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The "Price That Magic Item" Game!
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<blockquote data-quote="Wolfwood2" data-source="post: 3472063" data-attributes="member: 39394"><p>Before estimating prices, let me first note that the amulet necklace slot is a pretty valuable one. You could have an amulet of natural armor or an amulet of health in there, both of which increase survivability. Divine casters will want to use the necklace slot for a periapt of wisdom. Most of the items below are useful only in the middle of the battle, so it's not like you can put them on out of combat to use only when you need them.</p><p></p><p>Sure you could have the effects you want enchanted for other slots, but as far as 'found' items go, it's still a safe bet the necklace slot will have a lot of competition.</p><p></p><p></p><p>1. Chronocharm of the Horizon Walker: Let's say 1500 gp. It's useful, but only functioning 1/day is a heavy limitation.</p><p></p><p>2. Scarab of Invulnerability: Pretty nice. Still, only once a day and you have to wear it all the time to get it to work. Call it 12,000 gp.</p><p></p><p>3. Brooch of Stability: Cute very low level item. 400 gp.</p><p></p><p>4. Amber Amulet of Vermin, Giant Bee: Call it about the same as a gray bag of tricks. 900 gp.</p><p></p><p></p><p>5. Amulet of Retributive Healing: Hmm, difficult to price. Call it... 2000 gp? Sure you've got the, "You could use this with Heal" at higher levels, but you've also got, "I want a periapt of wisdom" at higher levels.</p><p></p><p>6. Amulet of Second Chances: I'm not sure what "your current turn" means. Does it shift everything back by one round, or (as I suspect) does it only undo the results of your standard + move action that you took that round? So like if you fireball a devil and it laughs because it's immune to fire, you use your swift action to go back and choose to cast another spell instead?</p><p></p><p>Assuming you can only undo your own move + standard action, it's not so bad. You're not actually getting any extra actions and it doesn't allow you to reroll a saving throw or anything like that. In fact, the reroll ability of a luckblade is probably a good point of comparison. Call it 16,000 gp.</p><p></p><p>7. Torc of Displacement: Displacement for only 1 round? Call it 2,000 gp.</p><p></p><p>8. Scarab of Stabilization: One time lifesaver? Call it 6000 gp.</p><p></p><p>9. Heartseeking Amulet: Ah, power attack fodder! Let's say 8000 gp, it's it's probably not as consistently useful as a belt of strength +4 but mildly better than gauntlets of strength +2.</p><p></p><p>10. Amulet of Emergency Healing: Immediate healing, but not a lot of healing. Call it 4000 gp.</p></blockquote><p></p>
[QUOTE="Wolfwood2, post: 3472063, member: 39394"] Before estimating prices, let me first note that the amulet necklace slot is a pretty valuable one. You could have an amulet of natural armor or an amulet of health in there, both of which increase survivability. Divine casters will want to use the necklace slot for a periapt of wisdom. Most of the items below are useful only in the middle of the battle, so it's not like you can put them on out of combat to use only when you need them. Sure you could have the effects you want enchanted for other slots, but as far as 'found' items go, it's still a safe bet the necklace slot will have a lot of competition. 1. Chronocharm of the Horizon Walker: Let's say 1500 gp. It's useful, but only functioning 1/day is a heavy limitation. 2. Scarab of Invulnerability: Pretty nice. Still, only once a day and you have to wear it all the time to get it to work. Call it 12,000 gp. 3. Brooch of Stability: Cute very low level item. 400 gp. 4. Amber Amulet of Vermin, Giant Bee: Call it about the same as a gray bag of tricks. 900 gp. 5. Amulet of Retributive Healing: Hmm, difficult to price. Call it... 2000 gp? Sure you've got the, "You could use this with Heal" at higher levels, but you've also got, "I want a periapt of wisdom" at higher levels. 6. Amulet of Second Chances: I'm not sure what "your current turn" means. Does it shift everything back by one round, or (as I suspect) does it only undo the results of your standard + move action that you took that round? So like if you fireball a devil and it laughs because it's immune to fire, you use your swift action to go back and choose to cast another spell instead? Assuming you can only undo your own move + standard action, it's not so bad. You're not actually getting any extra actions and it doesn't allow you to reroll a saving throw or anything like that. In fact, the reroll ability of a luckblade is probably a good point of comparison. Call it 16,000 gp. 7. Torc of Displacement: Displacement for only 1 round? Call it 2,000 gp. 8. Scarab of Stabilization: One time lifesaver? Call it 6000 gp. 9. Heartseeking Amulet: Ah, power attack fodder! Let's say 8000 gp, it's it's probably not as consistently useful as a belt of strength +4 but mildly better than gauntlets of strength +2. 10. Amulet of Emergency Healing: Immediate healing, but not a lot of healing. Call it 4000 gp. [/QUOTE]
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