Best Uses of Immovable Rods... [Archive] - Wizards Community

Post/Author/DateTimePost
koboldlord

05-18-05, 07:55 PM
What's the best (or funniest) use of an immovable rod you've ever seen?
Hanchicken

05-18-05, 08:25 PM
Well, when you are invisible-the fun with immovable rods is too much. Place then behind an opponent in combat-have a team mate keyed in for a Bullrush manuever. It's an old 3 Stooges shtick done in D&D terms.
Have a team mate taunt a foe till the foe charges. Then place the rod right in front of the team mate, have him take a 5 ft step back and when the foe comes running in....wham....right into the rod.
Also, when invisible it makes a great way to drop down on your foe from above and give him a good old backstab.
Meshakhad

05-18-05, 09:02 PM
Grab your enemy, fly to high altitude, cut open his belly, insert immovable rod, activate, cast heal, leave.

He is stuck up there, over a mile high, with an immovable rod in his belly.

Remember to come back 4 months later to retrieve the rod.

The best thing would be to make sure he is unconscious when this happens, so he doesn't know.

Another use requires a simple platform - a bamboo grid will do. Attach the immovable rod to the platform. Get it into the air. Put your archer on top, activate the rod. Instant sniper post!

And immovable rods can make decent scaffolding.

And finally:
This requires invisibility, some sovereign glue, and a lot of nerve. Sneak up on someone who is drinking their ale. Glue the rod to the mug.
Moon-Lancer

05-18-05, 09:14 PM
why not glue the guy to the rod?
Hanchicken

05-18-05, 09:26 PM
Meshakhad....Meshakhad....I thought I was sick....you're really sick!!!!

Grab your enemy, fly to high altitude, cut open his belly, insert immovable rod, activate, cast heal, leave.

He is stuck up there, over a mile high, with an immovable rod in his belly.

Remember to come back 4 months later to retrieve the rod.

Good Lord...
DM Zoc

05-18-05, 09:32 PM
It's suggested that you use two to climb (one in each hand, using one-handed pull-ups). I suggest climbing using only one, by mastering your momentum.
djinni

05-18-05, 09:39 PM
It's suggested that you use two to climb (one in each hand, using one-handed pull-ups). I suggest climbing using only one, by mastering your momentum.
within the scope of the rules (standard action to activate) technically it can't be done...but would be a cool trick
Vaelan

05-18-05, 10:51 PM
Convincing your DM that your Immovable Rod is immovable relative to the sun and not the planet speeding around said sun at an astronomical rate. Then sticking one down the BBEG's pants and pushing the button. That Wizard deserved it... he had the audacity to maze me! :D

SUMD (Silly, Unconventional Magical Demolitions) is so much fun...
caeruleus

05-18-05, 11:32 PM
Immovable rods are great for everyday uses as well. Sitting on a chair without armrests? Two immovable rods will do the trick. Need to put your feet up? One more will do.

It would also be fun to activate one while inside a moving ship. Or while inside the belly of a creature that swallowed you.
Loren Pechtel

05-18-05, 11:39 PM
Immovable rods are great for everyday uses as well. Sitting on a chair without armrests? Two immovable rods will do the trick. Need to put your feet up? One more will do.

It would also be fun to activate one while inside a moving ship. Or while inside the belly of a creature that swallowed you.

Yeah, I have had some thoughts along those lines. If you're capable of teleportation or dimension door get swallowed and then deploy a few rods in the beast's stomach. Teleport out. Presto, trapped beast.

Alternately, take a rod and rig a time delay to push the button (One approach: A spring held compressed by a metal wire. Snap an acid capsule next to the wire. You have premeasured this to know how long the acid will take to burn through. When the wire snaps the spring releases and pushes the button.) Strap it to something the target regards as food and release it near the target.
Meshakhad

05-18-05, 11:53 PM
I am not sick, but I can have a sick imagination if I want to.

And if you glued the guy to the rod, he could press the buttons. With good reflexes and enough HP, he could get himself to the ground.

Immovable rods have lifesaving purposes as well. Attach them (sovereign glue is helpful here) to the frames of a burning building to keep it up long enough to get everyone out.

