How would you cost these two items?

Thurbane

First Post
1.) Robe of Missile Deflection: Wearer gets continual Protection From Arrows effect.

2.) Helm of the Bat: Wearer gets continual Blindsense.

2b.) Same as 2.), but if it granted Blindsight instead of Blindsense

Thanks - T
 

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The robe I would put at somewhere around 15,000-20,000. It is a nice ability, but limited in what it works against. Armor of invulnerability is a +3 bonus and thus costs a minimum of 16,000, and while it has only half the bonus of protection from arrows, it is effective against way more damage sources.

The other ones it is hard to even take a guess without knowing what range you intend to give them.
 


Thurbane said:
1.) Robe of Missile Deflection: Wearer gets continual Protection From Arrows effect.
Depends on how you want to do it. A straight continuous Protection from Arrows effect would be expensive; it'd DR 10/magic but only against missles and doesn't have a max damage cap like the spell does. Pricey.

Alternate things to consider might be:
(handwaving bodyslot affintities in all cases; if you want to include 'em, multiply each cost by 1.5)

Protection from Arrows (CL X) Y/day. If you so wanted, make it Extended and CL 10 or 12 and it'll last the entire day, but still be balanced out by the 100 damage absorbed limit.
- Bare Bones: CL 5, 1/day, command word. Lasts for 5 hours, absorbs up to 50 points of damage. Cost: 3,600 gp.
- Average: CL 5, 3/day, command word. Gives you up to 15 hours protection per day, 150 points of damage absorbed, in 50 pt chunks. Cost: ~10,800 gp.
- Improved: CL 10, 2/day, command word. Gives you 20 hours of protection per day, 200 points of damage absorbed, in 100 pt chunks. Cost: 14,400 gp.
- Full Day Basic: Extended CL 6, 2/day, command word. Gives you 24 hours of protection per day, 120 points of damage absorbed, in 60 pt chunks. Cost: 12,960 gp
- Full Day One-shot: Extended CL 12, 1/day, command word. Gives you 24 hours of protection per day, 100 points of damage absorbed, but if it gets dispelled you're hosed. Cost: 12,960 gp.
- Top End: CL 10, 3/day, command word. Gives you 30 hours of protection per day, 300 points of damage absorbed, in 100 pt chunks. Cost: ~21,600 gp.

Entropic Shield, continuous when worn. 20% miss chance against ranged attacks, including rays. Cost: cheap, at 4,000gp. May want to add it to the Prot from Arrows robe, as it's more deflection than absorbtion, and then you won't feel so bad ignoring bodyslot affinity, as you'll now have multiple effects. As a secondary effect it'll cost 6,000 gp instead of 4,000.

Grants the wearer the Deflect Arrows feat. Once per round, deflect one (small, physical) missle attack. Cost (as per magic items that grant feats, in the Arms and Equip Guide): 10,000 gp.

2.) Helm of the Bat: Wearer gets continual Blindsense.

2b.) Same as 2.), but if it granted Blindsight instead of Blindsense
Much more simple than the robe.

The Blindsight spell is 3rd level and goes out to 30' just like you want. Continuous when worn and CL 5 would then cost out at 60,000 gp. Seems about right.

A lesser version would have to be eyeballed. Say have it be equivalent to a 2nd level spell, CL 3. Cost would work out to 24,000 gp.
 

I think there's an amulet in Draconomicon that grants blindsense along with some other things, so you might compare it to the price of that (don't have it at hand) and then knock off a little for not having the other senses it grants.
 

IanB said:
I think there's an amulet in Draconomicon that grants blindsense along with some other things, so you might compare it to the price of that (don't have it at hand) and then knock off a little for not having the other senses it grants.
85,000 gp for +10 enhancement bonus on Search and Spot and blindsense 30ft. If the two skill modifiers are priced at +50%, that would leave the blindsense 30ft at 55,000 gp.
 

Thurbane said:
1.) Robe of Missile Deflection: Wearer gets continual Protection From Arrows effect.

DMG recommends 18,000 gp, and I do not think that is out of line for this kind of item. Protection from arrows is a weak spell since magic bows and ammunition bypass it. By the time a PC can afford this, the opponents with scary ranged attacks will probably have magical weapons.

Thurbane said:
2.) Helm of the Bat: Wearer gets continual Blindsense.

What would be the range? I am thinking 30 feet or 60 feet. Perhaps two versions, a lesser and a greater. The only spell I know of that grants blindsense is dragonsight, a sor/wiz 5 spell that grants blindsense of 5 feet per caster level. Based on DMG guidelines, I would say for the lesser version 5 x 6 x 2,000 or 60,000 gp. But I would probably chop that in half because blindsense is only part of the spell's benefit. So let's say 30,000 gp for the lesser and 60,000 gp for the greater. Might be a little high, but blindsense is a powerful ability.

Thurbane said:
2b.) Same as 2.), but if it granted Blindsight instead of Blindsense

Thanks - T

This one is even more powerful. I probably would not even allow such an item into my campaign. However, there is a blindsight spell (clr 3; 30 ft.) and greater blindsight spell (clr 4; 60 ft.). Unlike dragonsight (which has an hour/level duration), these spells have a minute/level duration. So the only way to make it last all day (which is effectively what our item does) is to make it persistent (a 9th level effect). So offering them continually is powerful indeed. Either you would need to base it on the persistent spell (which would be insanely expensive) or I would say the caster level of the item would need to be fairly high. I'll take a stab at 17th. So that would be 3 x 17 x 2,000 or 102,000 gp for the lesser and 4 x 17 x 2,000 or 136,000 gp for the greater. I like these numbers well enough. Let's round them off to make them neater looking. 100,000 gp for the lesser and 150,000 gp for the greater. I still wouldn't allow continual blindsight into my campaign.
 

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