The "Price That Magic Item" Game!

1) Belt of Battle - Constant +2 competence bonus to initiative. Also, 3 charges per day, renewed at dawn, expendable as swift action as follows: 1 charge = 1 extra moveaction, 2 charges = extra standard action, 3 charges = extra full round action.
65,000. Just seems about right. Becomes much more powerful as you level up. 20th level characters would really want one (or five)

2) Belt of Growth - 1 x day, standard (command) action to gain enlarge person on self for 10 minutes or until commanded to end by you. Does not stack with any other effect that increases your size.
4,000. 10th level caster 1/day of a first level spell.
3) Desperation Chain - 1 x day activate chain as an immediate action as you are being rendered helpless (such as pinned, paralyzed, dropped to -1 of fewer hit points, etc..). When activated, you can cast a single arcane spell of 3rd level or lower without spending an additional action to do so. This expends the prepared spell or spell slot as if you had cast the spell. The chosen spell must have a casting time no longer than 1 full round. Casting it requires no verbal or somatic components, and does not provoke an attack of opportunity, but it still requires material components or focus and XP costs. The spell you cast takes effect after the effect that rendered you helpless, so it cannot prevent that effect, though it could neutralize or reverse it. You must wear the chain for 24 hours before you can access it's abilities, and if removed it becomes inactive until worn again for an additional 24 hours.
Dude, that's weird. I like it mind you. I guess I'd go with a limited form of #2 (with some advantages, like it's an immediate action). So 20,000.
4) Healing Belt - Constant +2 competence bonus to heal checks. Also, 3 charges a day a standard (command) action, spendable to heal damage with a touch, or harm undead with a touch, as follows: 1 charge 2d8 damage, 2 charges 3d8 damage, 3 charges 4d8 damage.
7x4x500, minus a bit for not doing 4d8+7. Plus a bit for the charge option thingy. I guess 12,000

5) Belt of One Mighty Blow - 1 x a day switft action, increases damage you do on next melee attack made before the end of your turn. Light weapon does +1d8, one-handed does +2d6, and two-handed does +3d6.
1,250. No good reason.

6) Cord of Favor - Constant +5 competence bonus to sense motive. Also, 3 x day standard (command) action to sacrifice a divine spell slot of 1st level or higher to use divine favor using your own caster level or that of the cord (6th level), whichever is higher.
Really handy for druids. Nice for everyone else. Great at low levels (6th level caster). I'll say 2500 for the sense motive, 2,500 for the swap ability and 2,500 for the caster level. So 7,500.
7) Belt of Ultimate Athleticism - Swift action as often as you wish, can take 10 on Balance, Climb, Jump, and Swim checks made in that round, even under stress. Also, 1 x day swift action to treat next balance, climb, jump or swim check attempt as if you had rolled a 20.
Nice, but I'll say 4,500. Frankly flying solves most most of these problems....

8) Belt of the Wide Earth - Constant carrying capacity doubled. Also 2 x day as standard (mental) action you can sacrifice a prepared spell or spell slot of 5th level or higher to use teleport (as the spell) using your own caster level or that of the belt (9th) whichever is higher.
No idea. 20,000.

9) Belt of Priestly Might - Features a deity's holy symbol. Followers of that deity, or anyone of that deity's alignment, can wear safely. Others receive one negative level while wearing belt. While wearing belt, gain +1 enhancement bonus to natural armor, and +2 enhancement bonus to strength.
6,000
10) Silkslick Belt - Constant ability to attempt escape artist check to escape from a grapple or pin as a move action instead of a standard action. Also, 1 x day as swift (mental) action can activate and gain +10 competence bonus on next escape artist check you bgein before the end of your next turn.

Humm... 15,000. But we use grapples a fair bit. So perhaps 10,000 for most games...
 