Another use involves somehow loading the immovable rods into a crossbow. Fire at a large wall. The impact will push the rods' buttons, activating them, and creating a rock-climbing surface. Use where pitons would leave unwanted scars (such as climbing the temple of Pelor to catch the thieves on top).
Moon-Lancer

05-19-05, 12:15 AM
thier was a post above mine about glueing it to a drink, i was commenting on that. it seems as if it was deleated. Anyway i dident think that they would just press the button. Something to get around that is that they might have to identify it to know that. They might figure it out if they are not a fighter.

how about this. fly really high. glue one to thier feet (toghether) and glue one to thier hands (together) this way they are stuck and they may even be upsidown if you wish.


mommy... whats that screeming man up in the sky doing...
Talchar

05-19-05, 12:17 AM
Telekinesis and Sequester work great with these rods. Generates all sorts of fun when facing a Cavalier charge. The scare spell and a rod makes a wonderful practical joke.

Cutting a guy open takes some work, a blink spell would be more efficient. Launch item for MOF would be more efficient then a crossbow.
Uber Goblin

05-19-05, 03:42 AM
I once played in a game where the Dm allowed me to "color" my sneak attacks. I would say what vital spot I was attacking and he would tell me the details of what happened.

One day I managed to get picked up in the hind claws of a large ice dragon. I fiended death and then proceeded to sneak attack it while it was flying off in the butt. My Dm said that I pulled out a a strand of it's intestened, so my next full round action was to wrap the intestine around the rod, tie a killer knot, and push the button :) I turned it inside out and I have never laughed harder at a game in my life.
Snacker

05-19-05, 03:58 AM
how much do immovable rods, usually cost?
smrtgmp

05-19-05, 07:25 AM
RAW, they're only 5k each.
Snacker

05-19-05, 07:58 AM
What does RAW mean?
smrtgmp

05-19-05, 07:59 AM
Rules As Written.
Purple Yin

05-19-05, 09:09 AM
in a world where immovable rods exist, id imagine that there'd be certain combat techniques developed where an immovable rod was incorparated into the weapons handle- to pin an opponent, to flip over an opponant, to ambush an opponent (by suspending the blade [if using a bladed weapon] and flanking opponent whilst they're preoccupied with weapon... there must be loads of techniques)
tarkin

05-19-05, 12:53 PM
New idea: Net of Immovable Rods.

Net with a set of rods used as the weights.

Activates on a succesfull hit?

Hm. Maybe I will write that up.
Ossyrian Ush'Bel

05-19-05, 01:22 PM
Orcs smashing down the gates, the bar is cracking and the gates are about to burst open and I give you the worlds greatest doorstops. Allowed the town to hold the night, then we went to work on the orcs under cover of darkness.
yonman

05-19-05, 02:33 PM
1) They're good for Barring doors, Gates, or holding them open.

2) Traps doors or walls that are closing.

3) Ends of ropes where nothing is available to anchor them down. Or use them as an achor for a boat to keep it immobile on open water.
Karanth

05-19-05, 04:52 PM
How about the worlds most expensive hammock?
bomaz

05-19-05, 05:25 PM
no. that would be a flying carpet with some feel good enchantments on it
koboldlord

05-19-05, 06:00 PM
What I'd like to see is a truly immovable rod, in relation to the exact spot it is at in the universe. I can see it now: You press the button and WHAM the rod goes flying off at hundreds of Miles per Hour as the Earth rotates on it's axis and around the sun and the entire solar system goes on it's merry way. In fact, I can imagine one good use. Stick it in the enemies pocket, or stick it in their pants..."Well, there goes Bob..."
Santrilla

05-19-05, 06:17 PM
True Immovable Rod

This artifact is an improvement on the infamous immovable rod, and is designed so that when activated it is immovable not just in terms of the world itself, but in terms of the entire multiverse. It is locked in a particular point in space that is not relative to gravity, planar shifts or absolutely anything else.

While these can be very useful for holding down interplanar civilisations or space-travelling boats, they become extremely problematic when used on a rotating planet such as Oerth. When activated, the rod appears to immediately zoom into the distance at breakneck speed, tearing through buildings and people as it goes. In actual fact, the rod is locked in place while the planet moves around it.

Because of the speed at which it is travelling the rod can penetrate any material when activated. However, it is notoriously difficult to deactivate; a command word is usually effective, but it can be impossible to catch up with the rod for long enough to say it.

