Trap-Stealer’s Rod
Aura: strong transmutation
CL: 15th
Slot: none
Price: 13,500 gp
Weight: 5 lbs.
Construction Requirements: Craft Rod, create pit, knock, plane shift METAMAGIC RODSMetamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell-like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). LESSER AND GREATER METAMAGIC RODS: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.; Cost 6,750 GP
Source: Ultimate Equipment
Description
This sturdy iron rod is forged with pronounced angles to allow for strong gripping, inscribed with images and sayings of trickster figures from myths and common folklore. Hooked at one end, a trap-stealer’s rod functions as an exceptional crowbar, granting the user a +4 circumstance bonus on Strength checks made to force open a door or chest when using it to do such.
In addition, on command, the wielder can transform the rod into a magical set of thieves’ tools. Using these grant a +4 competence bonus on Disable Device checks. The wielder can transform these tools into the rod again with a command.
Lastly, if the rod’s bearer successfully disables a trap with the thieves’ tools and beats the DC to disable the trap by 5 or more, he can magically steal the disabled trap. A stolen trap disappears from the surrounding area, siphoned into extradimensional space that is connected to the rod. Terrain around the trap reworks itself as if the trap never had existed, though doorways and portals that supported a trap remain unaffected. At any time during the next 24 hours, the rod’s wielder can place the stored trap in a new location where it operates as normal. The new location must be able to support the trap’s placement; for example a stolen pit trap could be taken from a dungeon floor and replaced on a dirt road, but not upon the surface of a river or lake, and the effectiveness of the placement is subject to GM discretion. Placing a stolen trap into a location that does not support it wastes the effect and magically transports the trap back to its original location. Whether successfully placed into a new location or not, a stolen trap returns to its original location after 24 hours. This ability functions once per day.
