TEXT: 1
  W
  elcome to the third volume in the Loot 4 Less 
  line, in which we deal exclusively in items with 
  a cost-to-consumer of 2,500 gp or less. And just to up 
  the level of difficulty, we also don’t deal in one-shot (or 
  even two- or three-shot) magic items. Here in Volume 
  3: Hot Rods, we’re specifically looking only at magic 
  items that are longer than they are wide. Think of it as 
  the Freudian Spellcaster Special.
  In this volume we focus on rods, the nearly 
  undefinable class of petite poles that can do anything, 
  as long as you’re holding them. Rods have less tradition 
  in fantasy literature that other arcane sticks such as 
  wands and staves, but they enjoy a long history in 
  fantasy rpgs (not even counting epic quests designed 
  to put together artifact rods broken into little pieces). 
  Fighters in particular have often found a rod or two 
  useful over the course of their careers, and we have the 
  entry-level examples they need until they can afford 
  anything with “lordly might” in the name. Rods can be 
  of use to anyone, making them perfect for GMs who 
  need generic treasure fast.
  Why?!
  Okay, so let’s say that all sounds great, but you’re not 
  sure why you should care. Do campaigns really need a 
  few dozen more magic item options? We answer that 
  question in more detail in Loot 4 Less volume 1: Armor and 
  Weapons, so I don’t want to belabor the point too much 
  here. Essentially, cheap magic items make it easier to:
  1. Give the gear to low-level foes, thus making the 
  treasure low-level characters pick up more varied and 
  interesting.
  2. Allow low-level PCs to built wealth, since their 
  early treasure items aren’t all scrolls, potions and 
  partially-used wands that lose value if they get used.
  3. Give mid-level characters who craft magic items 
  a broader range of options that don’t take more than a 
  couple of days to create, increasing the chance they’ll 
  get to use their various Craft feats.
  
  2
  Rods
  Rods are an odd class of magic item, in that their 
  only unifying theme is that they don’t have a 
  unifying theme.  Some rods are weapons, some 
  cast spells, and some have various magical 
  effects.. Most work a given number of times per 
  day, but some work constantly and a few have 
  limited charges. In truth, rods are miscellaneous 
  magic items that just happen to be sticks 2 to 5 
  feet long and, instead of using one of the limited 
  item slots (gloves, boots, etc.), must be held in 
  order to be used.
  On the other hand, most rods can be used 
  by anyone. This makes them excellent low-level 
  treasure, since any member of the party can 
  make use of a “generic” rod. A trove of 4 
  such rods allows players to mix-and-match 
  as they desire (unlike 1 wand, 1 magic shield, 
  and 2 special martial weapons, which limits 
  players’ choices based on their classes). Of 
  course, because rods can do almost anything 
  and be used by anyone, they’re difficult to 
  price. No standard rod comes in under our 
  2,500 gp limit, though a few could (a lesser 
  silent metamagic rod that worked twice per 
  day would cost 2,000 gp, rather than 3,000). 
  So clearly, a whole slew of lesser rods are in 
  order.
  Rod of Bolt thRowing
  Aura: Minor transmutation; CL 1st
  Slot: none; Price: 2,000 gp, Weight: 5 lbs.                  
  descRiption
  A rod of bolt throwing acts as a Medium 
  light crossbow (and qualifies as a simple 
  weapon), but it’s less awkward to carry and 
  load. The rod is a 2-foot-long steel tube, open 
  at one end with a leather-wrapped handle 
  at the other end. A small stud is located on 
  the handle, roughly where the thumb of a 
  hand would rest when holding the rod. The 
  Behind the counteR: 
  hoW to pRice Bolt thRoWing
  The rod of bolt throwing is a perfect example of an 
  item that’s hard to price. It doesn’t really do much, 
  other than to allow Small characters use a Medium 
  ranged weapon, and prevent characters from 
  needing to reload between shots. At first glance it 
  seems similar to a repeating crossbow, so it might 
  be fair to price it at 5,000 gp (assuming it’s worth the 
  same as a bonus feat, since it takes Exotic Weapon 
  Proficiency to use a repeating crossbow). But in 
  truth the comparison isn’t that accurate. A repeating 
  crossbow can fire more than once per round, and 
  only holds 5 arrows.
