Three_Haligonians
First Post
Hey all,
First the question - I'm currently making up some items to hand out to the characters as a way of rewarding them for an adventure well played (one that, because of its nature - was a little stingy in the treasure department).
So I've been building them from scratch - taking components from various items out there and I began to wonder about something I saw in the DMG: the fact that they suggest that an item that requires a certain class to use reduces the price by 10% and a certain race, by 30%
If I am building an item that I know is going to, say a dwarven character - should I consider the value of the item to be lessened if I include an "only usable by dwarves" clause? I am reminded of the old HEROES system saying "a disadvantage that is not disadvantageous is not worth any points"
Does this hold true here as well?
Second - the pricecheck: what do you think this is worth? It's a set of magic lenses that takes up the face slot and grants the following:
Scorching Gaze (Su):
The eyes of the burning lord grant a limited gaze attack. As a standard action, the wearer may focus its gaze on one creature or object within 60ft. The target must then make a Reflex save with a DC equal to 10 +1/2 the wearer's HD + the wearer's Con Modifier. Failure indicates the target suffers fire damage equal to 1d4 per 2 HD of the wearer (Max 5d4) while success halves this damage. In addition, targeted creatures or objects that are combustible in nature that fail the save catch on fire.
Augmentations:
Quickling Flame: The wearer can activate the Scorching gaze ability as a swift action. Doing so deals damage to the wearer equal to 5% of its maximum hit points.
Inferno: The damage die dealt by the Scorching gaze increases from d4s to d6s. Doing so deals damage to the wearer equal to 5% of its maximum hit points. If 10% of its maximum hit points are spent instead, the damage die increase to d8s.
Immolation: By sacrificing 15% of its maximum hit points, the wearer's scorching gaze no longer allows a saving throw.
Fiery Gaze: The scorching gaze ability becomes an actual gaze attack with a range of 30ft, requiring no activity on the part of the wearer to function (though it can be turned on and off as a free action). Doing this costs the wearer 10% of its maximum hit points and lasts for a number of rounds equal to ½ its Constitution modifier (no matter if the wearer spends that time with the gaze on or off). At the end of this time, the wearer may opt to continue this augmentation at the cost of 5% of its maximum hit points per round it is maintained.
Thanks,
J from Three Haligonians
First the question - I'm currently making up some items to hand out to the characters as a way of rewarding them for an adventure well played (one that, because of its nature - was a little stingy in the treasure department).
So I've been building them from scratch - taking components from various items out there and I began to wonder about something I saw in the DMG: the fact that they suggest that an item that requires a certain class to use reduces the price by 10% and a certain race, by 30%
If I am building an item that I know is going to, say a dwarven character - should I consider the value of the item to be lessened if I include an "only usable by dwarves" clause? I am reminded of the old HEROES system saying "a disadvantage that is not disadvantageous is not worth any points"
Does this hold true here as well?
Second - the pricecheck: what do you think this is worth? It's a set of magic lenses that takes up the face slot and grants the following:
Scorching Gaze (Su):
The eyes of the burning lord grant a limited gaze attack. As a standard action, the wearer may focus its gaze on one creature or object within 60ft. The target must then make a Reflex save with a DC equal to 10 +1/2 the wearer's HD + the wearer's Con Modifier. Failure indicates the target suffers fire damage equal to 1d4 per 2 HD of the wearer (Max 5d4) while success halves this damage. In addition, targeted creatures or objects that are combustible in nature that fail the save catch on fire.
Augmentations:
Quickling Flame: The wearer can activate the Scorching gaze ability as a swift action. Doing so deals damage to the wearer equal to 5% of its maximum hit points.
Inferno: The damage die dealt by the Scorching gaze increases from d4s to d6s. Doing so deals damage to the wearer equal to 5% of its maximum hit points. If 10% of its maximum hit points are spent instead, the damage die increase to d8s.
Immolation: By sacrificing 15% of its maximum hit points, the wearer's scorching gaze no longer allows a saving throw.
Fiery Gaze: The scorching gaze ability becomes an actual gaze attack with a range of 30ft, requiring no activity on the part of the wearer to function (though it can be turned on and off as a free action). Doing this costs the wearer 10% of its maximum hit points and lasts for a number of rounds equal to ½ its Constitution modifier (no matter if the wearer spends that time with the gaze on or off). At the end of this time, the wearer may opt to continue this augmentation at the cost of 5% of its maximum hit points per round it is maintained.
Thanks,
J from Three Haligonians