Cost of Vestment of Enlarge person [Archive] - Wizards Community

Post/Author/DateTimePost
Vega_Engi

07-19-04, 04:55 AM
Am I right, when I calculate the price for Vestment of Enlarge person (Continuous Enlarge) as follows?

1 spell level *1 caster level * 2000 continuous * 4 time in rounds = 8000
Damaskenos

07-19-04, 05:25 AM
Nope. The duration for enlarge person is 1 min./level (ver3.5). Duration modifier for the continuous item is hence only 2. Additionally, the vest slot says "class ability improvement" for its affinity. I'd assume there would be a 1.5 multiplier to the price due to uncustomary space limitation. Final price 6,000 gp?
Harmor

07-19-04, 05:27 AM
Originally posted by Vega_Engi
Am I right, when I calculate the price for Vestment of Enlarge person (Continuous Enlarge) as follows?

1 spell level *1 caster level * 2000 continuous * 4 time in rounds = 8000

Almost.

If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.


Enlarge Person (http://www.systemreferencedocuments.org/35/theraven_stephenh/spells/Enlarge_Person.html) has a duration of 1 min./level so the cost is multiplied by 2 not 4.

Therefore:

1 spell level *1 caster level * 2000 continuous * 2 for a 1 min./level spell = 4000gp

This would make a Vestment of Enlarge Person that would ALWAYS enlarge the person wearing it.

If you wanted to make it so that the person could turn it on or off with a command word:

1 spell level *1 caster level * 1,800gp command word = 1,800 gp

but it would only last for 1 minute each time you activated it.
BlackSmith

07-19-04, 05:34 AM
Originally posted by Harmor
1 spell level *1 caster level * 2000 continuous * 2 for a 1 min./level spell = 4000gp

This would make a Vestment of Enlarge Person that would ALWAYS enlarge the person wearing it.

If you wanted to make it so that the person could turn it on or off with a command word:

1 spell level *1 caster level * 1,800gp command word = 1,800 gp

but it would only last for 1 minute each time you activated it. almost, except you forgot the slot affinites.

so 6kgp for continous and 2,7kgp for command word.
Harmor

07-19-04, 05:37 AM
Originally posted by Damaskenos
Nope. The duration for enlarge person is 1 min./level (ver3.5). Duration modifier for the continuous item is hence only 2. Additionally, the vest slot says "class ability improvement" for its affinity. I'd assume there would be a 1.5 multiplier to the price due to uncustomary space limitation. Final price 6,000 gp?

Good point, forgot about that. That's a GM call, but like Damaskenos said it'll probably cost more, but not necessarily:

A Vest of Escape (http://www.systemreferencedocuments.org/35/theraven_stephenh/magicitem/Wondrous_Item_Descriptions_V.html#vees) costs 5,200gp (4^2*100gp + 6^2*100gp) and doesn't have an affinity cost increase. Are skills a "class ability improvment"?

Now obviously a Druid’s Vestment (http://www.systemreferencedocuments.org/35/theraven_stephenh/magicitem/Wondrous_Item_Descriptions_V.html#vedr) is a "class ability improvement", so you'll have no arguments here.
Harmor

07-19-04, 05:44 AM
Originally posted by BlackSmith
almost, except you forgot the slot affinites.

so 6kgp for continous and 2,7kgp for command word.

I was looking at the rules for body slot affinities (http://www.systemreferencedocuments.org/35/theraven_stephenh/magicitem/BODY_SLOT_AFFINITIES.html) and saw this quote:

Wondrous items that don’t match the affinity for a particular body slot should cost 50% more than wondrous items that match the affinity.

I now see where you got your 1.5 multiplier.
Vega_Engi

07-19-04, 07:05 AM
I'm creating 17th level Monk, that's why I need these items.

Michel Pacific, Monk 7/Panther Shen 10 (Dragon #319)
Wilderness-Dweller (Dragon #306), wood elf, lawful good
Ability adjustments: +2 Str, -2 Int, -2 Cha
1 extra skill point each level, +2 Spot, +2 Listen, +4 Wilderness lore, -2 Bluff, -2 Diplomacy, -2 Sense motive
32 point buy: Str 10 (2 points) +2 +2* +2e +4b, Dex 16 +2* -2e (10 pp), Con 14 +2 per levels (6 pp), Int 10 -2 (2 pp), Wis 16 +2 per levels (10 pp) +2, Cha 10 -2 (2 pp)
Initiative +11
Speed 30 + monk bonus 50 ft. +10 Boots = 90 (Run x5)

AC bonus: 10 +3 (monk’s dodge 1/5 level) -1e +3 Dex +5 Wis +5 Natural +3 Deflection +4 Armor +1 insight +1 competence = 33
SR 20
HP 8+16*4.5+17*3 = 131

Reach 10 ft.
BAB +12/7/2
Flurry of blows: 17/17/17/12/7 (-1 Flurry -1 Enlarge +1 W. focus +5 Str +1 competence)
Damage: 2d8 monk + improved natural attack 1d8 + 1d8e +1e +2* +2b = 4d8 +5
Stunning Feast DC (9/day): 10 + 1/2x7 +5 Wis +2 Focus = Fort 20

