+6 to all stats item... [Archive] - Wizards Community

Post/Author/DateTimePost
Sphyre

03-19-07, 12:25 AM
I thought there was a +6 to all stats item... something like belt of something power or something like that.

I can't find it in the multitude of books I have... I was hoping the Magic Item Compendium might have reprinted it, but I couldn't find it thusfar...

anyone know what I'm talking about - what it's called and what book it's in?
Misery_The_Duelist

03-19-07, 12:26 AM
I dont know about ALL but in the Sword and Fist there is a Headband of Perfect Excellence which grants a +6 to Str, Dex, and Wis
Arturius1

03-19-07, 12:29 AM
Belt of Magnificence. Comes in three varieties: +2 to all stats at 25k, +4 to all stats at 100k, and +6 to all stats at 200k. In the Miniatures Handbook.
Sphyre

03-19-07, 01:04 AM
Belt of Magnificence. Comes in three varieties: +2 to all stats at 25k, +4 to all stats at 100k, and +6 to all stats at 200k. In the Miniatures Handbook.

Aha, thanks much!
Totentanz

03-19-07, 01:59 AM
I have always found that item odd, considering that if you use the item creation guidelines in the DMG the cost for it ends up in excess of 400k. It is the only magic item my group has banned outright.
Sphyre

03-19-07, 04:20 AM
I have always found that item odd, considering that if you use the item creation guidelines in the DMG the cost for it ends up in excess of 400k. It is the only magic item my group has banned outright.

I figure, other than it being in one item, that it's a discount for making it all in one time.

And now with the new magic item compendium rules on making it, you could make it for 216000 gp because they are "Common Item Effects"

Although, I asked for two reasons... the first is that I am running a one shot high level campaign and one of my players was interested in it but we couldn't remember where it was from... and the other being that I'm putting it on the BBEG in said one shot.
Bedevere

03-19-07, 04:35 AM
I have always found that item odd, considering that if you use the item creation guidelines in the DMG the cost for it ends up in excess of 400k. It is the only magic item my group has banned outright.

Going from memory, the errata clears that up somewhat. If I've done my sums correctly (in my head, thanks to no calculating devices or paper to hand) then the 'correct' default cost would be 306k.

Still high, IMO. 200k is a fair price, as far as I am concerned. There are several items of this price in the DMG i'd rather have than this, after all...
DarknessEternal

03-19-07, 09:14 AM
It's priced as it is because no character actually gains great benefit from having all of their abilities increased.

Being handy doesn't not make it powerful. For example, what is a Bard (the most ability dependent class) really getting out of +6 Str and Wis?
Reyemile

03-19-07, 09:25 AM
Plus, the classes that need the boost to as many stats as possible--Paladin, Monk, Bard--are also the ones that are generally considered the weakest. Meanwhile, most of the stat boosts are useless to a wizards and redundant on a buffed cleric.
runestar

03-19-07, 09:55 AM
A paladin sure could use benefit to all stats save for int. Though 200000gp still represents a massive investment on their part. If your dm enforces the "no more than 25% of your wealth on a single item" rule, you aren't getting it pre-epic...:P
Merestil Haye

03-19-07, 10:26 AM
If your dm enforces the "no more than 25% of your wealth on a single item" rule, you aren't getting it pre-epic...:PThat is not a rule.

The guideline applies only to the creation of characters at above 1st level, and not to items that a character acquires in play.

I don't agree that characters don't benefit from multiple ability enhancenments. Characters with access to this item will benefit from opening up item slots for other uses; Clerics, for example, may not need Str (he has Divine Power) and Int, but the other abilities are all useful; even Dex which boost Ref saves. As for the wizard, I'd argue that the onlly ability he derives no benefit from enhancing is Cha. Strength boosting helps carry his stuff, Dex boosts ranged attacks, armour and Reflex, Con boosts hp, Fort and Concentration and Wis boosts Spot, Listen and Will.

That being said, the Headband of Perfect Excellence cannot be used as a a comparator, because 3.0 pricing rules were different. Personally I'm fine with the item, simply because it enables other items that might have been disregarded for opportunity cost reasons to enter the frame.
Reyemile

03-19-07, 12:52 PM
As for the wizard, I'd argue that the onlly ability he derives no benefit from enhancing is Cha. Strength boosting helps carry his stuff, Dex boosts ranged attacks, armour and Reflex, Con boosts hp, Fort and Concentration and Wis boosts Spot, Listen and Will.The question is not "can a wizards benefit from Strength." Of course he can--any character can. But I have never, in all my days, seen a wizard character spend the money to buy Gauntlets of Ogre Power.

