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Magical Item Cost Question

How much do the following cost. Thank you for all your help ahead of time!

Boots of Haste AND spiderclimbing
Ring of protection +3 AND Shield
Amulet of Mighty Fists +1 Ghost Touch Flaming Frost Shock
Ring of Divine Power & Sustenance
 

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Waylander the Slayer said:
How much do the following cost. Thank you for all your help ahead of time!

Boots of Haste AND spiderclimbing
Ring of protection +3 AND Shield
Amulet of Mighty Fists +1 Ghost Touch Flaming Frost Shock
Ring of Divine Power & Sustenance

The ring of protection +3 and Shield will be priced using a different formula than the rest, if you are using the new official rules for magic items from the Magic Item Compendium. Bonuses to AC are now a "common" ability for magic items, and therefore get a discount.

I believe all of the rest are non-common abilities, and therefore they use the full priced formula from the DMG (which I am sure someone will calculate for you shortly).
 



Nail said:
:confused: Great. Just what the 3.5e system needed: cheaper magic items.

It's not quite that actually, I just didn't go into a full explanation of the issue. It's just a system that allows you to combine items together in a single slot, and not have it be an extra cost if it's a common item involved. It's not actually cheaper than the two items, it's just more efficient use of single slots. So, you can have more magic items (and usually a lot of cheaper and less powerful ones) under the new sytem, but they are not actually cheaper for most situations.

Adding Common Item Effects to Existing Items

One of the most frustrating roadblocks to using interesting, unusual magic items is that they take up body slots that you need for an ability-boosting item (such as gauntlets of ogre power), a ring or protection, or another must-have item. To address this issue, Magic Item Compendium presents official rules for adding common item effects to existing magic items.

Table 6-11: Adding/Improving Common Item Effects presents a list of common item effects, from ability score enhancement bonuses to energy resistance, and the price to add that effect to an item.

The table also indicates the appropriate body slot (or slots) for each effect. For example, you can add an enhancement bonus to Charisma only to an item that occupies the head or shoulders body slot (such as a headband or cloak). A DM can choose to deviate from this guideline, but should avoid nonsensical combinations (such as gloves that provide a bonus to Wisdom).

Adding one of these effects to an existing item works much like creating an item from scratch. The crafting character must meet the given prerequisites, must expend gold equal to one-half the price and XP equal to 1/25 the price, and must spend 1 day per 1,000 gp of the price.

Example: Lidda has a pair of boots of striding and springing, and she wants to add a Dexterity bonus (rather than buying gloves of Dexterity). Her friend Mialee isn’t around, so Lidda must track down a stranger to do the work. She pays the wizards 4,000 gp, and four days later her boots now also grant her a +2 enhancement bonus to Dexterity. When Lidda later decides to improve the bonus to +4, she manages to talk Mialee (who has the Craft Wonderous Items feat and knows the cat’s grace spell) into performing the work. After spending eight 8-hour days of work and expending 6,000 gp of components (likely supplied by Lidda) and 480 XP, Mialee succeeds in increasing the +2 enhancement bonus to Dexterity to +4.

http://img220.imageshack.us/my.php?image=03242007231138mt4.jpg
 
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