  The rod of bolt throwing really acts more like a 
  spell device — doing one thing once a round. If we 
  compare it to a wand that fires magic missile at will 
  the comparison, is much closer. A 1st-level magic 
  missile at will deals 1d4+1 magic force damage 
  with no need to hit, while the rod of bolt throwing 
  deals 1d8, but requires attack rolls and occasional 
  reloading. The 1d8 deals an average of 4.5 points of 
  damage (slightly more once you account for critical 
  hits), while the 1d4+1 deals an average of 3.5points 
  of damage. That makes up for the rod’s other 
  drawbacks, so the two items are of approximately 
  equal use. Since a wand that fires a 1st-level spell 
  with a caster level of 1 costs 2,000 gp, we priced the 
  rod to match.
  The same basic method — comparing the 
  usefulness of a rod’s effect against a 1st-level spell 
  cast at caster level 1 — was used for several other 
  rods. For example the rod of hidden light is clearly a 
  specialty item more useful to creatures with low-
  light vision than light (since the light is hidden from 
  the eyes of creatures without low-light vision), but 
  also obviously not as useful as darkvision. That places 
  it firmly at the 2,000 gp mark in this book. The same 
  test was applied to the rods listed below.
  Many Uses: The ability to suddenly have a 
  particular tool is similar to summon instrument (a 
  0-level spell). However, the tools the rod duplicates 
  can include weapons, so the rod is priced as a 1st-
  level spell at 2,000 gp.
  Rings: There’s nothing that really serves the 
  same purpose as the rod of rings. It essentially saves 
  time in that the user can’t gain the benefit of more 
  than one ring on a hand, but can switch rings freely. 
  The rod has some further limitations since you must 
  be holding it and not have a ring on that hand in 
  order to gain any benefit. The ability to take extra 
  actions or movement is similar to either haste (which 
  is 3rd level, comes with lots of extra benefits, and 
  affects multiple targets) or expeditious retreat (which 
  only adds to speed). As a gut-levelcomparison, we 
  decided we’d much rather have a permanent haste 
  item than a rod of rings, but might just barely prefer 
  the rod to a permanent expeditious retreat item, so the 
  final price was listed at 2,500 gp.
  Screaming: Obviously this is patterned on ghost 
  sound. It doesn’t have nearly the versatility but can 
  be delayed and can’t initially be disbelieved, so it’s 
  about as useful as ghost sound. Since you don’t have 
  to be holding the rod for it to go off, we went with a 
  final price of 2,500 gp.
  Telescoping: The rod can only reach as far as a 
  mage hand spell and can apply more force than that 
  spell, but it can’t actually grab things. That about 
  equals out, so we went with a price of 2,000 gp.
  Weight: A rod of weight can only get as heavy as 
  a typical Medium creature. Since a Medium creature 
  can be brought forth with a 1st-level summon monster 
  I spell, it seems clear the weight is less useful than a 
  1st-level spell. We went with a final price of 1,250 gp.
  
  3
  open end often has a simple decoration, 
  such as the mouth of a dragon or a bundle 
  of spear heads. No matter how many bolts 
  are in it, the rod weighs only 5 lb. and can 
  be fired using one hand, even by Small or 
  Tiny creatures.
  The rod can hold up to 20 bolts at a time 
  (which are stored in an extradimensional 
  space). It takes a full round to load one bolt.
  Each round, the rod can fire a single bolt as 
  a ranged attack action. It cycles through pre-
  loaded bolts in a set order, but can only fire 
  one a round.
  A rod of bolt throwing can be given 
  magic weapon augmentations as if it was 
  a masterwork light crossbow, with the cost 
  of the weapon abilities added to the rod’s 
  base cost. Only 10% of all such rods have 
  additional magical properties.
