Difference between revisions of "Simon's Cane"
(Created page with "This magical showman’s cane is made of black teakwood laced with gold and inlaid with gems, topped by a clear crystal cut into the shape of diamond. While the walking aid ha...")
Revision as of 13:54, 20 July 2019
This magical showman’s cane is made of black teakwood laced with gold and inlaid with gems, topped by a clear crystal cut into the shape of diamond. While the walking aid has ostentatiously borne the name of the legendary charlatan, Simon Francis for almost a century, it is rather unlikely it was ever used by him, let along created by him—that showman would have never relied on such a prop for his performances, although the flare and shape of the cane itself are well within his normal fashion sense.
Another reason that it is unlikely to be a showpiece of the famous actor, is that the cane itself is sentient and able to audibly speak, although it rarely does so. According to Sajani’s diaries, the one time the man did own a sentient weapon, a staff, it was discarded by burying it under six feet of cement and his aversion to such things was mentioned several times more throughout her record. (Simon himself is said to have never kept any kind of written record and often referred to Sajani’s diaries as “evidence”). The cane has an intelligence of 14, wisdom of 12, and charisma of 17.
As long as the cane is held by its attuned owner, the wielder receives a +1 AC bonus (natural armor). At the owner’s will it can change its shape to that of a whip and work as +1 version of that weapon.
The cane can maintain concentration on any illusion spell, freeing the holder to cast another spell with concentration. The spell maintained by the cane cannot contain any alterations from the original casting. So an illusion cast will look exactly the same for the duration. The following motions are exceptions provided they are in either a straight line or circle: a creature running, walking, or flying, and an object moving.
The cane has 5 charges and 1d4+1 (max 5 total) are regained each day at nightfall. The following abilities each consume one charge:
Exhausting Performance: The caster may add this effect to any spell he casts, the DC is the same as the DC for the spell cast and if the target fails a separate save, it gains the exhausted condition for the next 1d4 rounds. Creatures that make save their save take a -1 to the next two to hit rolls.
Bleeding Performance: The owner may add this effect to any spell, melee, or ranged attack. In addition to the attack functioning as intended (provided it hit), the creature will also be effected by 1d6 of bleeding damage per round for up to 5 rounds, or until the creature falls unconscious. This is a magical effect and does not require that the effected creature actually have blood, it must only have some semblance of life.
Camouflage: In any outdoor environment, the owner can receive a +10 enhancement bonus on all stealth checks for up to 10 rounds. It does have the side effect of making the caster appear green and slightly translucent, but this can be canceled (along with the bonus) at will.
- This item was created as part of the 5th Edition Dungeons and Dragons play test. It may or may not conform with the Pathfinder Roleplaying Game Rules, but it is our intent to convert it before publication.