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<blockquote data-quote="Shayuri" data-source="post: 1101626" data-attributes="member: 4936"><p>1. Teleport without Error 1/day with limit of 1000 miles and only to hallowed groves. (I have 3 groves scattered about 600 miles apart. Mostly an out of combat benefit to help my character maintain the 3 groves since I have Leadership and followers at all 3)</p><p></p><p>-- Calculate it as per a command word effect for Greater Teleport, then halve the cost you arrive at to reflect the range limit and the limited target locations. That'd be how I'd handle it at least. Consider also basing it on Transport Via Plants, since that's similar in many ways and seems conceptually closer...</p><p></p><p>2. +2 levels to turn undead always on (3 cleric levels left me very weak in turning)</p><p></p><p>-- A Phylactery of Undead Turning gives +4 turning levels for 11,000...a good place to start.</p><p></p><p>3. Friend of the forest 1/day (3.0 Animal Friendship) Caster level = Char caster level with limit to 3HD per creature. (I had always envisioned being surrounded by woodland animals. I did not want/need the new Animal comanion)</p><p></p><p>-- That's really tricky since Animal Friendship isn't a spell anymore... Maybe use the Ring of Animal Friendship as a starting point for pricing, though it now functions as per Charm Animal. Toughie. Might just have to adhoc something. The limit on individual hit dice does keep the overall power level reasonable.</p><p></p><p>4. Oak Father's Grasp 1/day (3.0 hold person) 10 rounds DC 17 (roots them to the ground and freezes them like a tree). </p><p></p><p>-- 3.0 Hold Person is quite a bit more powerful than 3.5. Perhaps figure the cost as per 3.5 Hold Person on a 1/day command word item, then double it to reflect both the increased power, AND the fact that it's not an Enchantment (mind-affecting) effect and is therefore harder to defend against.</p><p></p><p>...that'd actually be a really cool druidic spell, come to think of it.</p><p></p><p>Since this does not follow the rules exactly I need some help on how best to fit it into the rules:</p><p></p><p>First should I consider it a Staff (No charges) a Weapon (no +1 base) or a Wonderous Item (Wonderous Items arn't weapons) for pricing.</p><p></p><p>-- These effects are definitely Wondrous Item fodder. You could enchant it as a weapon and/or a staff as well, of course, but those would be separate effects priced separately. If it only has the powers you list, then it's a Wondrous Item that just happens to look like a staff.</p><p></p><p>Second how do I reduce the price for the extra limitations on 1 and 3.</p><p></p><p>-- I'd say halve the cost for 1. If you have to go through a tree or shrub to teleport, base it on Transport Via Plants. If you can just bip there without needing anything to pass through, base it on Greater Teleport.</p><p></p><p>Third how do you price Caster level = Char caster level.</p><p></p><p>-- Technically, you shouldn't. One of the tenets of D&D items is that they have their own caster level...magic staves (the charged kind) being the only exception. I'd say easily double the cost of any ability that drew its caster level from the wielder otherwise. It may seem a bit harsh, but if it was too easy to do, all magic items would be attuned like that.</p><p></p><p>Fourth what is the price on plusses to turn level.</p><p></p><p>-- Phylactery of Undead Turning is 11,000 for +4, as previously noted. I see no reason not to just halve the cost if you halve the bonus. So +2 for 5,500gp.</p><p></p><p>I know this is somewhat house rules but I am trying to get this as close to real rules as possible so I am posting here.</p></blockquote><p></p>
[QUOTE="Shayuri, post: 1101626, member: 4936"] 1. Teleport without Error 1/day with limit of 1000 miles and only to hallowed groves. (I have 3 groves scattered about 600 miles apart. Mostly an out of combat benefit to help my character maintain the 3 groves since I have Leadership and followers at all 3) -- Calculate it as per a command word effect for Greater Teleport, then halve the cost you arrive at to reflect the range limit and the limited target locations. That'd be how I'd handle it at least. Consider also basing it on Transport Via Plants, since that's similar in many ways and seems conceptually closer... 2. +2 levels to turn undead always on (3 cleric levels left me very weak in turning) -- A Phylactery of Undead Turning gives +4 turning levels for 11,000...a good place to start. 3. Friend of the forest 1/day (3.0 Animal Friendship) Caster level = Char caster level with limit to 3HD per creature. (I had always envisioned being surrounded by woodland animals. I did not want/need the new Animal comanion) -- That's really tricky since Animal Friendship isn't a spell anymore... Maybe use the Ring of Animal Friendship as a starting point for pricing, though it now functions as per Charm Animal. Toughie. Might just have to adhoc something. The limit on individual hit dice does keep the overall power level reasonable. 4. Oak Father's Grasp 1/day (3.0 hold person) 10 rounds DC 17 (roots them to the ground and freezes them like a tree). -- 3.0 Hold Person is quite a bit more powerful than 3.5. Perhaps figure the cost as per 3.5 Hold Person on a 1/day command word item, then double it to reflect both the increased power, AND the fact that it's not an Enchantment (mind-affecting) effect and is therefore harder to defend against. ...that'd actually be a really cool druidic spell, come to think of it. Since this does not follow the rules exactly I need some help on how best to fit it into the rules: First should I consider it a Staff (No charges) a Weapon (no +1 base) or a Wonderous Item (Wonderous Items arn't weapons) for pricing. -- These effects are definitely Wondrous Item fodder. You could enchant it as a weapon and/or a staff as well, of course, but those would be separate effects priced separately. If it only has the powers you list, then it's a Wondrous Item that just happens to look like a staff. Second how do I reduce the price for the extra limitations on 1 and 3. -- I'd say halve the cost for 1. If you have to go through a tree or shrub to teleport, base it on Transport Via Plants. If you can just bip there without needing anything to pass through, base it on Greater Teleport. Third how do you price Caster level = Char caster level. -- Technically, you shouldn't. One of the tenets of D&D items is that they have their own caster level...magic staves (the charged kind) being the only exception. I'd say easily double the cost of any ability that drew its caster level from the wielder otherwise. It may seem a bit harsh, but if it was too easy to do, all magic items would be attuned like that. Fourth what is the price on plusses to turn level. -- Phylactery of Undead Turning is 11,000 for +4, as previously noted. I see no reason not to just halve the cost if you halve the bonus. So +2 for 5,500gp. I know this is somewhat house rules but I am trying to get this as close to real rules as possible so I am posting here. [/QUOTE]
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