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Okay, the official pricing on Group 2, THINGS FOR YOUR WAIST:

1) Belt of Battle - Constant +2 competence bonus to initiative. Also, 3 charges per day, renewed at dawn, expendable as swift action as follows: 1 charge = 1 extra move action, 2 charges = extra standard action, 3 charges = extra full round action. 12,000 gp.
2) Belt of Growth - 1 x day, standard (command) action to gain enlarge person on self for 10 minutes or until commanded to end by you. Does not stack with any other effect that increases your size. 3,000 gp.
3) Desperation Chain - 1 x day activate chain as an immediate action as you are being rendered helpless (such as pinned, paralyzed, dropped to -1 of fewer hit points, etc..). When activated, you can cast a single arcane spell of 3rd level or lower without spending an additional action to do so. This expends the prepared spell or spell slot as if you had cast the spell. The chosen spell must have a casting time no longer than 1 full round. Casting it requires no verbal or somatic components, and does not provoke an attack of opportunity, but it still requires material components or focus and XP costs. The spell you cast takes effect after the effect that rendered you helpless, so it cannot prevent that effect, though it could neutralize or reverse it. You must wear the chain for 24 hours before you can access it's abilities, and if removed it becomes inactive until worn again for an additional 24 hours. 15,000gp.
4) Healing Belt - Constant +2 competence bonus to heal checks. Also, 3 charges a day a standard (command) action, spendable to heal damage with a touch, or harm undead with a touch, as follows: 1 charge 2d8 damage, 2 charges 3d8 damage, 3 charges 4d8 damage. 750 gp.
5) Belt of One Mighty Blow - 1 x a day switft action, increases damage you do on next melee attack made before the end of your turn. Light weapon does +1d8, one-handed does +2d6, and two-handed does +3d6. 1,500 gp.
6) Cord of Favor - Constant +5 competence bonus to sense motive. Also, 3 x day standard (command) action to sacrifice a divine spell slot of 1st level or higher to use divine favor using your own caster level or that of the cord (6th level), whichever is higher. 3,000 gp.
7) Belt of Ultimate Athleticism - Swift action as often as you wish, can take 10 on Balance, Climb, Jump, and Swim checks made in that round, even under stress. Also, 1 x day swift action to treat next balance, climb, jump or swim check attempt as if you had rolled a 20. 3,600 gp.
8) Belt of the Wide Earth - Constant carrying capacity doubled. Also 2 x day as standard (mental) action you can sacrifice a prepared spell or spell slot of 5th level or higher to use teleport (as the spell) using your own caster level or that of the belt (9th) whichever is higher. 8,000 gp.
9) Belt of Priestly Might - Features a deity's holy symbol. Followers of that deity, or anyone of that deity's alignment, can wear safely. Others receive one negative level while wearing belt. While wearing belt, gain +1 enhancement bonus to natural armor, and +2 enhancement bonus to strength. 6,000 gp.
10) Silkslick Belt - Constant ability to attempt escape artist check to escape from a grapple or pin as a move action instead of a standard action. Also, 1 x day as swift (mental) action can activate and gain +10 competence bonus on next escape artist check you bgein before the end of your next turn. 2,000 gp.

Some brief discussion on how folks feel about these prices, and then on to GROUP THREE: THINGS FOR YOUR NECK.
 

4) Healing Belt - Constant +2 competence bonus to heal checks. Also, 3 charges a day a standard (command) action, spendable to heal damage with a touch, or harm undead with a touch, as follows: 1 charge 2d8 damage, 2 charges 3d8 damage, 3 charges 4d8 damage. 750 gp.

This is ridiculous compared to the eternal wand of CLW (and I'm of the opinion, based on seeing groups buy and use them, that eternal wands are correctly priced, if not underpriced for their utility).

1) Belt of Battle - Constant +2 competence bonus to initiative. Also, 3 charges per day, renewed at dawn, expendable as swift action as follows: 1 charge = 1 extra move action, 2 charges = extra standard action, 3 charges = extra full round action. 12,000 gp.

