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Origen
12-16-2006, 03:19 PM
This is just the first draft of the weapon, obviously, and it's pending Dr. Mercury's approval.

Puck's Walking Stick, or Puck's Rod of Lordly Might

Upon initial examination, this appears to be nothing more than a stout, artistically carved walking stick bound at even intervals with adamantine, and capped with the small metal. It is sized for a halfling or a gnome. It does not not radiate magic unless it needs to.

Grooves and indentations along the stick's surface can be used to store lockpicks and up to 10 needle-shaped shurikens. A DC 40 Search check is required to find them if the wielder does not know where they are. A as free action, this walking stick will disappear and become a long, straight 8-inch silver scar along the forearm, as per the Assassin's spell Absorb Weapon, on page 6 of the Spell Compendium. The weapon also acts as a balancing rod, granting a +10 circumstance bonus on Balance and Jump checks. It must be held or wielded in order to gain this benefit.

Both ends of the weapon act as a +5 quarterstaff with the powers of a Luckblade, in addition to possessing the Greater Wounding and Spell Storing enhancements, and doing 1d4+5/1d4+5 bludgeoning damage. These enhancements apply to any form or mode of this weapon.

A DC 30 Search check will locate a series of fine grooves, buttons which are cunningly concealed into the intricate woodwork. Pressing these buttons and applying pressure in the proper manner, like a Chinese puzzlebox, will produce the following results:

The weapon breaks in half, and becomes 2 small escrima sticks or two sets of nunchuka doing 1d4 bludgeoning damage each.
After breaking in half, and pressing a button, 2 adamantine blades pop up from the sides, and the weapons function as 2 small kamas doing 1d4 slashing damage.
After breaking in half, pressing another button causes a handle to flip up on each stick, and the weapons act as 2 small tonfa doing 1d4 bludgeoning.
A button is pressed, the handle shortens, and a chain emerges from one end while a straight admanatine blade pops out of the other end. The weapon functions as a Chijiriki. The spear blade does 1d4 piercing, and the chain does 1d4 bludgeoning. In this form, the weapon can be used to trip.
A button is pressed, the handle shortens, and a kama blade pops out of one end while a chain emerges from the other. The weapon functions as a Kusari-gama. The kama does 1d4 slashing damage, and the chain does 1d4 bludgeoning damage.
A button is pressed, the pole lengthens and a spear blade pops out of one end. The weapon functions as a Shikomi-zue, and does 1d6 piercing damage, and 1d4 bludgeoning damage with the butt end.
A button is pressed, and the chain drops from one side, and the rest of the weapon disappears into the silver scar mentioned above. The weapon functions either as a chain, or a spiked chain, doing 1d4/1d4 bludgeoning, or 1d6/1d6 piercing.

Shifting between weapon forms is a move action, except for the chain/spiked chain, which requires a full-round action.

Other exotic weapons may yet be discovered in its puzzlelike features.

In order to use this weapon, the wielder must prove himself worthy. When he first receives it, he must perform one minute of katas and acrobatic maneuvers. These involve three DC 40 Tumble and Balance checks, combined with three successive attacks which must hit AC 25 against an imaginary opponent. Since this is an imaginary attack, the wielder may take 10 on his attack rolls. If the wielder cannot accomplish this in two tries, the weapon continues to skirm and wiggle in his hands no matter what form it takes, inflicting a non-profiency penalty of -4 on the wielder's attacks even if he is normally proficient with the weapon. The user may try once a week to attune the weapon to himself.

Pricing:

Two +10 adamantine weapons (400,000 gp + 6,000 gp + 700 gp for Masterwork), Luck blade +13710, 30,000 gp (secondary enchantment, two skill checks), continuous 2nd level spell with 1 hour per level duration (2x3 = 6 x 2000 = 12,000 gp x 1.5 for duration = 18,000 gp) = total value 468,410 gp

Wook
12-16-2006, 03:44 PM
Wookie likey. I think the AC of the imaginary opponents nees to be 35 though. It's not like it's that hard to do if you can take 10. at the level where a DC 40 tumble checks is makable a +25 attack bonus is pretty doable to.