The "Price That Magic Item" Game!

hong said:
No 3 spells/round. The belt takes a swift action to activate, so no quickened spells until next round.
Yup. Actually considering that, I might lower the price to 100k, compared to the Greater Metamagic Rod rather than the Ring of Spell Storing Major, though the belt is far more useful for noncasters than the Rod.
 

log in or register to remove this ad




I started this before work, and had to wait till lunchtime to finish and post it. So, if the answers have been posted in the meantime I haven't seen them. EDIT: Oh, they weren't.

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.
Not sure. On the one hand, extra actions are very good. OTOH, it is only 3/day at most, and using up a swift action is becoming more of a real cost all the time.

I'll say 50000gp.

I'd like to go lower, but honestly I'd consider buying one at that price for just about any character who could afford it, but it wouldn't be automatic, which is as it should be.

Mistwell said:
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.
Low level only. 1000 gp.

Mistwell said:
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.
Maybe 2500 gp? Divine would be much better (and more expensive).

Mistwell said:
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.
Handy, but not earth-shattering. 2500 gp.

Mistwell said:
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.
Low level only. 1000 gp.

Mistwell said:
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.
Upto +3 hit an damage. Divine caster only, but do they need any more perks? 10000 gp.

Mistwell said:
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.
Depends on how often those check come into play. Be very handy in Savage Tide, I'd imagine. 2500 gp.

Mistwell said:
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.
Should be 18k for the teleport, IIRC. Lets round it up to 20000 gp for the other abilities.

Mistwell said:
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.
Works out to 7000 gp if I am remembering the formulea right. Seems about right.

Mistwell said:
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.
Very nice, but not as good as freedom of movement. Lets say half the price, 20000 gp.


glass.
 


Mistwell said:
GROUP ONE "THINGS FOR YOUR FEET"

1. Sandals of Sprinting - 3xday swift action to gain +30 enhancement bonus to land speed (max double your speed) until start of your next turn.

Equivalent to swift exp. retreat. ~1000 gp.

2. Boots of Sidestepping - 3xday swift action extra 5-foot step. Can use even if already moved, and doesn't prevent movement after use (even a regular 5' step).

Similar to Mountebank class feature. Abusable due to bypassing key tactical restrictions. 500,000 gp.

3. Boots of Agile Leaping - Constant +Dex to Jump checks instead of Strength. If you have at least 5 ranks in Balance, constant stand up from prone as swift action, and standing from prone doesn't provoke attack of opportunity.

Equivalent to two feats, or a feat and a skill trick. 25,000 gp.

4. Cloudwalker Anklets - Constant Air Walk (as spell), can benefit from effect even if wildshaped.

Equivalent to wild clasp (4k) + wings of solar (around 100-125k). Around 125,000 gp.

5. Acrobat Boots - Constant +2 tumble checks. 3 charges/day enhancement bonus to land speed for 1 rd. Bonus depends on charges you expend: 1 charge = +10, 2 = +15, 3= +20.

Similar to No. 1. Less speed, but +2 to a skill. Maybe 1200 gp.

6. Skirmisher Boots - 2xday make single extra melee or ranged attack using full BAB, after having moved at least 10 feet from space you started turn (mount movement doesn't count). Also, if you have the skirmash special ability (scout), constant +2 damage when skirmishing.

Comparable to haste boots. Maybe a little more useful. 15,000 gp.

7. Quicksilver Boots - 2xday swift action to move up to your land speed (as if using a move action, but not taking your move action), and gain concealment against Attacks of Opportunity caused by that movement, and can move over liquid without falling into it as long as you start and end the movement on solid ground.

Vastly more powerful than haste boots. Arguably more poweful than teleport boots. 150,000 gp.

8. Boots of the Battle Charger - 2xday make charge attack as a standard action instead of full-round action. Can only move your speed, not double your speed. Must make the attack in the round you activate the boots. Also, if you have a magic item that grants enhancement bonus to Dex, you can move across terrain and through squares occupied by allies when making this standard action charge.

Wow, this is strange. What's the point of granting an additional move action that can't be combined with this attack? The synergy with a +dex item is inexplicable. I can't price this until I figure out what loophole it's intended to create. At a guess, 250,000 gp, on the assumption that it creates some exploit.

9. Boots of Swift Passage - 5 x day move action to teleport without error up to 20 feet in any direction (need line of sight and effect, can't be an object or creature in destination, cannot bring other creatures with you).

Okay, this is like the Mountebank class ability (see my comments on No. 2.) But the move action means that its brokenness is greatly reduced. I can't remember if the real teleport boots require a move action or a standard action. 75,000 gp if they require standard; 40,000 gp if they require move.

10. Steadfast Boots - Constant +4 bonus on checks to avoid bull rush, overrun, or trip. Also, if carrying two-handed weapon, constant treatment as if readied weapon against a charge (double damage if you hit), even if weapon cannot normally be set against charges.

So, like a belt of dwarvenkind, but with super charge nerfing abilities. 960,000 gp for altering the tactical rules.
 

Sorry I have not gotten back to this thread yet. We had some power outtages, and I was out of power at home for 2 days straight. Prices, and next set forthcoming.

Next set will be things for your neck. I appreciate the comment about the overwhelming number. I will try to keep that in mind, however there are SO many neck items that keeping it to just 10 will be a challenge in itself.
 

Mistwell said:
GROUP TWO "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.

Gee, let's take out 3.0 haste and then put it back in! Given that haste boots are 12k, and this is half a feat and cost-free celerity on top of that . . . 300,000 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.

