Disintegrate foes

jaker2003

Explorer
OK, I've got this magic item and I need to price it's ultra-cool ability. When these gauntlets are worn with another item from the same set (circlet, mantle, boots, or belt) it gains the ability.
Any creature reduced to 0 hit points by the gauntlets' flames (either from the flaming burst or produce flame ability) is instantly slain and reduced to ash.

I need to know how much this ability costs to accurately price the item. Collecting the set is going to be a campaign goal, so I really need help with this before they find the item.

The ability doesn't work until it is worn with another item in the set, so I guess there will be some discount on the ability's price, I just don't know how to handle it.
 
Last edited:

log in or register to remove this ad


Partial Item Enchantments

There's a section on set-based and partial item enchantments in The Practical Enchanter (the shareware version is linked in the signature). I suspect that the "reduce to ash" business is actually pretty easy: you could say that it calls for Disintegrate or something similar, but you've got them at 0 HP already - which drastically limits it. After all, in d20 dead is pretty much dead regardless of the exact form of the remains.
 



To really know how much the item (or ability) is worth I think you'd need to account for how much the items individually are worth already and how often they can do the produce flame and flaming burst ability. The ability doesn't sound like an ultra powerful one to me. It does make the guy who dies harder to rez, but you've already got to get them down to 0HP from it. Can we get some more information on how the items work individually (if they have any abilities on their own)?
 

Claudius Gaius, I found the page and it looks promising, whenever I have time to decode the pricing system they used.
Tyonisius, I'm always second-guessing myself on the whole set, but I'm decided on the gloves (that's right, they're gloves now, not gauntlets).[sblock=Firebrand’s Gloves]These fingerless gloves are always comfortably warm. On the back of each glove is Firebrand’s mark (as arcane mark). The gloves have three distinct abilities.
First, the gloves function as Gloves of Dexterity +6, granting an enhancement bonus to the wearer’s Dexterity score.
Second, the gloves allow the wearer to create and wield flames as the produce flame spell. In addition to providing illumination as a torch, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 5. Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. This effect does not function underwater. This effect does not allow a saving throw, though spell resistance may defeat it. The gloves receive a +4 bonus on caster level checks to overcome spell resistance with this effect. Also, any elves struck by these flames receive an additional 2d6 damage from the flames.
The third ability only functions when these gloves are worn with another item from Firebrand’s Raiment. The ability utterly consumes the remains of any creature slain by the gloves’ flames. Any creature reduced to 0 or fewer hit points by the gloves’ flames must make a DC 14 Fortitude save or be instantly reduced to ash and embers. Any creature killed outright by the gloves’ flames receives no saving throw. The creature’s equipment is left to fall to the ground, unharmed.
Faint transmutation and evocation; CL 8th; Craft Wondrous Item, Greater Spell Penetration, Humanoid (elf) Bane Magic, cat’s grace, disintegrate, produce flame; Price ? gp
Bane Magic is from Heroes of Horror.[/sblock]
Gloves of Dexterity +6: 36,000 gp
Produce Flame at will [(lvl x CL x 1,800gp) x 2] (1x5x1800)x2= 18,000 gp