Balderdash! Give me 10! :lol: The fact that they gave this price with such an obvious comparison to the Rod of Greater Quicken (which has heated debates in this forum as to whether it can really even be used in the way the Belt lets you do it) indicates that they thought the Rod of Greater Quicken is underpowered for its price. Are they MAD? I can buy this belt 14 times for the price of the Rod of Greater Quicken (and 3 of the belt is universally better than the Rod unless you need to use it more than once consecutively because it gives two full-round actions rather than an instant Quicken (or not an instant Quicken if some on this forum are to be believed) ), and whatever they say about "The Big 6" and people not buying "cool" items, I know for a fact that Wizard PCs salivate over Rod of Greater Quicken as if it were the Holy Grail.
 
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Mistwell said:
Okay, the official pricing on Group 2, THINGS FOR YOUR WAIST:

1) Belt of Battle - Constant +2 competence bonus to initiative. Also, 3 charges per day, renewed at dawn, expendable as swift action as follows: 1 charge = 1 extra move action, 2 charges = extra standard action, 3 charges = extra full round action. 12,000 gp.

Hoo-boy. I thought some of the guesses were too high, but this is just too low. It's less than the Desperation Chain! A real "What were they thinking?"

2) Belt of Growth - 1 x day, standard (command) action to gain enlarge person on self for 10 minutes or until commanded to end by you. Does not stack with any other effect that increases your size. 3,000 gp.

Meh. I could see that cost if Enlarge Person were normally caster only, but 3000 seems a little steep for something the party wizard can already do for you with a first level slot.

3) Desperation Chain - 1 x day activate chain as an immediate action as you are being rendered helpless (such as pinned, paralyzed, dropped to -1 of fewer hit points, etc..). When activated, you can cast a single arcane spell of 3rd level or lower without spending an additional action to do so. This expends the prepared spell or spell slot as if you had cast the spell. The chosen spell must have a casting time no longer than 1 full round. Casting it requires no verbal or somatic components, and does not provoke an attack of opportunity, but it still requires material components or focus and XP costs. The spell you cast takes effect after the effect that rendered you helpless, so it cannot prevent that effect, though it could neutralize or reverse it. You must wear the chain for 24 hours before you can access it's abilities, and if removed it becomes inactive until worn again for an additional 24 hours. 15,000gp.

Bah, too high. Especially for something taking up a valuable amulet slot.

4) Healing Belt - Constant +2 competence bonus to heal checks. Also, 3 charges a day a standard (command) action, spendable to heal damage with a touch, or harm undead with a touch, as follows: 1 charge 2d8 damage, 2 charges 3d8 damage, 3 charges 4d8 damage. 750 gp.

Too low, but at least in the right general area.

5) Belt of One Mighty Blow - 1 x a day switft action, increases damage you do on next melee attack made before the end of your turn. Light weapon does +1d8, one-handed does +2d6, and two-handed does +3d6. 1,500 gp.

About right.

6) Cord of Favor - Constant +5 competence bonus to sense motive. Also, 3 x day standard (command) action to sacrifice a divine spell slot of 1st level or higher to use divine favor using your own caster level or that of the cord (6th level), whichever is higher. 3,000 gp.


7) Belt of Ultimate Athleticism - Swift action as often as you wish, can take 10 on Balance, Climb, Jump, and Swim checks made in that round, even under stress. Also, 1 x day swift action to treat next balance, climb, jump or swim check attempt as if you had rolled a 20. 3,600 gp.

Both of these seem about right.

8) Belt of the Wide Earth - Constant carrying capacity doubled. Also 2 x day as standard (mental) action you can sacrifice a prepared spell or spell slot of 5th level or higher to use teleport (as the spell) using your own caster level or that of the belt (9th) whichever is higher. 8,000 gp.

I guess you gots to let your cleric/druid get his teleport on, but I wouldn't have gone less than 10,000.

9) Belt of Priestly Might - Features a deity's holy symbol. Followers of that deity, or anyone of that deity's alignment, can wear safely. Others receive one negative level while wearing belt. While wearing belt, gain +1 enhancement bonus to natural armor, and +2 enhancement bonus to strength. 6,000 gp.

On the nose.