Even if we treat each stat boost as a different powers rather than as similar powers, a Wizard can get a +6 Dex, Con, and Int item for around 140,000 gold. Heward's Handy Haversack does everything that +6 strength does for a wizard, an unslotted will-save booster does pretty much everything Wisdom does, and that still leaves him 20 or 30k to blow on wands.

If a wizard can get a strength boost for free, he'll take it, of course. But even with discount the Belt of Magnificence provides, the boost isn't free, and it just isn't worth it.
Bedevere

03-19-07, 01:07 PM
The question is not "can a wizards benefit from Strength." Of course he can--any character can. But I have never, in all my days, seen a wizard character spend the money to buy Gauntlets of Ogre Power.


Well, you have now. I play an elven wizard. A composite longbow of rather impressive bonus came my way, and selling it wasn't an option. I upped my strength via an item, to get full use out of it.

I am the best archer in the party now, without even casting any spells to improve myself further.

Like anything else, its a highly situational thing. I know few wizards are going to need much strength, but then I've seen fighters with high Int, barbarians with high Cha, and so on. Unusual characters have unusual stats.
Starmage21

03-19-07, 01:10 PM
Also keep in mind the vulnerability of having all your stat increases in 1 item. A single targeted dispel could remove all your bonuses.
jadehawk

03-19-07, 01:15 PM
According to the DMG formula pricing, the item should cost 306,000 gold, but I do agree that few characters will fully enjoy the benefit of a +6 to all stats. However, there is still great value in it. Though the price should be reduced, I doubt it should be reduced below the cost of getting 6 separate items that do the same thing (36,000 * 6) 216,000 gold. I would put the price somewhere in the middle of these two values, say $250,000. Still, I doubt you'd come to afford this item until well after 15th level. But if your DM is generous you may find it on the ground beside a dusty staff of power one day.
Zherog

03-19-07, 01:17 PM
Heward's Handy Haversack does everything that +6 strength does for a wizard...

Not true. A belt of giant Strength +6 also increases the wizard's ability to deliver a melee touch attack.
Arturius1

03-19-07, 06:26 PM
For a while I had a problem with this item because it cost less than all six of the stat-boosting items +6. Then I realized that a bard is the only one that really benefits from them all. Paladin and monk surely benefit from most, but not all. Pali seldom needs much dex or int, and monk has little need for cha. So, even if you only need five abilities boosted, you're paying more for the belt than the five items.
Jackmojo

03-19-07, 06:51 PM
Also don;t forget it only takes one bad saving throw to toast a 200k item...thats worth some sort of discount too :)

Jack
jadehawk

03-19-07, 06:58 PM
It is a good point that most characters don't usually need all stats boosted. However, while I haven't played much epic, I have noticed that strong stats everywhere become more and more important. And this item costing so much, it will likely find more use in (near) epic adventures.

The higher up you go, the more "creative" characters tend to get. They start filling gaps, applying bonuses to checks in odd ways. Weaknesses become more noticable, even in what was once considered a dump score. Now there may be 1 score that may never matter, but the higher my characters have gotten, the more it was important for secondary abilities to kick in. Case in point my Int/Dex Rogue has noticed use in building charisma to apply to a number of useful skills that he couldn't keep up in maximum ranks, has been virtually pancaked whenever asked to roll a strength check, shows concern for constitution because of dangerously low hit points and fortitude saves, and has a desire for greater wisdom to make up for his poor will, and ever more since he picked up a monk's belt.

One of the most interesting examples of this is ability damage (albeit less common to come by the higher up in levels you go). Taking a 0 score in any ability (particularly constitution) dehabilitates your character or worse. I don't have my books in front of me, but I think strength and dexterity makes you a physical vegetable, constitution kills you, intelligence and wisdom makes you insane or a bumbling fool, and I can't remember charisma.

If you happen to have an odd score still at 10 and take 2d6/2d6 damage, your character is useless (at least temporarily).
Neutronium_Dragon

03-19-07, 07:07 PM
The book which this originally appeared in was a 3.5E book, so it's not a case of edition translation problems.

However, you also need to keep in mind the rule about item pricing: The formulas are a fallback for when there's no other method to cost an item, so referring to them to determine its value isn't a good yardstick. There's no comparable item to compare to, which means you're best of looking at its cost-effectiveness, and in particular the question of whether everyone is going to want one at that price.

They probably won't. For most characters, 200K GP is better spent on more specific gear which is better-tailored to their abilities. That pretty clearly says that the item's price is fine.
Sphyre

03-20-07, 01:54 AM
Not true. A belt of giant Strength +6 also increases the wizard's ability to deliver a melee touch attack.