Disintegrate effect: ? gp
 

jaker2003 said:
Claudius Gaius, I found the page and it looks promising, whenever I have time to decode the pricing system they used.
Tyonisius, I'm always second-guessing myself on the whole set, but I'm decided on the gloves (that's right, they're gloves now, not gauntlets).[sblock=Firebrand’s Gloves]These fingerless gloves are always comfortably warm. On the back of each glove is Firebrand’s mark (as arcane mark). The gloves have three distinct abilities.
First, the gloves function as Gloves of Dexterity +6, granting an enhancement bonus to the wearer’s Dexterity score.
Second, the gloves allow the wearer to create and wield flames as the produce flame spell. In addition to providing illumination as a torch, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 5. Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. This effect does not function underwater. This effect does not allow a saving throw, though spell resistance may defeat it. The gloves receive a +4 bonus on caster level checks to overcome spell resistance with this effect. Also, any elves struck by these flames receive an additional 2d6 damage from the flames.
The third ability only functions when these gloves are worn with another item from Firebrand’s Raiment. The ability utterly consumes the remains of any creature slain by the gloves’ flames. Any creature reduced to 0 or fewer hit points by the gloves’ flames must make a DC 14 Fortitude save or be instantly reduced to ash and embers. Any creature killed outright by the gloves’ flames receives no saving throw. The creature’s equipment is left to fall to the ground, unharmed.
Faint transmutation and evocation; CL 8th; Craft Wondrous Item, Greater Spell Penetration, Humanoid (elf) Bane Magic, cat’s grace, disintegrate, produce flame; Price ? gp
Bane Magic is from Heroes of Horror.[/sblock]
Gloves of Dexterity +6: 36,000 gp
Produce Flame at will [(lvl x CL x 1,800gp) x 2] (1x5x1800)x2= 18,000 gp

Disintegrate effect: ? gp

Based on this, I'd say that the Disintegrate affect wouldn't be overly expensive. My thinking here is that they already have to be down to 11 hit points or less and then they actually have to fail a fort save of 14. On top of that they have to have at least 2 items. This makes it very situational. I think the disintegrate ability should increase the price by 6000-10000... but I also think that, while the produce flame you added may use rules from the DMG for pricing, it's over priced as well. Personally, I'd say it should cost closer to half that. Anyway, let me know what you decide!
 

ok, Let's use your low number, 6000 gp.

Firebrand’s Gloves: These fingerless gloves are always comfortably warm. On the back of each glove is Firebrand’s mark (as arcane mark). The gloves have three distinct abilities.
First, the gloves function as Gloves of Dexterity +6, granting an enhancement bonus to the wearer’s Dexterity score.
Second, the gloves allow the wearer to create and wield flames as the produce flame spell. In addition to providing illumination as a torch, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 5. Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. This effect does not function underwater. This effect does not allow a saving throw, though spell resistance may defeat it. The gloves receive a +4 bonus on caster level checks to overcome spell resistance with this effect. Also, any elves struck by these flames receive an additional 2d6 damage from the flames.
The third ability only functions when these gloves are worn with another item from Firebrand’s Raiment. The ability utterly consumes the remains of any creature slain by the gloves’ flames. Any creature reduced to 0 or fewer hit points by the gloves’ flames must make a DC 14 Fortitude save or be instantly reduced to ash and embers. Any creature killed outright by the gloves’ flames receives no saving throw. The creature’s equipment is left to fall to the ground, unharmed.
Faint transmutation and evocation; CL 8th; Craft Wondrous Item, Greater Spell Penetration, Humanoid (elf) Bane Magic, cat’s grace, disintegrate, produce flame; Price 60,000? gp
Note: Bane Magic is from Heroes of Horror
Gloves of Dexterity +6: 36,000 gp
Produce Flame at will [(lvl x CL x 1,800gp) x 2] (1x5x1800)x2= 18,000 gp
Disintegrate effect: 6000 gp?

How does a price of 60,000 gp for a pair of gloves that let you deal 6-11 fire damage at range (no range penalty), disintegrates slain foes, and gives a +3 bonus to attack rolls (ranged at least, melee with Weapon Finesse) sound?
 

It sounds fine to me personally. I use pricing guidelines from MIC anyway, so the second ability (the produce flame) wouldn't cost extra when added to the +6 Dex. Honestly, the only ability from the gloves I'd want for my characters is the +6 Dex. Paying an extra 24,000 for produce flame at will (would be nice if I didn't feel like carrying a ranged weapon) and the fact that once in a while it may disintegrate my foe would make me think twice about my decision not to sell it... Anyway, 60,000 seems perfectly fair to me.

Edit: I feel, that if it cost much more than 60k... the party would just sell/trade it. I know they would in the campaigns I play in.
 
Last edited:

Remove ads

Top