  Similar item exist, such as rods of stone 
  hurling. These items look like rods of bolt 
  throwing, but are of a larger diameter. They 
  act as Medium slings, and can have as 
  many as 50 sling bullets loaded in advance. 
  They are otherwise identical to  rods of bolt 
  throwing.
  constRuction
  Requirements: Craft Rod,  magic stone; 
  Cost: 1,000 gp. 
  gRapnel Rod
  Aura: Minor transmutation; CL 1st
  Slot: none; Price: 2,000 gp, Weight: 5 lbs.                  
  descRiption
  A grapnel rod is a light, dull length of 
  steel that feels hollow. One end has three 
  small claws projecting from the tip, while 
  the butt end is wrapped in worn leather 
  straps. When a command word is spoken, 
  the tip of the rod shoots forth (trailing rope), 
  and the three small claws extend to turn it 
  into a grappling hook. The rope can extend 
  up to 90 feet, and remains firmly attached 
  to both handle and grappling hook ends. 
  A character using a grapnel rod gains a +5 
  bonus to all attack rolls to successfully 
  use it as a grappling hook (see the rules 
  for throwing grappling hooks in Chapter 
  6 of The Pathfinder Roleplaying Game Core 
  Rulebook), and it can be climbed as a typical 
  rope would be. The rope can reel back into 
  the handle when the command word is 
  spoken again (taking one full round), but 
  does so with no particular strength (it can’t 
  be used to pull people or other heavy objects 
  up, only to reload itself for another use).
  constRuction
  Requirements: Craft Rod, animate rope; 
  Cost: 1,000 
  gp. 
  Rod of Many uses
  Aura: Minor transmutation; CL 1st
  Slot: none; Price: 2,000 gp, Weight: 5 lbs.                  
  descRiption
  A  rod of many uses appears to be a simple 
  3-foott long length of brass, with a single 
  stud on one end, and three rings marked 
  with runes located just above the stud. By 
  spinning the three rings and pressing the 
  stud, the rod can change form to add small 
  wheels, spikes, blades or claws, increase 
  or decrease its diameter or length, add 
  internal reservoirs, become flexible, 
  add cross-posts, or form a handle. The 
  combination of these changes allows 
  the rod to function as any of a number 
  of tools or weapons. Actually pressing 
  the stud is a free action, but changing 
  the setting of the rod from one tool 
  to another is a standard action that 
  provokes an attack of opportunity.
  A rod of many uses can change 
  form to act as a bullseye lantern 
  (though it must be loaded with oil, and any oil 
  left in it when it changes back to a rod is dumped 
  on the ground), block and tackle, case (map or 
  scroll), chain (10 ft.), crowbar, grappling hook 
  (rope not included), ladder (10 ft.), lock (good 
  quality), piton (just one), pole (10 ft.), portable 
  ram, shovel, club, dagger, javelin, light flail, 
  light mace, short sword, or throwing axe.
  constRuction
  Requirements: Craft Rod,  prestidigitation; 
  Cost: 1,000 gp. 
  
  4
  Rod of noBle appeaRance
  Aura: Minor enchantment; CL 3rd 
  Slot: none; Price: 2,500 gp, Weight: 5 lbs.                  
  descRiption
  Rods of this type are always 
  ornately decorated, with delicate 
  carvings out of what appear to 
  be gold, silver, gems, ivory, or 
  marble, and are often called 
  scepters rather than mere rods. In fact, 
  these seemingly precious decorations 
  are all fake, though fakes of the highest 
  quality. The magic property of a rod of 
  noble appearance is not counterfeit, however. 
  Any character holding one seems more 
  impressive and trustworthy to onlookers, 
  giving the character a +5 enhancement 
  bonus to Diplomacy and Charisma checks 
  made to determine initial NPC attitudes (but 
  not to change an NPC’s attitude once it has 
  been established).
  constRuction
  Requirements: Craft Rod,  eagle’s splendor; 
  Cost: 1,250 gp. 