10) Silkslick Belt - Constant ability to attempt escape artist check to escape from a grapple or pin as a move action instead of a standard action. Also, 1 x day as swift (mental) action can activate and gain +10 competence bonus on next escape artist check you bgein before the end of your next turn. 2,000 gp.

Hah, I knew it couldn't be worth that much! Not for a lame skill like Escape Artist.
 

Meh. I could see that cost if Enlarge Person were normally caster only, but 3000 seems a little steep for something the party wizard can already do for you with a first level slot.

It normally takes a full round, like a summoning, but the item does not

Bah, too high. Especially for something taking up a valuable amulet slot.

Despite the chain name, it is a waist item.
 

Mistwell said:
Okay, the official pricing on Group 2, THINGS FOR YOUR WAIST:

1) Belt of Battle - Constant +2 competence bonus to initiative. Also, 3 charges per day, renewed at dawn, expendable as swift action as follows: 1 charge = 1 extra move action, 2 charges = extra standard action, 3 charges = extra full round action. 12,000 gp.
Silly broken.

2) Belt of Growth - 1 x day, standard (command) action to gain enlarge person on self for 10 minutes or until commanded to end by you. Does not stack with any other effect that increases your size. 3,000 gp.
3) Desperation Chain - 1 x day activate chain as an immediate action as you are being rendered helpless (such as pinned, paralyzed, dropped to -1 of fewer hit points, etc..). When activated, you can cast a single arcane spell of 3rd level or lower without spending an additional action to do so. This expends the prepared spell or spell slot as if you had cast the spell. The chosen spell must have a casting time no longer than 1 full round. Casting it requires no verbal or somatic components, and does not provoke an attack of opportunity, but it still requires material components or focus and XP costs. The spell you cast takes effect after the effect that rendered you helpless, so it cannot prevent that effect, though it could neutralize or reverse it. You must wear the chain for 24 hours before you can access it's abilities, and if removed it becomes inactive until worn again for an additional 24 hours. 15,000gp.
Sounds fine.

4) Healing Belt - Constant +2 competence bonus to heal checks. Also, 3 charges a day a standard (command) action, spendable to heal damage with a touch, or harm undead with a touch, as follows: 1 charge 2d8 damage, 2 charges 3d8 damage, 3 charges 4d8 damage. 750 gp.
Silly cheap. As someone else noted, this is the same as an eternal wand of CLW. I'll take a bunch.
5) Belt of One Mighty Blow - 1 x a day switft action, increases damage you do on next melee attack made before the end of your turn. Light weapon does +1d8, one-handed does +2d6, and two-handed does +3d6. 1,500 gp.
6) Cord of Favor - Constant +5 competence bonus to sense motive. Also, 3 x day standard (command) action to sacrifice a divine spell slot of 1st level or higher to use divine favor using your own caster level or that of the cord (6th level), whichever is higher. 3,000 gp.
I'd say underpriced on the cord, but I don't mind. The belt is just fine.


7) Belt of Ultimate Athleticism - Swift action as often as you wish, can take 10 on Balance, Climb, Jump, and Swim checks made in that round, even under stress. Also, 1 x day swift action to treat next balance, climb, jump or swim check attempt as if you had rolled a 20. 3,600 gp.
I think this is fine. It works better than more skilled you are so doesn't override the skills. Sounds good.
8) Belt of the Wide Earth - Constant carrying capacity doubled. Also 2 x day as standard (mental) action you can sacrifice a prepared spell or spell slot of 5th level or higher to use teleport (as the spell) using your own caster level or that of the belt (9th) whichever is higher. 8,000 gp.
Nice, but okay.

9) Belt of Priestly Might - Features a deity's holy symbol. Followers of that deity, or anyone of that deity's alignment, can wear safely. Others receive one negative level while wearing belt. While wearing belt, gain +1 enhancement bonus to natural armor, and +2 enhancement bonus to strength. 6,000 gp.

