Mistwell said:
Fortunately the rules for adding those common types of bonuses to an existing item have changed, making it less expensive to do so.
Because this is an issue likely to come up for a lot of items, I'll give a brief run-down on those rules.
Before anything else, I would like to voice my opinion that this is one of the stupidest item-related rules I can imagine. If you're going to do this, you might as well throw the entire concept of item slots out the window. I would never, under any circumstances, allow this option in a game I ran.
/rant
1. Chronocharm of the Horizon Walker: Swift command action 1/day move up to half your speed as part of the same swift action used to activate the charm; this movement does not provoke attacks of opportunity; round down to the nearest 5-foot increment when relevant.
-My biggest concer here is that the movement does not provoke AoOs. Essentially, this could let a monk 5' step a 40' distance. I probably wouldn't allow it on principal (it kinda kills the tumble skill). If allowed, I would probably price this item around 10-15k. I give the writer's credit for trying to reference the Horizon Walker.
2. Scarab of Invulnerability: Swift command action 1/day gives 1 round of total immunity to all forms of damage (including ability damage), from all things including weapons, spells, psionics, poison, environment, or anything else causing damage. Must wear fro 24 hours before it attunes to you and can function.
-Pretty nice, but you'll probably end up wasting the charge a significant amount of the time. The "affinity" time is critical to it being balanced. 30k.
3. Brooch of Stability: 1/day when your HPs drop to -1 or lower, automatically stabilize (assuming damage was not enough to kill you).
-Only usefull at low levels. 100gp.
4. Amber Amulet of Vermin, Giant Bee: Standard command action 1/day summons a giant bee, as summon natures ally spell, for 1 minute.
-A slotted Figurine of Wondrous Power, usable more often but for less time. As a nitpick, I would say that it should require a 1 full round action if it's going to reference SNA. I'll say 5k or so.
5. Amulet of Retributive Healing: Swift command action 3/day, next effect you use before end of your turn that heals another creature's damage also heals you the same amount (as long as you could be healed by that same effect). If effect heals multiple creatures, you still only get healed one time.
-Nice for melee clerics. Otherwise, basically a limited version of a Chain Spell metamagic rod. 4k.
6. Amulet of Second Chances: Swift command action 1/day to undo all events of your current turn and begin the turn again. Includes moving self and creatures back to positions of start of turn, removing damage and conditions, and in all other ways resetting the turn. Affected creatures remain aware of the now non-existent turn, but free to make new choices in new turn.
-One hundred billion dollars.
7. Torc of Displacement: Immediate mental action grants concealment for 1 round of a percentage based on charges you use. 3 charges/day, renews at dawn, spendable as follows: 1 charge 20% miss chance, 2 30%, 3 40%.
-I like this one a lot. Probably needs a "must wear for 24 hrs" clause to prevent abuse. The 1 round/use is limiting. 3k if you add in the "24 hr affinity" clause, 13k without it.
8. Scarab of Stabilization: Constant if drop below 0 hp but still alive, auto stabilize. One time use secondary power, if drop below -10 hp become -1 hp instead and stabilize (scarab crumbles to dust if secondary ability used).
-Every bit as good as a Contingent Cure (moreso, if you face attacks that can leave you at negative hundreds of hit points). Pricing should be similar to that of a one time use Major Ring of Spell Storing, as that's the only other way to mimc the ability for non-casters. I'll say 50k.
9. Heartseeking Amulet: Swift command action 3/day to make next single melee attack made within that turn a melee touch attack.
-More room for abuse than I can shake a stick at. 75k.
10. Amulet of Emergency Healing: Immediate command action 3/day to provide instant healing of 1d4+5 points of damage to self or creature in 30 feet of you. Can even be used to prevent death of creature reduced to below -9 hit points, ans long as healing returns target to -9 or higher.
-Immediate action + ranged heal + ability to undo death = very powerful. Pretty much impossible to balance, as it requires a very high price for the utility but by the time you can afford it the limited healing ability won't make enough of a difference. I probably wouldn't allow it, but if I had to I'd say 60k.