Overwhelming abjuration, artifact.
Evered

05-19-05, 06:22 PM
If you happen to be playing a character with beyond divine strength, get some full plate made of immovable rods fused together! Sure, it only takes 2000 pounds muscle work to move one rod, but it would be so worth it!
Talchar

05-19-05, 08:32 PM
Immovable Rod Mark VII

This artifact was intended as an improvement on the infamous immovable rod. Multiple teams of wizards were set out, each attempting to out do each other, in order to win the coveted Grand Kleenex Prize for Magical Innovation. Saddly only one team actually managed to create a truly landmark version of the immovable rod. (The aptly named True Immovable Rod) That said, the wizard team from the arcane order of wizards with truely big hats, stumbled into a significant find, the Immoveable Rod Mark VII.

The Immoveable Rod Mark VII when activated, appears to do nothing. However, upon closer examination, what happens is that the rod displaces an area, 30 meters in radius, from the effects of local time and physical effects. All physical, natural, magic and non-creature based effects continue without reguard to time. The area of sphere is immune to outside enviornment conditions.

So if the sun was out when the rod was activated, the sun would stay in place and continously shine. If it was raining, the rain would continue at the same rate, unabated. If you had the misfortune of activating the rod in the presense of a tornado, the tornado would stay in place, continually acting until the rod was deactivated. If you had a fireball detonation at the moment of activating the rod, the fireball would remain in place, generating the same damage round after round.

There a few drawbacks from the rod.
1. The person activating the rod is placed into temporal status until the rod is deactivated. The person activating the rod cannot be hurt or affected in any while under the temporal status effect.

2. The rod can only deactivated by having the rod be subjectd to a rod of cancellation effect. The rod does not cancel the Immoveable rod, but it does negate the rod's effect (5 rounds) just enough to allow a person (other then the one who activated the rod) to turn the rod off.

3. The area that the rod froze in time, does not contain the effects of the rod. For example: You activate the rod during a heavy rain (say 1 inch an hour ) It will continue to rain at the 1 inch an hour rate until the rod is turned off. However, the runoff from the rain effect is not contrained so you could end up causing serious flooding

In on rainfall experiment, the run off created a lake 100 feet deep. The interesting point was that the rod affect area was at the bottom of the lake. The rain continued to fall, but the surrounding water did not enter the zone.

4. Attempting dimensional (D-Door, Teleport, etheralness) travel from or into an area where a Immovable Rod Mark VII if functing is very hazardous. Roll percentile dice - on a roll of 1% through 79%: the spell functions as normal. On percentages of 80 to 100%, the breaching creature is sucked into a sphere of Anihilation.

Overwhelming abjuration, artifact.
Dalthbar

05-19-05, 09:03 PM
Evermoving Rod

A strange variation of the Immovable Rod, once activated this rod never stops moving. At the time the item is created it is just like any other rod. However, once thrown while a command word spoken, the rod flies at the same level above the ground at the speed at which it was thrown indefinitely.

Evermoving Rods can be redirected at times by extremely hard (hardness 50+) and extremely heavy (20,000 lbs and greater) objects. Their momentum is diverted, however, not stopped. A creature "catching" an Evermoving Rod simply moves the creature along with it. Evermoving Rods tend to smash through whatever is in their way at their steady momentum.

Evermoving Rods will "bounce" off of walls of force and other strong force effects. They are subject to disintegration but are otherwise exceptionally resistant to destruction.
redraven

05-19-05, 10:06 PM
Movable Rod

This two-foot long piece of lead can be moved or placed in any orientation chosen by the wielder. By pressing a button the side, the Moveable Rod retains the ability to be moved by any creature handling the rod regardless of local forces. This power remains in effect until the rod leaves the possession of the creature.

(nonmagical); 1 gp; 1 lb.
Germytech

05-20-05, 12:22 PM
Rod

This rod is a flat iron bar with no distinguishing features. The owner can lift or place the rod wherever he wishes and let go, although it is thereafter affected normally by any environmental factors, such as wind, gravity or someone else grasping the rod. A rod can be wielded in one hand as a weapon: treat as a Medium-sized club (1d6/x2). A rod weighs 6 pounds and if a creature picks up a rod, it must make a DC -10 Strength check to lift it off the ground in a single round.
Evered

05-20-05, 05:26 PM
Wait, why are people posting new rods? I think we are drifting off the topic of Best Uses for Immovable Rods.
koboldlord

