Art Crafting or Smithing
DC 40 craft
1 Ingot (Mithral)
1 Ingot (Steel)
Brass gears
Diamond Dust
Attack bonus +3
Damage -2
Weight 5.0
Charges 10
This telescoping baton features a carefully designed general purpose enclosure on its end. Despite the name, many objects can be within, and, upon striking a foe, the restrained bolts will be forced against the object within, activating it and directing the force outward toward the enemy.
It is noted that properly setting a device requires adjustments based on the effect, Calibration that is easily disturbed by striking a foe. Thus, an alchemical baton is best used to deploy devices or reagents that the user is familiar with.
Furthermore, it can be assured that the process of striking the foe will destroy the object within, even where that might not be desirable.
Mechanics: Effectively a mundane sequencer, this is more "combat tool" than weapon.
Many objects can be "loaded" into the club by using it's use activated ability on the object in question, though they can all be broadly seperated into three categories. Once loaded, the baton takes the objects "on use" ability, and applies it targeting the enemy. The user is rendered immune (or granted +4 to any relevant saving throw, perhaps). Using the on use ability again will remove the object from the baton.
In most cases, the user is treated as having ten levels in a relevant class, unless their actual is greater
First: Rogue Grenades and Throwables
Any rogue grenade or throwable can be loaded into the baton. When used, will deploy the object centered on the target.
Rogue grenades or throwables that require more than ten levels can only be loaded by a rogue that meets the prerequisites, but any user may use the baton once loaded. The DC will use the wielder's dexterity modifier.
Second: Poisons and Venoms
Any character with Use Poison may load an injury poison into the baton. Diamond body and venom immunity do not bestow knowledge in its use, and so cannot be used to load the baton.
If loaded with poison, the poison benefits from a +2 to the DC, unless the wielder has a greater bonus from their build. Poison may then be applied to the weapon directly, and thus potentially apply two poisons at a single strike. Poison will be destroyed without applying if the attack did no damage due to resistances.
Rods, Runes, and odd objects.
Any object that can target a foe can be loaded into the baton, which gives it a single use on-hit ability matching the object in question.
The object is destroyed upon striking the foe (or loading the baton if that's required to prevent duping or charge restoration).
I think this would add a lot of fun RP for rogues and similar classes, to share or temporarily lend an ally the benefits of one of their classes in a way that is not likely to make them redundant. Loading batons as a service would become a whole new industry, and people might decide to carry multiple batons, which will force them to confront difficult decisions about backpack spaces and utility.