Mistwell said:
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.
The +2 to initiative is probably worth about 1,000 gp.
The second ability is made of dreams. Dreams aren't quantifiable.
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.
By my calculations, a 1st level spell 1/day is worth 360 gp. I think enlarge person is really powerful, though, so I'll bump it to 500 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 chose 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 active until worn again for an additional 24 hours.
That's a neat item. A nice revenge
fireball for a BBEG or a
dispel magic at an opportune time to get rid of a paralysis effect. A bard can
cure himself to get back up again, I guess, as well. I'm not sure. Buying this is basically saying "I'm going down soon" and nobody wants to say that. 1000 gp?
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.
Not too shabby. 1,500 gp is about the cost of a 1/day
cure spell that is whatever that 4d8 one is. It has added flexibility as it can heal more if you just use one charge at a time, but that's a luxury I can't see happening too often, however it doesn't gain the + caster level of the actual spell. I'll drop it down to 1,200 gp.
5) Belt of One Mighty Blow - 1x 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.
At will? +3d6 untyped damage to your best attack
every round? Untyped damage is king of high level games where everybody and his brother has 10 resistance to every energy type (or is just flat out immune). 6,000 gp
40,000 gp. I know it sucks that the lightweights have to pay for the big 2H bonus, but thems the breaks.
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.
Not too bad for low level clerics, and even the bonus to sense motive isn't bad, since its an opposed roll. Good to wear around town. Being able to drop spells for
divine favor is pretty neat, too. The sense motive comes out to 2,500 gp, and I'd probably price the drop spell thingy at about 3,000 gp. Seems too steep, though, added together. 4,000 gp. Still looks high, but I'd have to see it in play.
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.
I'm actually more impressed by the first ability than the second. Yeah a 20 once a day is flashy, but the ability to always know you'll make the check or not is better. 8,000 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.
The first ability is decent. The second is also decent. You won't have to prepare teleport just in case. It's also very nice for sorcerers. Still, overall, there are better items to wear. Like that healing belt up there. I'll give it a 1,000 gp cost.
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.
2,000 gp for the natural armor, and 4,000 gp for the strength bonus. I don't like math, so I'll just add them together for 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.
Darn grappling monsters! 5,000 gp.