  Rod of Rings
  Aura: Minor transmutation; CL 1st 
  Slot: none; Price: 2,500 gp, Weight: 5 lbs.                  
  descRiption
  A rod of rings is an 18-inch rod of ivory or bone 
  wrapped lightly with gold or silver wire. It is 
  frequently carved so that it appears to be made of 
  numerous finger bones wired together, but must 
  actually be made from a single solid piece. Up to 
  three magic rings may be placed on the rod 
  of rings, sitting snugly enough they that they 
  can’t fall off unless intentionally removed.
  A rod of rings only works when it is held 
  in a hand on which no magic ring is currently 
  worn. As long as that is the case, the holder can 
  gain the benefit of one of the rings currently 
  on the rod, acting as though he was wearing 
  that ring. A character can only benefit from 
  one ring on the rod at a time. As a free action 
  that may only be taken at the beginning of his 
  round, a character holding a rod of rings may 
  change which of the rings on the rod is active. 
  For example, wizardress Perry Hotter is 
  holding a rod of rings on which she’s placed a 
  brightmote ring, a ring of avoidance, and a ring of 
  canine control (all from Loot 4 Less, vol. 2: Pretty, 
  Pretty, Rings). If she’s not holding the rod, or is 
  holding it with a hand that already has a magic 
  ring, she gains no benefit from any of the rings 
  on the rod. But if she is holding it with a ring-
  free hand, she can access any one ring on the 
  rod at a time. While wandering around at 
  night, Perry uses light from the brightmore ring. 
  Suddenly she comes across a large, dog-like 
  creature. At the beginning of her next round, 
  Perry opts to change the rod so that the ring of 
  canine control is active. Though it’s now dark, 
  she can see well enough to try to use that ring’s 
  charm animal power on the dog. However, since 
  it’s actually a hell hound, her effort fails. The 
  hell hound breathes a cone of fire at her, forcing 
  a Reflex save. Since it’s not her turn, she can’t 
  make it so that the ring of avoidance is active for 
  this saving throw (though she could make that 
  change at the beginning of her next turn if she 
  likes, though the light from the brightmote ring 
  might be more helpful in lighting her path of 
  retreat). 
  constRuction
  Requirements: Craft Rod, Forge Ring,  mage 
  hand; Cost: 1,250 gp. 
  Rod of scReaMing
  Aura: Minor illusion; CL 1st 
  Slot: none; Price: 2,500 gp, Weight: 5 lbs.                  
  descRiption
  A rod of screaming is generally made of 
  brass, bronze or copper. It is slightly wider 
  at the tip than at the handle, and has a figure 
  with an open mouth worked into the tip end. 
  The rod is hollow, with the interior visible 
  through the figure’s open mouth. As a move 
  action, a small ring set above the handle can 
  be turned to set the rod to go off any time from 
  one to twenty rounds in the future. The ring 
  slowly twists back into place, at which point 
  the rod begins to scream like a humanoid 
  child being horrified, attacked, or both. 
  During the first two rounds of screaming it is 
  impossible for those only hearing the sound 
  to determine that it is artificial, but beginning 
  on the third round all listeners may make a 
  DC 11 Will save to realize the screaming isn’t 
  coming from a real humanoid. After the third 
  round, one additional save is granted to each 
  listener. Of course anyone who sees the rod 
  while it’s screaming immediately realizes 
  it is the source of the sound. The screaming 
  persists for 10 rounds, or until the rod is 
  touched by any living creature.
  These rods are often used by rogues and 
  assassins to create distractions, often to sneak 
  past a guard or to throw off pursuers.
  
  5
  constRuction
  Requirements: Craft Rod,  ghost sound; 
  Cost: 1,250 gp. 
