brehobit
Explorer
65,000. Just seems about right. Becomes much more powerful as you level up. 20th level characters would really want one (or five)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.
4,000. 10th level caster 1/day of a first level spell.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.
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 20,000.3) 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.
7x4x500, minus a bit for not doing 4d8+7. Plus a bit for the charge option thingy. I guess 12,0004) 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.
1,250. No good reason.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.
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 7,500.6) 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.
Nice, but I'll say 4,500. Frankly flying solves most most of these problems....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.
No idea. 20,000.8) 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.
6,0009) 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.
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...