... and to add to that, +3 grapple checks to resist a grapple (or resist one, but teleporting and escape artist tend to produce better results)
Tamerlane

03-20-07, 02:18 AM
*scratches head*

I thought the +6 to all stats item was called a "bra." Certainly seems that way in my campaign...

:angel:
ArcTan

03-20-07, 02:24 AM
*scratches head*

I thought the +6 to all stats item was called a "bra." Certainly seems that way in my campaign...

:angel:

Then you'd lose the bonus when it came off.
Archangel62

03-20-07, 02:28 AM
Then you'd lose the bonus when it came off.

Yes, then all the bonuses became little sideways 8s. :P
Bopple

03-20-07, 04:21 AM
A Duelist/Monk/Arcane Duelist is the only character who can fully benefit from it, imo.
But considering the fact that Arcane Duelist is a 3.0 web-based PrC, I think it'd be rarely allowed, if ever.
runestar

03-20-07, 06:48 AM
A Duelist/Monk/Arcane Duelist is the only character who can fully benefit from it, imo.
But considering the fact that Arcane Duelist is a 3.0 web-based PrC, I think it'd be rarely allowed, if ever.
Assuming it were revised to make it 3.5 compliant, it would probably be subject to the same limitations duelist got (stat AC bonus max of 1/lv).

People would be better off replacing arcane duelist with invisible blade, and taking kungfu genius with monk instead, to remove the strain of MAD...:P
Bopple

03-20-07, 11:28 PM
AFAIK, Arcane Duelist is not updated.

You mean replacing duelist with invisible blade.
Arcane Duelist adds Cha modifier to AC.

Kungfu Genius is from a dragon magazine. Very few DMs use dragon magazines.
Carmendine Monk can do the same thing, but it's campaign-specific.
Most of all, few DM allows them to stack with Canny Defense.
After all, they use the same mechanic - allowing you to add your Int bonus to AC.
Totentanz

03-21-07, 12:49 AM
My math was done (without the MIC rules) assuming that INT, WIS, CHA, and DEX would be considered improperly paired with the body slot. I can see STR and CON for a belt slot, but not the others. I might buy DEX....might.

Even the MIC table for adding common effects is specific about which slot the effects can be added to. The belt couldn't be created fully using those rules.

I suppose the belt offers limited utility to some characters, but in my experience in a long-term campaign with genuine variance on the type of encounters and situations, almost all stats end up being worthwhile. It is still +3 hp/level, +3 all saves, +3 all skill checks, +3 to hit ranged and melee, +3 damage melee, +3 Save DC all spells, etc. That, and it takes up one slot, which pre-MIC made for some pretty easy choices. I'll admit that the utility has been reduced somewhat now that I can just add my Headband of Intellect onto anything else with no price difference. Still, it is a potent item. I also disagree that it has limited utility for most classes, quite to the contrary actually. Just about anyone will benefit greatly from having all of those benefits. Few character will benefit from all the facets, but back when I was squeezed for item slots I was more than willing to pay the price tag.
Nezkrul

03-21-07, 10:31 PM
the belt frees up 5 item slots for other stuff, it gives either a +1, +2, or +3 bonus to every skill check depending on the belt's +; which means every character benefits from it, it breaks the pricing rules in the dmg by 106k.

any way you slice it, it smells like cheese. allow it or disallow it, but these are the hard facts. everything else is opinion based and speculation.
Gadren

03-21-07, 11:31 PM
the belt frees up 5 item slots for other stuff, it gives either a +1, +2, or +3 bonus to every skill check depending on the belt's +; which means every character benefits from it, it breaks the pricing rules in the dmg by 106k.

any way you slice it, it smells like cheese. allow it or disallow it, but these are the hard facts. everything else is opinion based and speculation.

They aren't pricing RULES in the DMG, they are pricing GUIDELINES. They do follow the new pricing GUIDELINES in the Magic Item Compendium for "Common Item Effects" fairly closely though.
DarknessEternal

03-22-07, 01:21 AM
the belt frees up 5 item slots for other stuff, it gives either a +1, +2, or +3 bonus to every skill check depending on the belt's +; which means every character benefits from it
So?

Everyone benefits from a ring of protection; does that make it too powerful?

Magic items are inherently powerful. That's why they are magic items and not mundane items.

The +6 belt costs a freaking fortune. Whether it costs more or less than the sum of its parts is irrelevant.

I don't you getting bent out of shape about the Circlet of Persuasion. It breaks the same pricing guidelines.