10) Silkslick Belt - Constant ability to attempt escape artist check to escape from a grapple or pin as a move action instead of a standard action. Also, 1 x day as swift (mental) action can activate and gain +10 competence bonus on next escape artist check you bgein before the end of your next turn. 2,000 gp.
9 is fine. 10 is probably underpriced, but it makes escape artist better, which is good. I guess I'm fine with both.
 

I flipped through the Magic Item Compendium casually the other day, and saw that there was a whole category of items that are part of a set of items built along a theme and meant to work together.

It occurs to me that some of these seemingly underpriced items might make more sense if they were created as part of a set. That is to say, you can't create or commission them individually, but if you create/commission one you have to make all the others at the same time.

Is the Belt of Battle from such a set?
 

1) Belt of Battle - 12,000 gp. My guess: 6000g. (Opps! Underbid by half!) Difference: -6000g.
2) Belt of Growth - 3,000 gp. My guess: 1000g. (Opps! A bit underbid...) Difference: -2000g.
3) Desperation Chain - 15,000gp. My guess: 9000g. (Opps! Underbid!) Difference: -6000g.
4) Healing Belt - 750 gp. My guess: 1000g. (Ha HA! Damn close!) Difference: 250g.
5) Belt of One Mighty Blow - 1,500 gp. My guess: 750g. (Pretty close...) Difference: -750g.
6) Cord of Favor - 3,000 gp. My guess: 7500g. (Opps! More than doubled!) Difference: 3500g.
7) Belt of Ultimate Athleticism - 3,600 gp. My guess: 6500g. (Eh, a bit over...) Difference: 2900g.
8) Belt of the Wide Earth - 8,000 gp. My guess: 3000g. (Underbid again.) Difference: -5000g.
9) Belt of Priestly Might - 6,000 gp. My guess: 5000g. (Woot! Damn close.) Difference: -1000g.
10) Silkslick Belt - 2,000 gp. My guess: 3000g. (Damn close again!) Difference: 1000g.

Hey, I think I'm doing pretty good! I wasn't off by more than 6000g, and those were drastic underbids. I guess these prices weren't as bad as I had thought. And I got as close as 250g! (Of course, that was still 133% of the actual cost...)
 

Wolfwood2 said:
I flipped through the Magic Item Compendium casually the other day, and saw that there was a whole category of items that are part of a set of items built along a theme and meant to work together.

It occurs to me that some of these seemingly underpriced items might make more sense if they were created as part of a set. That is to say, you can't create or commission them individually, but if you create/commission one you have to make all the others at the same time.

Is the Belt of Battle from such a set?

That is not quite how sets work, actually. You don't have to make the entire set all at once, and you can buy individual items from a set separate from the whole (and it's expected that you do so, since the powers of a set increase as you obtain/create more items from the same set at a later date).

The only restriction is, to make an item from a set, you must have access to one other item from that set.

They also say in the MIC that they specifically did not alter pricing in any way because it is part of a set. WOTC felt that the items were fine as individual items, and should not have prices increased (or decreased) because it has extra powers as you obtain more items. WOTC also placed set items in the general list of items by location, and random item list, to again emphasize that these items should be treated as normal items.

I'd say whether or not an item is part of a set isn't particularly relevant for the item's price. It's relevant to a character, so they know if they can get more items from that set they will get more abilities. But for pricing? I'd say not important.
 

Mistwell said:
It's just replicating the Monte Cook Arcana Evolved feat I believe. Having played with that feat, I do not find it overpowered, particularly if reduced to 2 x day. An extra move action (used just to actually move) here and there is useful, but not game breaking.

During this intermission between sets, I just have to add a comment that I was the DM of the game (currently on hiatus) that Mistwell is referring to here. I disagree with his asessment of that feat in the game and when that campaign is revived it will be removed.

Once one member of the party took it and the others saw the effect, everyone else started lining up to get that extra move action. It also started showing up on a lot of my NPCs- it's just that good. Pounce FTW. Or flyby attack. Or spring attack (barring the AoO protection).

The same logic applies to that Chain of Free Actions.

Time is the only true coin of the realm.
 

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