05-20-05, 05:55 PM
I think that would be my fault... :embarrass I was the one who inspired the true immovable rod, and it spiralled out of control from there. Let's get back on topic, but you can also post Immovable Rod variations too.
Grayequus

05-20-05, 07:46 PM
The Immovable Rod Master PRC in 'Masters of Arms'.
koboldlord

05-20-05, 08:32 PM
I saw some of that. I remember one feat where you could move just about anywhere with one rod.
TheMagister

05-20-05, 09:10 PM
True Immovable Rod

This artifact is an improvement on the infamous immovable rod, and is designed so that when activated it is immovable not just in terms of the world itself, but in terms of the entire multiverse. It is locked in a particular point in space that is not relative to gravity, planar shifts or absolutely anything else.

While these can be very useful for holding down interplanar civilisations or space-travelling boats, they become extremely problematic when used on a rotating planet such as Oerth. When activated, the rod appears to immediately zoom into the distance at breakneck speed, tearing through buildings and people as it goes. In actual fact, the rod is locked in place while the planet moves around it.

Because of the speed at which it is travelling the rod can penetrate any material when activated. However, it is notoriously difficult to deactivate; a command word is usually effective, but it can be impossible to catch up with the rod for long enough to say it.

Overwhelming abjuration, artifact.

This would quite possibly be the single most devastating artifact ever created.

If you were on the wrong side of Oerth when you activated it, you'd have a near-instant volcano on two opposite hemispheres of the planet as the rod tore through the crust, into the mantle, and made a handy, dandy path for the molten rock.

Even if you were on the RIGHT side of the planet, you'd have a catastrophy a few thousand millenia later as the galaxy finally came around to the same place...

SO THAT'S WHAT HAPPENED TO THE DINOSAURS!!! :D

TM
lordsloth

05-21-05, 07:22 AM
Immovable rods can be moved with strength checks. you'd imagine a freaking planet under the effects of the gravitational energies of sunds and other heavenly bodies would not really have much of a problem with making a strength check.
koboldlord

05-21-05, 09:09 AM
Immovable rods can be moved with strength checks. you'd imagine a freaking planet under the effects of the gravitational energies of sunds and other heavenly bodies would not really have much of a problem with making a strength check.
Actually, they probably wouldn't have to make one. Since the earth rotates, that means that the immovable rod would orbit (very low) and that it would only come in contact with Oerth or Earth or whatever planet you use it on, after a year. But then, since the Planet would succeed, it SHOULD burst straight through, since the rod we're talking about is TRULY immovable
Catra

05-21-05, 11:12 AM
Hmm..could you add effects like "flaming" to an immovable rod when you activate it?
ShadowNinja

05-21-05, 01:45 PM
I truly though this would be said already, but maybe it belongs someplace else...

For an evil character (Preferebly one with high move silently). Sneak up to sleaping paladin, LG cleric, etc. etc. etc. Place immovable rod just above chest and soverign glue their hands to the ground.

This has nothign to do with it, but swich the paladins helm for a helm of opposite alignment! :D

Next Morning Huh? I do not feel the love of Heronious! And i feel an intese desire to kill the cleric! ****! I cant get up!
koboldlord

05-22-05, 08:52 PM
:bump: :bump: :bump: Ka-BUMP :bump: :bump: :bump:
Manyfist

05-22-05, 09:05 PM
Best use for an Immovable Rod? Torture, yeah I said it Torture. It's a bit too adult so I am going to hide it See what you do is place it verticle, then have a good guy hoasted above it with rope or good Telekinetic Power/spell then release him, chances are that some thing will land on the pole, at a high distance above the rod, that can do some damage, or if you stip the guy your tortureing and apply lubercant, you can stick the guy on the rod... :D
thinkhard

05-22-05, 09:24 PM
Climb inside the tarrasque after sealing its fate with wish and what not and then activating several rolds, cutting out, and running away. He moves, he tears up his insides. Now you can kill the tarrasque without taking hundreds of rounds of attacks!

(This was not my idea, someone else made it up and i'm just restating it)
High Octane

05-22-05, 09:51 PM
While being chased on horseback, get the guy chasing you to follow real close, reach behind, place the rod, and watch the guy get dehorsed by a floating lead pipe.

Its also great for tying horses up.

Also useful to make floating fake ghosts, a swingset, a parking brake, or saving your sorry ass when falling off a cliff.