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SotS's War of the Burning Sky campaign
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<blockquote data-quote="StreamOfTheSky" data-source="post: 7218190" data-attributes="member: 35909"><p><strong>Chapter 10 Loot Sale!</strong></p><p></p><p>Sell-back gold piece values are listed in (), as always:</p><p>[sblock]</p><p>Lost: Living Blade, Torch of the Burning Sky</p><p></p><p>Cloak of Elvenkind (1250)</p><p>Ring of Minor Sonic Resistance (6000)</p><p>Vest of Escape (2600)</p><p>Cloak of Resistance +4 (8000)</p><p>Cloak of Resistance +1 x6 (500 each)</p><p>Boots of Speed (6000)</p><p>Dragon Mask [Swift 2/day; See Invisibility for 5 min] (2000)</p><p>Third Eye Clarity [Immediate 1/day; negate confuse, daze, stun, or fascinate] (1500)</p><p>Third Eye Concentrate [+10 competence on Concentration checks] (5000)</p><p>Horned Helm [gain Gore attack for d8 + 1/2 Str dmg; overcomes DR/magic] (4000)</p><p>Scholar Tiger Claw Bracers [extra TC maneuver known up to 6th level (limited by IL/# known requirements)] (7500)</p><p>Gauntlet of Infinite Blades [Swift; create mundane dagger; 5 charges/day for magical daggers] (3250)</p><p>Ankh of Ascension [Free 3/day; sacrifice prepped divine spell; CL +4 on divine spells that level or lower for 1 round] (4500)</p><p>Stone of Good Luck [The White key transformed into it after leaving Dreamworld] (10,000)</p><p>+4 Red Dragonscale Leather Armor [grants Fire Resist 20, as per major ring of energy resist] (22,170)</p><p>+2 Large mithral fullplate (8000)</p><p>+5 Ghost Touch Dagger [1/day cast disintegrate (CL 17th) upon a foe that was hit, as a spell-storing weapon] (56,551)</p><p>+1 Whirling Holy Lance [3/day Whirlwind Attack] (16,155)</p><p>+3 Large Adamantine Warhammer (10,512)</p><p>+1 Large Greatsword x6 (1200 each)</p><p>Large MW Fullplate x6 (1575 each)</p><p>Elixir of Harm [CL 11] (1650)</p><p>Flawless diamonds x4 (5000 each)</p><p>8500 gp of ivory, teak, and jade statuettes</p><p>72,800 gp of gold and gems[/sblock]</p><p>Total: 297,588 gp</p><p>Per person: 59,517.9 gp (includes Zayed having a share; he'll be able to spend it eventually)</p><p></p><p>Note: For the disintegrate effect of the dagger, I used the calculation of Use-Activated spell effect. 2000 x CL x spell level / 5 (since it's 1 charge per day) = 2000 x 6 x 17 / 5 = 40,800 gp market price (halved for selling). Not sure if that's what I should use...</p><p></p><p>Let me know what you want to buy back and if you want any party items from there (the diamonds?), as well as any shopping or upgrades you want to do. Shopping limit is now 50,000 gp in Seaquen. Also please level up to ECL 18.</p><p></p><p>EDIT: Since at this point all of you will probably want to buy and merge items or otherwise stack multiple benefits into the same body slot, a reminder: Any benefits beyond the first incur a +50% increase (based on the market price, not selling price) to the price to add to said item. This is in addition to the 10% "merge cost" if you want to buy an item from loot just to assimilate it into your existing body slot item.</p><p></p><p>Example: Kal was asking about adding the Third Eye Concentrate to her mask, which has several effects already. She'd pay 5000 gp to buy it back from loot, then another 5000 gp (50% of the market price) to add another effect to her mask, and 1000 gp (10% of the market price) in "merge fee." Total spent of 11,000 gp.</p><p>Yes, this is still cheaper than *not* buying from loot and merging. If she walked into a shop and asked to add the +10 concentration bonus to her mask, it would cost 15,000 gp (150% the regular price, since she's adding multiple effects to the existing mask).</p><p>Yes, this can still get rather expensive. The solution? Don't stack a ton of magical effects on your items, or deal with the costs. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>The only exemption here is what MIC identifies as "common item effects" on p. 233 - 234. These are magical bonuses of the following kinds ONLY: deflect AC bonuses; armor AC bonuses (bracers of armor, mage robes, etc...); enhancement bonuses to natural armor; enhancement bonuses to ability scores; energy resistances; and resistance bonus on saving throws.</p><p>The MIC's rules for them take into account order of application, which is cumbersome and a pain. My ruling is simple: Such bonuses simply do not count when determining if a body slot item that's getting a new effect applied to it will have "multiple effects." You got a Belt of Con +4 and add Dwarvenkind to it? You don't have to pay +50%. You have a Belt of Dwarvenkind and want to add Con +4 to it? You also do not pay extra. If in either case, after getting both effects on the belt you also want to add the effect of a Healing Belt? Yeah, you'd pay +50% for that.