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The "Price That Magic Item" Game!
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<blockquote data-quote="ThirdWizard" data-source="post: 3441712" data-attributes="member: 12037"><p>Before reading anyone else's:</p><p></p><p></p><p></p><p>I'd say that's about equal to a 1st level spell. By the formula itself, it looks like it would come out to 1,080 gp, so we'll go ahead and round it down to 1,000 gp to make it nice and even. That's the cost of a +1 enhancement bonus added to a piece of armor, and that sounds about right. I would buy that item.</p><p></p><p></p><p></p><p>The Spell Compendium has a very nice spell called <em>slide</em> that is a 1st level spell that moves a character within Close range 5' (no AoO). It's a standard action, but it the boots can only be used on yourself. I'd say that makes it about a 2nd level spell equivalent. That brings it to 2,160 gp, dropped to 2,000 for a nice evening. That looks good to me.</p><p></p><p></p><p></p><p>Hmm... interesting. It's all situational. How much better is your Dex than Str? How likely is a PC to have 5 ranks in balance? To price it, though, we're going to have to assume that both of those are true, I think, so I'll price it the same as I would if both effects were constant, and I'll assume a +5 higher Dex than Str modifier.</p><p></p><p>Bonus squared x 5 x 100 is normal for a competence bonus, but this stacks with everything, since it isn't a bonus. I'll round it up to 3,000 gp for that. I know, though, that I would never pay that much for that. Jump just isn't that important. By the time your Dex outstrips your Str that much, well, jumping won't be much of a problem anyway. I'll halve it to 1,500 gp which still looks high to me, but I'll keep that.</p><p></p><p>Getting up as a swift action without an AoO... I don't know how to price exactly. It's definitely nice in certain situations. I don't see tripping done on PCs that often, though. I'm just going to make something up and say 3,000 gp for that ability.</p><p></p><p>So it comes out to 4,500 gp. Looks too high... who is going to use it unless they expect to be tripped? That could just be my game, though, so that's probably what I'd go for "officially." In my own game, it would probably be around 2,000 gp. Still don't know if anyone would buy it, though.</p><p></p><p></p><p></p><p>Niiiiice. Fourth level continuous spell effects with 10 min/round durations come out to 56,000 gp. Wings of flying give 60' movement with good maneuverability, and these are obviously better. Add to that the wildshape feature. The Compendium question becomes "Would you buy it?" So, which is better, an item that lets you walk on air or a +5 weapon? I really can't decide. I'll just make them equivalent. I betcha the MiC is going to price it less than me, though. In the end: 50,000 gp.</p><p></p><p></p><p></p><p>I don't like this item as much as the 1st item. Tumble isn't that great a skill to enhance since all the DCs are flat, and the movement bonuses aren't as good. 750 gp.</p><p></p><p></p><p></p><p>Good for more than a scout, because it will get you two attacks on a charge at your highest BAB twice a day. I can't think of a melee character I've seen played would wouldn't want these boots. After they're used up, you can switch to something else. The scout gets icing on the cake equivalent to weapon specialization. That ain't too shabby.</p><p></p><p>Boots of Speed give you 10 rounds of <em>haste</em>, which is the closest item I can think of to the extra attack this gives you, and those cost 12,000 gp. So instead of 10 rounds of haste, you get 2 rounds of 1 attack under certain circumstances. On one hand, you can't use haste on a charge, on the other, <em>haste</em> has other benefits. I'll call it a wash. Divide by 5 and you get 2,400 gp. Round up because of the skirmish bonus to 3,000 gp. </p><p></p><p></p><p></p><p>Oohhhhh! Okay... hmm.... Makes me think of <em>dimension door</em>, except quickened, shorter range, and personal only, but not quite because you are actually moving through threatened squares, albeit as if <em>blurred</em>. I'll say that's equivalent to a 6th level spell, two levels above <em>dimension door</em>.</p><p></p><p>2/day for a 6th level spell completion item is 47,520 gp. That's almost as much as a +5 weapon. The fact that you can use this to get a full attack off, even if its only 2/day, immediately, is huge. I'm going to round this one up to 50,000 gp even.</p><p></p><p></p><p></p><p>I'm not seeing the real benefit of the Standard Action charge. I must be missing something. You can charge in and tumble away... but people with tumble generally aren't wanting to charge in the first place. You can move to a charging position and then charge, basically allowing a turning charge, but then still not <em>that</em> great an ability. Nice, definitely. Not great. Same for charging through allies' spaces. Then it can only be used 2/day!</p><p></p><p>1,000 gp.</p><p></p><p></p><p></p><p>Remember where I mentioned <em>slide</em> above? There's also <em>greater slide</em> that is 2nd level that does this exact thing except on anyone in Medium range. That calculates to 10,800 gp. That's the cost of a cape of the mountebank. I'll call it fine, and round to 10,000 gp.