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The "Price That Magic Item" Game!
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<blockquote data-quote="ThirdWizard" data-source="post: 3446976" data-attributes="member: 12037"><p>The +2 to initiative is probably worth about 1,000 gp.</p><p></p><p>The second ability is made of dreams. Dreams aren't quantifiable.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>That's a neat item. A nice revenge <em>fireball</em> for a BBEG or a <em>dispel magic</em> at an opportune time to get rid of a paralysis effect. A bard can <em>cure</em> 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?</p><p></p><p></p><p></p><p>Not too shabby. 1,500 gp is about the cost of a 1/day <em>cure</em> 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.</p><p></p><p></p><p></p><p><s>At will?</s> +3d6 untyped damage to your best attack <s>every round</s>? 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 <s>40,000 gp.</s> I know it sucks that the lightweights have to pay for the big 2H bonus, but thems the breaks.</p><p></p><p></p><p></p><p></p><p></p><p>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 <em>divine favor</em> 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.</p><p></p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>Darn grappling monsters! 5,000 gp.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 3446976, member: 12037"] The +2 to initiative is probably worth about 1,000 gp. The second ability is made of dreams. Dreams aren't quantifiable. 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. That's a neat item. A nice revenge [i]fireball[/i] for a BBEG or a [i]dispel magic[/i] at an opportune time to get rid of a paralysis effect. A bard can [i]cure[/i] 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? Not too shabby. 1,500 gp is about the cost of a 1/day [i]cure[/i] 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. [s]At will?[/s] +3d6 untyped damage to your best attack [s]every round[/s]? 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 [s]40,000 gp.[/s] I know it sucks that the lightweights have to pay for the big 2H bonus, but thems the breaks. 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 [i]divine favor[/i] 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. 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. 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. 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. Darn grappling monsters! 5,000 gp. [/QUOTE]
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