only affects creatures who see the effect - nonstandard from Fear spell), -1 decrease in range from 30-ft. to 10-ft, +1 for second effect. Caster level 7, spell level 4.
2d4 Cure/Heal -> 5 for use-per, +4 for 1 use per day, +1 cost for being able to reverse as desired, +2 for third effect. Caster level 1, spell level 1.

Cost formula: 10gp(spell level + caster level -1) * number of spell slots^2
Hold Person = 10gp(2 + 3 - 1)*7^2 = 10(4)*49 = 1,960gp
Fear = 10gp(4 + 7 - 1)*9^2 = 10(10)*81 = 8,100gp
Cure/Heal = 10gp(1 + 1 - 1)*12^2 = 10(1)*144 = 1,440gp

Bonus items:
+2 mace = # of slots 2 + (+2), +3 (4th effect) =7. Spell level = 3 (bonus +1). Caster level = 6 (2 x spell level)
+1 flaming (+1 equiv.) sword = # of slots 2 + (+1 sword) + 2 + (+1 flaming) + 4 (5th effect) = 10. Spell level = 3. Caster level = 6
+4 battleaxe = # of slots 2 + (+4) +5 (6th effect) = 11. Spell level = 5. Caster level = 10
+3 spear = # of slots 2 + (+3) +6 (7th effect) = 11. Spell level = 4. Caster level = 8

Cost formula: 10gp(spell level + caster level -1) * number of spell slots^2
+2 mace = 10gp(3 + 6 - 1)*7^2 = 10(8)*49 = 3,920gp
+1 flaming sword = 10gp(3 + 6 - 1)*10^2 = 10(8)*100 = 8,000gp
+4 battleaxe = 10gp(5 + 10 - 1)*11^2 = 10(14)*121 = 16,940gp
+3 spear = 10gp(4 + 8 - 1)*11^2 = 10(11)*121 = 13,310gp

Total all these costs:
1,960gp + 8,100gp + 1,440gp + 8,000gp + 16,940gp + 13,310gp = 49,750 gold pieces.

Now, that doesn't include the "magnetic north" and "climbing pole" thing. Those abilities are a bit more complicated, and I've already spent a fair amount of time (at work no less) calculating this. However, 49,750gp does seem fair for an item such as this one, minus those last two abilities. The Fear effect is relatively weak, as is the Hold Person effect. So those costs are relatively low. Being able to switch between all those weapons is handy, but not overly so. The final two effects are really just window dressing, and won't make or break your campaign world. I'm not sure they were worth 20,250gp worth to equal the DMG's 70,000gp. In fact, I would price the item somewhere around 60,000gp.

Well, in any case, that's the beauty of our system, yes it's a bit complex because this item is complex, but it does generate a very real, very fact-based number that you can take to the bank.
 



Well if pricing says its higher its higher I guess. But don't you have to use a standard action to switch it to other weapons? SO its not as useful as having each of those things seperate per say.
 

Desdinova said:
Looking through the DMG and perusing this particular item, my first thought (and still current wonderment) was "What were they smoking?!?"

Since I have a player who is wanting one of these, but I don't particularly like just saying that I don't like the item as it stands price-wise, I'm looking for some suggestions. Would you just raise the price? Leave it as stands and say "Oh, well, that's what the book says"? Just say "Not gonna happen, none available"?
Or something else?
So you're saying you would allow a player to BUY such an item? What are YOU smoking?!?!
 

Tell the player it costs more.

Tell the player it costs more, whatever you feel is appropriate. magic items are in the DMG for a reason.

DnDGeek said:
So you're saying you would allow a player to BUY such an item? What are YOU smoking?!?!

Exactly, it is the DM's decision what a player can buy up with higher level "starting gold", not simply turn them loose in the DMG. Even more so once play has started.
 

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