Yet another edition of your opinion plz

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This time around we are doing:

Name: Roc's Feather
Description: A feather from a Roc, when someone has it in his/her bag or w.e. makes them gain a plus 15 on their jump skill. At the DM's descretion, the DM can make an Upgraded Roc's Feather where the person who has the Roc's Feather can double jump twice as high, but the jump rate is lower (10)

Name Roc's Cape
Description: The Roc's Cape is a cape that is worn to be used. The person has a plus 15 to jump checks, and the person can fly for 15 feet, but then slowly falls, therefore the person gets zero damage, the Roc's Cape can stack with the Roc's Feather, if using the double jump add a plus 5 combined with the Roc's Cape, also when using the double jump the Fly distance is doubled (30 feet).
 

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What does it cost to get the rocs feather? It looks hella powerful; *pluck*, run, look at me jump. An alternative is that either it is a metal feather, suprisingly light that looks like a roc's. But it is crafted so it'll cost more. Or make it essential fro your cloak...

The cloak is much more balanced (BTLOI), but it as well needs a price, as I said before DnD needs glide rules.
 

Name: Roc's Feather
Price: 500 gold
Description: A feather from a Roc, when someone has it in his/her bag or w.e. makes them gain a plus 15 on their jump skill. At the DM's descretion, the DM can make an Upgraded Roc's Feather where the person who has the Roc's Feather can double jump twice as high, but the jump rate is lower (10 for the skill check). When jumping it doesn't matter where the person jumps (sideways, backwards, etc.) This item can be used unlimited times a day.

Name: Roc's Cape
Price: 1000 gold
Description: The Roc's Cape is a cape that is worn to be used. The person has a plus 15 to jump checks, and the person can fly for 15 feet, but then slowly falls, therefore the person gets zero damage, the Roc's Cape can stack with the Roc's Feather, if using the double jump add a plus 5 combined with the Roc's Cape, also when using the double jump the Fly distance is doubled (30 feet). When jumping (either double or single) it doesn't matter where you jump (backwards, side ways etc.) When using the glide abilit of the cape then the wearer must go foward (which ever way the wearer is facing). If such spells such as Levitate are being used on the person who has the cape, they must make a Will save of 15 DC in order to see if they resist the spells effect of bein mentally moved and such, then they could use the spell duration to fly around with a speed 15' a round. If the wearer already has a flying speed and can fly (or the spell its self) it increases the fly speed 15. It increases a flying manuverability by one degree (average > good, or good > great etc.) but if they wearer doesn't have a fly speed then it is good manuverability. This item can be used unlimited times a day.
 
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This is from the SRD - System refrence Document

SRD said:
Jumping: This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Jump checks.
Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Jump skill; Price 2,500 gp.
Jumping, Improved: As jumping, except it grants a +10 competence bonus on its wearer’s Jump check.
Moderate transmutation; CL 7th; Forge Ring, creator must have 10 ranks in the Jump skill; Price 10,000 gp

That might be a bit pricey but it's a much better accurate (pricing) then a mere 500gp (only 10 times more then the one shot potion).

Here is the spell you could to work from:

Jump
Transmutation
Level: Drd 1, Rgr 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Material Component: A grasshopper’s hind leg, which you break when the spell is cast.

And the pricing would be nearly the same as the ring, except slotless, which is twice as much cost.

Or you could just give a competence bonus to jump which would work out as 15^2*100 = 22,500. Then times two to be 45,000 gp. I don't know whether thats good for a +15 to Jump though.

The cape would be 22,500 + what ever you deem suitable for the gliding.
 

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