</p><p></p><p></p><p></p><p>Anti-charge boots. Not bad, not bad. I don't see that many bull rushes, overruns, or trips, but the double damage on a charge can be downright devistating, and gets better and better as you go up in levels. If the DM has a lot of charging enemies, this might be the best item given so far. 80,000 gp. Maybe higher because I wouldn't want to see it in my game.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 3441712, member: 12037"] Before reading anyone else's: I'd say that's about equal to a 1st level spell. By the formula itself, it looks like it would come out to 1,080 gp, so we'll go ahead and round it down to 1,000 gp to make it nice and even. That's the cost of a +1 enhancement bonus added to a piece of armor, and that sounds about right. I would buy that item. The Spell Compendium has a very nice spell called [i]slide[/i] that is a 1st level spell that moves a character within Close range 5' (no AoO). It's a standard action, but it the boots can only be used on yourself. I'd say that makes it about a 2nd level spell equivalent. That brings it to 2,160 gp, dropped to 2,000 for a nice evening. That looks good to me. Hmm... interesting. It's all situational. How much better is your Dex than Str? How likely is a PC to have 5 ranks in balance? To price it, though, we're going to have to assume that both of those are true, I think, so I'll price it the same as I would if both effects were constant, and I'll assume a +5 higher Dex than Str modifier. Bonus squared x 5 x 100 is normal for a competence bonus, but this stacks with everything, since it isn't a bonus. I'll round it up to 3,000 gp for that. I know, though, that I would never pay that much for that. Jump just isn't that important. By the time your Dex outstrips your Str that much, well, jumping won't be much of a problem anyway. I'll halve it to 1,500 gp which still looks high to me, but I'll keep that. Getting up as a swift action without an AoO... I don't know how to price exactly. It's definitely nice in certain situations. I don't see tripping done on PCs that often, though. I'm just going to make something up and say 3,000 gp for that ability. So it comes out to 4,500 gp. Looks too high... who is going to use it unless they expect to be tripped? That could just be my game, though, so that's probably what I'd go for "officially." In my own game, it would probably be around 2,000 gp. Still don't know if anyone would buy it, though. Niiiiice. Fourth level continuous spell effects with 10 min/round durations come out to 56,000 gp. Wings of flying give 60' movement with good maneuverability, and these are obviously better. Add to that the wildshape feature. The Compendium question becomes "Would you buy it?" So, which is better, an item that lets you walk on air or a +5 weapon? I really can't decide. I'll just make them equivalent. I betcha the MiC is going to price it less than me, though. In the end: 50,000 gp. I don't like this item as much as the 1st item. Tumble isn't that great a skill to enhance since all the DCs are flat, and the movement bonuses aren't as good. 750 gp. Good for more than a scout, because it will get you two attacks on a charge at your highest BAB twice a day. I can't think of a melee character I've seen played would wouldn't want these boots. After they're used up, you can switch to something else. The scout gets icing on the cake equivalent to weapon specialization. That ain't too shabby. Boots of Speed give you 10 rounds of [i]haste[/i], which is the closest item I can think of to the extra attack this gives you, and those cost 12,000 gp. So instead of 10 rounds of haste, you get 2 rounds of 1 attack under certain circumstances. On one hand, you can't use haste on a charge, on the other, [i]haste[/i] has other benefits. I'll call it a wash. Divide by 5 and you get 2,400 gp. Round up because of the skirmish bonus to 3,000 gp. Oohhhhh! Okay... hmm.... Makes me think of [i]dimension door[/i], except quickened, shorter range, and personal only, but not quite because you are actually moving through threatened squares, albeit as if [i]blurred[/i]. I'll say that's equivalent to a 6th level spell, two levels above [i]dimension door[/i]. 2/day for a 6th level spell completion item is 47,520 gp. That's almost as much as a +5 weapon. The fact that you can use this to get a full attack off, even if its only 2/day, immediately, is huge. I'm going to round this one up to 50,000 gp even. I'm not seeing the real benefit of the Standard Action charge. I must be missing something. You can charge in and tumble away... but people with tumble generally aren't wanting to charge in the first place. You can move to a charging position and then charge, basically allowing a turning charge, but then still not [i]that[/i] great an ability. Nice, definitely. Not great. Same for charging through allies' spaces. Then it can only be used 2/day! 1,000 gp. Remember where I mentioned [i]slide[/i] above? There's also [i]greater slide[/i] that is 2nd level that does this exact thing except on anyone in Medium range. That calculates to 10,800 gp. That's the cost of a cape of the mountebank. I'll call it fine, and round to 10,000 gp. Anti-charge boots. Not bad, not bad. I don't see that many bull rushes, overruns, or trips, but the double damage on a charge can be downright devistating, and gets better and better as you go up in levels. If the DM has a lot of charging enemies, this might be the best item given so far. 80,000 gp. Maybe higher because I wouldn't want to see it in my game. [/QUOTE]
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