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Rod of Lordly Might Price
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<blockquote data-quote="der_kluge" data-source="post: 1045079" data-attributes="member: 945"><p>Using the rules from the new Artificer's Handbook by Mystic Eye Games, this is how I would come up with it:</p><p></p><p></p><p></p><p></p><p></p><p>First off - damn!</p><p></p><p>Second off, these are its abilities (in a nutshell):</p><p>1/per day each:</p><p>hold person (via a touch attack)</p><p>fear (to those within viewing range)</p><p>2d4 points of damage or healing</p><p></p><p>use-activated powers (unlimited)</p><p>+2 mace (Default)</p><p>+1 flaming longsword</p><p>+4 battleaxe</p><p>+3 spear</p><p></p><p>Misc:</p><p>climbing pole/ladder with a +12 strength modifier</p><p>points to magnetic north, and reveals depth.</p><p></p><p>So, the cost is calculated as follows:</p><p>Hold Person -> 5 for use-per, +4 for 1 use per day, -2 range increment decrease from medium range, to touch. Caster level 3, spell level 2.</p><p>Fear -> 5 for use-per, +4 for 1 use per day, -1 limitation (only affects creatures who see the effect - nonstandard from Fear spell), -1 decrease in range from 30-ft. to 10-ft, +1 for second effect. Caster level 7, spell level 4.</p><p>2d4 Cure/Heal -> 5 for use-per, +4 for 1 use per day, +1 cost for being able to reverse as desired, +2 for third effect. Caster level 1, spell level 1.</p><p></p><p>Cost formula: 10gp(spell level + caster level -1) * number of spell slots^2</p><p>Hold Person = 10gp(2 + 3 - 1)*7^2 = 10(4)*49 = 1,960gp</p><p>Fear = 10gp(4 + 7 - 1)*9^2 = 10(10)*81 = 8,100gp</p><p>Cure/Heal = 10gp(1 + 1 - 1)*12^2 = 10(1)*144 = 1,440gp</p><p></p><p>Bonus items:</p><p>+2 mace = # of slots 2 + (+2), +3 (4th effect) =7. Spell level = 3 (bonus +1). Caster level = 6 (2 x spell level)</p><p>+1 flaming (+1 equiv.) sword = # of slots 2 + (+1 sword) + 2 + (+1 flaming) + 4 (5th effect) = 10. Spell level = 3. Caster level = 6</p><p>+4 battleaxe = # of slots 2 + (+4) +5 (6th effect) = 11. Spell level = 5. Caster level = 10</p><p>+3 spear = # of slots 2 + (+3) +6 (7th effect) = 11. Spell level = 4. Caster level = 8</p><p></p><p>Cost formula: 10gp(spell level + caster level -1) * number of spell slots^2</p><p>+2 mace = 10gp(3 + 6 - 1)*7^2 = 10(8)*49 = 3,920gp</p><p>+1 flaming sword = 10gp(3 + 6 - 1)*10^2 = 10(8)*100 = 8,000gp</p><p>+4 battleaxe = 10gp(5 + 10 - 1)*11^2 = 10(14)*121 = 16,940gp</p><p>+3 spear = 10gp(4 + 8 - 1)*11^2 = 10(11)*121 = 13,310gp</p><p></p><p>Total all these costs:</p><p>1,960gp + 8,100gp + 1,440gp + 8,000gp + 16,940gp + 13,310gp = 49,750 gold pieces.</p><p></p><p>Now, that doesn't include the "magnetic north" and "climbing pole" thing. Those abilities are a bit more complicated, and I've already spent a fair amount of time (at work no less) calculating this. However, 49,750gp does seem fair for an item such as this one, minus those last two abilities. The Fear effect is relatively weak, as is the Hold Person effect. So those costs are relatively low. Being able to switch between all those weapons is handy, but not overly so. The final two effects are really just window dressing, and won't make or break your campaign world. I'm not sure they were worth 20,250gp worth to equal the DMG's 70,000gp. In fact, I would price the item somewhere around 60,000gp.</p><p></p><p>Well, in any case, that's the beauty of our system, yes it's a bit complex because this item is complex, but it does generate a very real, very fact-based number that you can take to the bank.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 1045079, member: 945"] Using the rules from the new Artificer's Handbook by Mystic Eye Games, this is how I would come up with it: First off - damn! Second off, these are its abilities (in a nutshell): 1/per day each: hold person (via a touch attack) fear (to those within viewing range) 2d4 points of damage or healing use-activated powers (unlimited) +2 mace (Default) +1 flaming longsword +4 battleaxe +3 spear Misc: climbing pole/ladder with a +12 strength modifier points to magnetic north, and reveals depth. So, the cost is calculated as follows: Hold Person -> 5 for use-per, +4 for 1 use per day, -2 range increment decrease from medium range, to touch. Caster level 3, spell level 2. Fear -> 5 for use-per, +4 for 1 use per day, -1 limitation (only affects creatures who see the effect - nonstandard from Fear spell), -1 decrease in range from 30-ft. to 10-ft, +1 for second effect. Caster level 7, spell level 4. 2d4 Cure/Heal -> 5 for use-per, +4 for 1 use per day, +1 cost for being able to reverse as desired, +2 for third effect. Caster level 1, spell level 1. Cost formula: 10gp(spell level + caster level -1) * number of spell slots^2 Hold Person = 10gp(2 + 3 - 1)*7^2 = 10(4)*49 = 1,960gp Fear = 10gp(4 + 7 - 1)*9^2 = 10(10)*81 = 8,100gp Cure/Heal = 10gp(1 + 1 - 1)*12^2 = 10(1)*144 = 1,440gp Bonus items: +2 mace = # of slots 2 + (+2), +3 (4th effect) =7. Spell level = 3 (bonus +1). Caster level = 6 (2 x spell level) +1 flaming (+1 equiv.) sword = # of slots 2 + (+1 sword) + 2 + (+1 flaming) + 4 (5th effect) = 10. Spell level = 3. Caster level = 6 +4 battleaxe = # of slots 2 + (+4) +5 (6th effect) = 11. Spell level = 5. Caster level = 10 +3 spear = # of slots 2 + (+3) +6 (7th effect) = 11. Spell level = 4. Caster level = 8 Cost formula: 10gp(spell level + caster level -1) * number of spell slots^2 +2 mace = 10gp(3 + 6 - 1)*7^2 = 10(8)*49 = 3,920gp +1 flaming sword = 10gp(3 + 6 - 1)*10^2 = 10(8)*100 = 8,000gp +4 battleaxe = 10gp(5 + 10 - 1)*11^2 = 10(14)*121 = 16,940gp +3 spear = 10gp(4 + 8 - 1)*11^2 = 10(11)*121 = 13,310gp Total all these costs: 1,960gp + 8,100gp + 1,440gp + 8,000gp + 16,940gp + 13,310gp = 49,750 gold pieces. Now, that doesn't include the "magnetic north" and "climbing pole" thing. Those abilities are a bit more complicated, and I've already spent a fair amount of time (at work no less) calculating this. However, 49,750gp does seem fair for an item such as this one, minus those last two abilities. The Fear effect is relatively weak, as is the Hold Person effect. So those costs are relatively low. Being able to switch between all those weapons is handy, but not overly so. The final two effects are really just window dressing, and won't make or break your campaign world. I'm not sure they were worth 20,250gp worth to equal the DMG's 70,000gp. In fact, I would price the item somewhere around 60,000gp. Well, in any case, that's the beauty of our system, yes it's a bit complex because this item is complex, but it does generate a very real, very fact-based number that you can take to the bank. [/QUOTE]
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