  Rod of sMasing dooRs
  Aura: Minor transmutation; CL 3rd 
  Slot: none; Price: 2,500 gp, Weight: 5 lbs.                  
  descRiption
  This rod is a sturdy iron cylinder 
  3 ft. long, with crude etchings of 
  goats, elephants, and battering 
  rams along its length. It can serve as 
  a mundane club, but its main function 
  is to force open doors. Any check made 
  to break open, force open, or knock 
  down a door, gate, portcullis, or similar 
  barrier gains a +5 competence bonus if 
  the character is holding a rod of smashing 
  doors.
  constRuction
  Requirements: Craft Rod,  bull’s strength; 
  Cost: 1,250 gp. 
  telescoping Rod
  Aura: Minor transmutation; CL 1st 
  Slot: none; Price: 2,000 gp, Weight: 5 lbs.                  
  descRiption
  A telescoping rod is always made of 
  polished hardwood (often bacote, which has 
  an unusual and distinctive wood grain) with 
  iron shod caps at each end. The normal 
  length for such a rod is three feet, but 
  when a command word is spoken it can 
  telescope out up to twenty-five in length. 
  This extension of its length occurs with no 
  particular force — if the rod meets resistence 
  before reaching the desired length it simply 
  stops. Once it reaches the desired length it 
  becomes as rigid as a normal hardwood pole. 
  At varying lengths, it can serve as a club, 
  staff, or greatclub, though attacks made with 
  it suffer a –1 penalty because the rod is not 
  balanced or designed for combat. Its primary 
  purpose is to serve as a 10-foot pole, though 
  the the fact that it can extend up to 25 feet 
  in length gives it some increased versatility. 
  Speaking a second command word causes 
  the rod to shrink back down to its 3-foot 
  length (which is its minimum size).
  constRuction
  Requirements: Craft Rod,  enlarge person; 
  Cost: 1,000 gp. 
  Rod of weight
  Aura: Minor transmutation; CL 1st 
  Slot: none; Price: 2,000 gp, Weight: 5 lbs.                  
  descRiption
  A rod of weight is a hefty stone cylinder four feet 
  long, with etchings of scales and merchants’ weights 
  along its length. It normally weighs no more than a 
  typical rod (5 lbs.), making it actually seem light for its 
  size. When a command word is spoken, the wielder 
  may increase the rod’s weight up to a maximum of 
  150 lbs. The change is instantaneous and remains in 
  effect until the command word is spoken again and 
  the rod’s weight returns to 5 lbs. The rod can be used 
  as a light mace or club if it weighs no more than 10 
  lbs., but is too unwieldy to use as a weapon when 
  heavier than that.
  Though these rods seem frivolous at first glance, 
  cunning schemers have made great use of them 
  through the ages. They can increase the owner’s 
  weight when he is being carried off by a massive 
  monster (in the hope of forcing a creature into 
  medium or heavy encumbrance and thus putting it 
  at penalties against attacks made by his allies). When 
  goods are being sold in bulk, it can be slipped onto a 
  scale to add to the apparent weight of the valuables. 
  If a lightweight character is attempting to hold rope 
  or similar item to prevent a friend from falling into a 
  pit, the rod can be used as a makeshift anchor.
  constRuction
  Requirements: Craft Rod,  feather fall; 
  Cost: 1,000 gp. 
  Behind the counteR: 
  hoW to pRice smashing dooRs?
  The rod of smashing doors gives a +5 bonus to 
  Strength checks made for one specific purpose — 
  to break open doors. It seems reasonable to price 
  that the same way you would a skill bonus (bonus 
  squared x 100 gp), since it’s only one specific use 
  of a Str check. The same logic applies to the rod of 
  noble appearance.
  
  6
  BRing a genius to the  taBle!
  cRedits
  Designer:
  Owen K.C. Stephens
  Editor:
  Stan!
  Cover Art:
  Shaman Stock Art
  Interior Art:
  Stan!
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2010 Owen K.C. Stephens
  Used with permission.
  All logos are the trademark of  
  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
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  All game mechanics of The Genius Guide to: Loot 4 Less Volume 3: Hot Rods is Open Game 
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  The Genius Guide To: Loot 4 Less Volume 3: Hot Rods. Copyright 2010, Super Genius Games. 
  Author: Owen K.C. Stephens
  
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