</p><p></p><p>Hopefully the above clears up any confusion you may have about how much your shopping will cost.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 7218190, member: 35909"] [b]Chapter 10 Loot Sale![/b] Sell-back gold piece values are listed in (), as always: [sblock] Lost: Living Blade, Torch of the Burning Sky Cloak of Elvenkind (1250) Ring of Minor Sonic Resistance (6000) Vest of Escape (2600) Cloak of Resistance +4 (8000) Cloak of Resistance +1 x6 (500 each) Boots of Speed (6000) Dragon Mask [Swift 2/day; See Invisibility for 5 min] (2000) Third Eye Clarity [Immediate 1/day; negate confuse, daze, stun, or fascinate] (1500) Third Eye Concentrate [+10 competence on Concentration checks] (5000) Horned Helm [gain Gore attack for d8 + 1/2 Str dmg; overcomes DR/magic] (4000) Scholar Tiger Claw Bracers [extra TC maneuver known up to 6th level (limited by IL/# known requirements)] (7500) Gauntlet of Infinite Blades [Swift; create mundane dagger; 5 charges/day for magical daggers] (3250) Ankh of Ascension [Free 3/day; sacrifice prepped divine spell; CL +4 on divine spells that level or lower for 1 round] (4500) Stone of Good Luck [The White key transformed into it after leaving Dreamworld] (10,000) +4 Red Dragonscale Leather Armor [grants Fire Resist 20, as per major ring of energy resist] (22,170) +2 Large mithral fullplate (8000) +5 Ghost Touch Dagger [1/day cast disintegrate (CL 17th) upon a foe that was hit, as a spell-storing weapon] (56,551) +1 Whirling Holy Lance [3/day Whirlwind Attack] (16,155) +3 Large Adamantine Warhammer (10,512) +1 Large Greatsword x6 (1200 each) Large MW Fullplate x6 (1575 each) Elixir of Harm [CL 11] (1650) Flawless diamonds x4 (5000 each) 8500 gp of ivory, teak, and jade statuettes 72,800 gp of gold and gems[/sblock] Total: 297,588 gp Per person: 59,517.9 gp (includes Zayed having a share; he'll be able to spend it eventually) Note: For the disintegrate effect of the dagger, I used the calculation of Use-Activated spell effect. 2000 x CL x spell level / 5 (since it's 1 charge per day) = 2000 x 6 x 17 / 5 = 40,800 gp market price (halved for selling). Not sure if that's what I should use... Let me know what you want to buy back and if you want any party items from there (the diamonds?), as well as any shopping or upgrades you want to do. Shopping limit is now 50,000 gp in Seaquen. Also please level up to ECL 18. EDIT: Since at this point all of you will probably want to buy and merge items or otherwise stack multiple benefits into the same body slot, a reminder: Any benefits beyond the first incur a +50% increase (based on the market price, not selling price) to the price to add to said item. This is in addition to the 10% "merge cost" if you want to buy an item from loot just to assimilate it into your existing body slot item. Example: Kal was asking about adding the Third Eye Concentrate to her mask, which has several effects already. She'd pay 5000 gp to buy it back from loot, then another 5000 gp (50% of the market price) to add another effect to her mask, and 1000 gp (10% of the market price) in "merge fee." Total spent of 11,000 gp. Yes, this is still cheaper than *not* buying from loot and merging. If she walked into a shop and asked to add the +10 concentration bonus to her mask, it would cost 15,000 gp (150% the regular price, since she's adding multiple effects to the existing mask). Yes, this can still get rather expensive. The solution? Don't stack a ton of magical effects on your items, or deal with the costs. :) The only exemption here is what MIC identifies as "common item effects" on p. 233 - 234. These are magical bonuses of the following kinds ONLY: deflect AC bonuses; armor AC bonuses (bracers of armor, mage robes, etc...); enhancement bonuses to natural armor; enhancement bonuses to ability scores; energy resistances; and resistance bonus on saving throws. The MIC's rules for them take into account order of application, which is cumbersome and a pain. My ruling is simple: Such bonuses simply do not count when determining if a body slot item that's getting a new effect applied to it will have "multiple effects." You got a Belt of Con +4 and add Dwarvenkind to it? You don't have to pay +50%. You have a Belt of Dwarvenkind and want to add Con +4 to it? You also do not pay extra. If in either case, after getting both effects on the belt you also want to add the effect of a Healing Belt? Yeah, you'd pay +50% for that. Hopefully the above clears up any confusion you may have about how much your shopping will cost. [/QUOTE]
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