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How to prize Magic Item that grants a feat?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3118289" data-attributes="member: 710"><p>There is general rule or guideline for it. Also note that Evasion (and many other class abilites) are _not_ a feats, so it's not a good base for comparison. </p><p></p><p>The Dark Blue Rhomboid Ioun Stone grants Alertness as a bonus feat. It is a slotless item and costs 10.000 gp. Alertness is a very weak feat, and adding +2 to Spot and Listen alone would usually cost a lot less. (But a feat has the advantage of being usable to fulfill certain prerequisites). If it was a slotless item, this would put it up as 5.000 gp for a slotted item (say, a Headband of Alertness). </p><p></p><p>The Mighty Cleave weapon ability represents a limited version of the "Great Cleave" feat and is a +1 enhancement, which means it costs a net of at least 6.000 gp (upgrading a +1 weapon to a effective +2 weapon). Keen replicates the ability of the Improved Critical feat (except that it couldn't be used to fulfill feat prerequistes) and is also a +1 enhancement. </p><p>5.000 to 6.000 gp is thus the lower limit for any feat. </p><p></p><p>Feats are gained every 3 levels, ability points are generated every 4 levels. </p><p>There are two ways to increase ability points - either by enhancement bonus (via Gloves of Dexterity +x or Cloak of Charisma +x). The cost of these are dependend on how high you want to go - unfortunately, feats can usually not be expressed with +X (unless you had a generic item that would just grant bonus feats).</p><p>But there is way to add additional ability points in D&D, by using a Wish or a Manual of Gainful Excercise / Tome of Leadership and similar abilities. </p><p>Each ability point increase costs 27.500 gp (guiding from the Tomes and Manuals), with the caveat that these don't stack on the same ability. Sine the Tome/Manual/Wish solution is effectively a slotless magic item (once read, it takes up no space nor can it be lost), a slotted item would probably cost 13.750 gp. Assuming feats and ability points are roughly equal, a feat could cost 13.750 gp. </p><p></p><p>If you want a "high level" feat (meaning a feat with multiple prerequisites, like maybe Whirlwind Attack), you could require the cost of 13.750 gp for each feat requirement, so that feats that are more difficult to get are also more costly. </p><p></p><p>Alternatively, you could still base it off from the +X enhancement bonus items, and each missing feat nets another +X bonus. In that case, the cost might ((number of prerequisites to be fulfilled)+1)^2 x 5.000 gp. (going from the fact that Alertness costs 5.000 gp and has no prerequisites)</p><p></p><p>But in the end, I think it would be best to avoid feat-granting items. It is to easy to imbalance things with them, especially if they can be used to fulfill feat or PrC prerequisites. </p><p></p><p>It might work for a few select, basic feats, but otherwise I'd avoid it.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3118289, member: 710"] There is general rule or guideline for it. Also note that Evasion (and many other class abilites) are _not_ a feats, so it's not a good base for comparison. The Dark Blue Rhomboid Ioun Stone grants Alertness as a bonus feat. It is a slotless item and costs 10.000 gp. Alertness is a very weak feat, and adding +2 to Spot and Listen alone would usually cost a lot less. (But a feat has the advantage of being usable to fulfill certain prerequisites). If it was a slotless item, this would put it up as 5.000 gp for a slotted item (say, a Headband of Alertness). The Mighty Cleave weapon ability represents a limited version of the "Great Cleave" feat and is a +1 enhancement, which means it costs a net of at least 6.000 gp (upgrading a +1 weapon to a effective +2 weapon). Keen replicates the ability of the Improved Critical feat (except that it couldn't be used to fulfill feat prerequistes) and is also a +1 enhancement. 5.000 to 6.000 gp is thus the lower limit for any feat. Feats are gained every 3 levels, ability points are generated every 4 levels. There are two ways to increase ability points - either by enhancement bonus (via Gloves of Dexterity +x or Cloak of Charisma +x). The cost of these are dependend on how high you want to go - unfortunately, feats can usually not be expressed with +X (unless you had a generic item that would just grant bonus feats). But there is way to add additional ability points in D&D, by using a Wish or a Manual of Gainful Excercise / Tome of Leadership and similar abilities. Each ability point increase costs 27.500 gp (guiding from the Tomes and Manuals), with the caveat that these don't stack on the same ability. Sine the Tome/Manual/Wish solution is effectively a slotless magic item (once read, it takes up no space nor can it be lost), a slotted item would probably cost 13.750 gp. Assuming feats and ability points are roughly equal, a feat could cost 13.750 gp. If you want a "high level" feat (meaning a feat with multiple prerequisites, like maybe Whirlwind Attack), you could require the cost of 13.750 gp for each feat requirement, so that feats that are more difficult to get are also more costly. Alternatively, you could still base it off from the +X enhancement bonus items, and each missing feat nets another +X bonus. In that case, the cost might ((number of prerequisites to be fulfilled)+1)^2 x 5.000 gp. (going from the fact that Alertness costs 5.000 gp and has no prerequisites) But in the end, I think it would be best to avoid feat-granting items. It is to easy to imbalance things with them, especially if they can be used to fulfill feat or PrC prerequisites. It might work for a few select, basic feats, but otherwise I'd avoid it. [/QUOTE]
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