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*Pathfinder & Starfinder
The "Price That Magic Item" Game!
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<blockquote data-quote="hong" data-source="post: 3446934" data-attributes="member: 537"><p>1. Belt of battle: extra actions are always great. 20000 gp.</p><p></p><p>2. Belt of growth: enlarge self is also good. 5000 gp.</p><p></p><p>3. Desperation chain: I can't think of many 3rd level spells that would actually be that helpful if you're helpless or pinned. Maybe fireball on the guy pinning you might be a good way to take the both of you out. Depending on interpretation, a shield that blocks the attack that takes you to -1 could also be used, but I don't think it's kosher. 7000 gp.</p><p></p><p>4. Healing belt: kinda boring, but someone's gotta do it. 5000 gp.</p><p></p><p>5. Belt of one mighty blow: nice at low levels, eventually becomes insignificant. 5000 gp.</p><p></p><p>6. Cord of favor: the competence bonus sets a floor on the price. Div favor is okay, but the standard action makes it less attractive. 3000 gp.</p><p></p><p>7. Belt of ultimate athleticism: cool for stunting, but these types of checks eventually become obsolete as people start flying/teleporting everywhere. And you'll run out of swift actions eventually. 10000 gp.</p><p></p><p>8. Belt of the wide earth: who cares about the carrying capacity, it's the teleport. 25000 gp.</p><p></p><p>9. Belt of priestly might: the deity/alignment limitation is not important. +1 nat armor and +2 Str = 6000 gp.</p><p></p><p>10. Silkslick belt: nifty for escaping grapples, assuming you have Escape Artist ranks to start with. Which, IME, isn't a lot of people. 5000 gp.</p></blockquote><p></p>
[QUOTE="hong, post: 3446934, member: 537"] 1. Belt of battle: extra actions are always great. 20000 gp. 2. Belt of growth: enlarge self is also good. 5000 gp. 3. Desperation chain: I can't think of many 3rd level spells that would actually be that helpful if you're helpless or pinned. Maybe fireball on the guy pinning you might be a good way to take the both of you out. Depending on interpretation, a shield that blocks the attack that takes you to -1 could also be used, but I don't think it's kosher. 7000 gp. 4. Healing belt: kinda boring, but someone's gotta do it. 5000 gp. 5. Belt of one mighty blow: nice at low levels, eventually becomes insignificant. 5000 gp. 6. Cord of favor: the competence bonus sets a floor on the price. Div favor is okay, but the standard action makes it less attractive. 3000 gp. 7. Belt of ultimate athleticism: cool for stunting, but these types of checks eventually become obsolete as people start flying/teleporting everywhere. And you'll run out of swift actions eventually. 10000 gp. 8. Belt of the wide earth: who cares about the carrying capacity, it's the teleport. 25000 gp. 9. Belt of priestly might: the deity/alignment limitation is not important. +1 nat armor and +2 Str = 6000 gp. 10. Silkslick belt: nifty for escaping grapples, assuming you have Escape Artist ranks to start with. Which, IME, isn't a lot of people. 5000 gp. [/QUOTE]
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