1st level spell. About 1000 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.

So this is like a contingency for low level spells. I'm having a hard time figuring out what 3rd level spell is going to save your bacon, though at least it allows you to choose at activation, not beforehand. 50,000 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.

Oh look, it's a My First Cleric! It's comparable to an eternal wand of CSW. Off the top of my head, 3 x 5 x 2000 = 30,000 gp. I'm sure it's cheaper than that, though. After all, they want to sell these books.

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.

A total waste of a belt slot except at very low levels. For that reason, no more than 2k - I bet they'll cost it at under 1000 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.

Well, that's pretty wild. I have no idea what sense motive, which priests use when dealing with shopkeepers, witnesses, and converts, has to do with divine favor, which IIRC improves your attack bonus. It could just be to reduce the odds of being feinted, but they should restrict it to combat if so. 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.

I'm not a big fan of instant 20s. Also, normally one has to play a +LA race in order to get the ability to take 10 on such checks. 50,000 gp. (I bet they priced it at less than half that, though.)

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.

Very strange; this adds teleport to all casters. It's not as good as boots of teleport, though. 40,000 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.

Redundant for priests. I can only figure that this is useful at very low levels. Accordingly, 3500 gp. Though if it IS really cheap, the best use of it will turn out to be the creation of wights. Hm, I'd better make a note of that for my next low-level campaign.

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.

It's a feeble version of the "get out of jail" cards that people like to use. Given that FoM rings are only 40k, this can't be more than 8,000 gp.
 

moritheil said:
Gee, let's take out 3.0 haste and then put it back in! Given that haste boots are 12k, and this is half a feat and cost-free celerity on top of that . . . 300,000 gp.

(regarding Belt of Battle)

That's nearly twice the cost of a Mirror of Mental Prowess. Do you really think it's worth two near-artifact items?

I agree it's nice, but you only get an extra action once per day. Since extra actions are most questionable in terms of spells, I agree with an earlier poster who compared this to a Greater Metamagic Quicken rod, and one of those only costs 170,000 for three extra spells per day, rather than just one. I stand by my earlier assessment of around 50,000.


1st level spell. About 1000 gp.

(regarding Belt of Growth)

Agreed that's the right general range.


So this is like a contingency for low level spells. I'm having a hard time figuring out what 3rd level spell is going to save your bacon, though at least it allows you to choose at activation, not beforehand. 50,000 gp.

(regarding Desperation Chain)

For only third level spells, and limited to arcane spells at that? 50,000 seems steep. That's more than the cost of a Lesser Metamagic Quicken rod. You could get an Amulet of Natural Armor +5 for that kind of money.

Remember too the idea is to underprice these items a little so that people will actually buy and use something besides the boring old standbys.


Oh look, it's a My First Cleric! It's comparable to an eternal wand of CSW. Off the top of my head, 3 x 5 x 2000 = 30,000 gp. I'm sure it's cheaper than that, though. After all, they want to sell these books.

(regarding healing Belt)

30,000 for an average of 27 points of healing per day? (Assuming you use the three charges separately.) Geeze, for that amount of money you could hire a 2nd level cleric to follow you around at 50 gp a day for an entire campaign and get more utility. You could buy 40 wands of cure light wounds.

Who would ever pay 30,000 for that minor amount of healing? This is a nice low level item and should be priced as such.


A total waste of a belt slot except at very low levels. For that reason, no more than 2k - I bet they'll cost it at under 1000 gp.

(regarding Belt of One Mighty Blow)

Sometimes you want one big hit, so I think you're underpricing a little but not by much.

Well, that's pretty wild. I have no idea what sense motive, which priests use when dealing with shopkeepers, witnesses, and converts, has to do with divine favor, which IIRC improves your attack bonus. It could just be to reduce the odds of being feinted, but they should restrict it to combat if so. 3,000 gp.

(regarding Cord of Favor)

This would actually be pretty handy for druids, who like to engage in melee but can't otherwise cast divine favor. Still, your price doesn't seem terribly off.


I'm not a big fan of instant 20s. Also, normally one has to play a +LA race in order to get the ability to take 10 on such checks. 50,000 gp. (I bet they priced it at less than half that, though.)

(regarding Belt of Ultimate Athleticism)

Do you really think that a player would pay 50,000 for the privilege? 50,000 is some serious change. It's going to be a big chunk of character wealth for a long time. You can get a +7 armor equivalent for 50,000.

I think you're right that they priced it less, because the Compendium is looking at it from the perspective of, "What is the price at which players will pay to buy this thing reasonably often?" The goal isn't to price it so high that only one character in a hundred would pay that much for it.

Very strange; this adds teleport to all casters. It's not as good as boots of teleport, though. 40,000 gp.

(regarding Belt of the Wide Earth)

Still a little high, I think, though you're right about the utility. It should probably be priced so that a 12th level character or so might reasonably buy it.

Redundant for priests. I can only figure that this is useful at very low levels. Accordingly, 3500 gp. Though if it IS really cheap, the best use of it will turn out to be the creation of wights. Hm, I'd better make a note of that for my next low-level campaign.

(regarding Belt of Priestly Might)

It's a combo of Gauntlets of Ogre Power and an Amulet of Natural Armor +1. Logically, the price should be equal to those two items added together.

It's a feeble version of the "get out of jail" cards that people like to use. Given that FoM rings are only 40k, this can't be more than 8,000 gp.

(regarding Silkslick Belt)

Pretty much agreed.
 

Remove ads

Top