Pricing Itimes with Initiative Bonus


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ThirdWizard said:
Headband, or maybe boots, make the most sense to me for the item slot associations. Ring works, too.

Personally, I think Ring is a great choice, because rings are generally considered to be 'potent' items, and these would certainly fight for a position on joe average adventurer's hand... makinghim pick between the ring of protection and the ring of invisibility.
 


Well in this specific case I was going to put it on the sword, and pay the x1.5 for aditional ability. Maybe I should do x2 instead?
 

I agree that initiative is a huge thing. I would prolly price it bonus squared x 2500 gp, but I really think it's being underestimated here. I'd also cap 'non-epic' initiative bonuses at +4.

As for a chakra, I like boots or ring.
 

Ring is good. Headband fine. No like boots, though.
Ring of the Trigger-happy :lol:
This ring grants its wearer free use of the Improved Intitative feat. It also adds a +4 competence bonus to all intitative checks. When wearing this ring, you must talk with a Texas accent, and any head-gear you wear is automatically reshaped into a cowboy hat (the hat retains all magical properties).
Moderate transmutation; CL 16 (+1 per 4 lvls); Forge Ring, Kauper's Skittish Nerves; Market Price: 36000 gp (4 x 4 x 1000 gp + 2 x 10000 gp); Creation cost: 18000 gp and 1440 XP; wt. --;
An additional ability is cost x2, not cost x1.5. Cost x1.5 is for wrong chakra. Adding a second ability is treated basically the same as making a non-slot item -- ie. double the cost.

Actually, adding the bonus to a sword might be counter-productive, since you generally need that have a sword drawn and in hand to benefit form any of its powers...

How about adding the Init bonus to a scabbard instead?
Scabbard of the Battousai :D
This elegant, black-laquered scabbard grants its bearer a +4 competence bonus to all intitative checks. Additionally, the scabbard can be used as a light off-hand weapon, dealing 1d6 bludgeoning damage. It is considered a masterwork martial weapon for this purpose. Hiten Mitsurugi Ryu: Sou Ryu Sen! :p
Moderate transmutation; CL 16 (+1 per 4 lvls); Craft Wonderous Item, Kauper's Skittish Nerves; Market Price: 32000 gp (2 x 4 x 4 x 1000 gp + 300 gp); Creation cost: 16000 gp and 640 XP, plus the price of a masterwork scabbard; wt. 3 lb.;
 
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wuyanei said:
An additional ability is cost x2, not cost x1.5. Cost x1.5 is for wrong chakra. Adding a second ability is treated basically the same as making a non-slot item -- ie. double the cost.

Actually that was errataed (if that is a verb). http://www.wizards.com/dnd/files/DMG_Errata032004.zip

Also if you take a look at some examples say the skill bonuses to magic armors, you'll notice they are 1.5 times the price they would be by themselves.
 

S'mon said:
I'd suggest half the cost of the equivalent DEX boost, it's about half as powerful, assuming it stacks with DEX boost items, with maybe +10 being the max non-Epic boost.

ie Init +1 (DEX +2) 2000gp
Init +2 (DEX +4) 8000gp
Init +3 (DEX +6) 18000gp
Extrapolating:
Init+4 (DEX+8) 32000gp
Init +5 (DEX+10) 50000gp
Init+6 (DEX+12) 72000gp
...
Init+10 (DEX+20) 200,000gp

This is of course the exact same as bonus squared x 2000 (I now see) :o so I say use that. Possibly the non-Epic cap should be +5, but extreme Inits are not as powerful as extreme ACs, say, so I don't think +10 would destroy the game.
 

Ring is probably the best choice. I'd also place it on bracers. In fact, I believe there's already an item that's bracers which has a +4 to initiative (along with several other effects).

But Rings because they're everything, and bracers because this is defintiely a combat ability.
 

So basically, you feel that a bonus to initiative is as valuable as the bonus to hit and to damage from a weapon enhancement and is twice as important as an armor bonus?

I would have to disagree; Init is important, but who cares if your fast when yuor dead?

I would suggest bonus squared x 500 or 1000 and cap it at +4 ( same as for improved init).

pbd
 

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