Fort (5 Monk +7 Shen) +2 +4 cloak +1 competence = 19, Ref 12 +2 lightning +4* +4 cloak +1 competence = 23, Will 12 +4 +4 cloak +1 competence = 21

Special and feats:
1 – Improved Initiative, Improved unarmed strike (free), Stunning feast (monk)
2 – Combat reflexes (monk), Evasion (monk)
3 – Still mind (monk), Ability Focus: Stunning feast +2 DC (MM)
4 – Ki strike (magic), slow fall 20 ft.
5 – Purity of body (immunity to all diseases except for supernatural and magical: mummy rot, lycanthropy)
6 – Improved Trip (monk), Improved Natural Attack (MM), slow fall 30 ft.
7 – Wholeness body (heal 17x2 hp each day)
8 – AC bonus, unarmed damage
9 – Shen ability (Lightning Reflexes), ki strike (silver, bonus), Run x5
10 – Hybrid form 1/day*
11 – Shen ability (+4 Initiative)
12 – Hybrid form 2/day, Uncanny dodge (bonus), Track
13 – Shen ability (Flurry of blows is reduced to -1 per attack), Improved Evasion (bonus)
14 – Hybrid form 3/day, Improved uncanny dodge (bonus)
15 – Shen ability, ki strike (cold iron, bonus), Weapon focus (unarmed strike)
16 – Hybrid form 4/day, Wild spirit (+4 saves vs spells w/human target, pointed ears, bonus)
17 – Shen ability (melee attack and miss – immediate AoO)

* Hybrid form (Su): Standard action, provokes AoO, heals hp equal to day’s rest, +2 Str, +2 Dex, +5 Spot, +5 Listen, +5 Survival, has unarmed attacks considered as magic ghost touch weapon

e Enlarge: +2 Str, -2 Dex, -1 attack rolls, -1 AC
b Belt

Skills: (4 +1 wilderness-dweller +Int mod.)x4 + (4 +1 wilderness-dweller +Int mod.)x6 + (6 +1 wilderness-dweller +Int mod.)x10 = 100

SKILL NAME KEY ABILITY SKILL MODIFIER ABILITY MODIFIER RANK MISC MODIFIER
(cc)Appraise¤ int 0 -1 0 1
Balance¤ dex 12 3 6 3
(cc)Bluff¤ cha -2 -1 0 -1
Climb¤ str 12 5 6 1
Concentration¤ con 6 5 0 1
Craft (Trapmaking)¤ int 1 -1 1 1
(cc)Decipher Script int 0 -1 0 1
Diplomacy¤ cha -2 -1 0 -1
(cc)Disable Device int 0 -1 0 1
(cc)Disguise¤ cha 0 -1 0 1
Escape Artist¤ dex 10 3 6 1
(cc)Forgery¤ int 0 -1 0 1
(cc)Gather Information¤ cha 0 -1 0 1
(cc)Handle Animal cha 0 -1 0 1
(cc)Heal¤ wis 6 5 0 1
Hide¤ dex 21 3 17 1
(cc)Intimidate¤ cha 0 -1 0 1
Jump¤ str 13 5 5 3
Knowledge (arcana) int 0 -1 0 1
(cc)Knowledge (architecture & engineering) int 0 -1 0 1
(cc)Knowledge (dungeoneering) int 0 -1 0 1
(cc)Knowledge (geography) int 0 -1 0 1
(cc)Knowledge (history) int 0 -1 0 1
(cc)Knowledge (local) int 0 -1 0 1
(cc)Knowledge (nature) int 0 -1 0 1
(cc)Knowledge (nobility and royalty) int 0 -1 0 1
Knowledge (religion) int 0 -1 0 1
(cc)Knowledge (the planes) int 0 -1 0 1
Listen¤ wis 16 5 10 1
Move Silently¤ dex 21 3 17 1
(cc)Open Lock dex 4 3 0 1
Perform (Dance)¤ cha 1 -1 1 1
Profession (Guide) wis 8 5 2 1
(cc)Ride¤ dex 4 3 0 1
(cc)Search¤ int 0 -1 0 1
Sense Motive¤ wis 10 4 6 -1
(cc)Sleight of Hand dex 4 4 0 1
(cc)Speak Language int 0 -1 0 1
(cc)Spellcraft int 0 -1 0 1
Spot¤ wis 16 5 10 1
Survival¤ wis 7 5 1 1
Swim¤ str 8 5 2 1
Tumble dex 16 3 10 3
(cc)Use Magic Device cha 0 -1 0 1
¤ can be used untrained 100


NAME COST WEIGHT DESCRIPTION
Amulet of natural armor +3 18 000 0 +3 AC natural
Belt of giant strength +4 16 000 0 +4 Str
Bracers of armor +4 16 000 0 +4 AC armor
Cloak of resistance +4 16 000 0 +4 Saves
Ioun stone, dusty rose prism 5 000 0 +1 AC insight
Ioun stone, lavender and green ellipsoid 40 000 0 Absorbing 50 spell levels of 8th level or lower
Ring of Spell turning 98 280 0 Truns 9 levels of spells 3/day
Bag of holding type 1 2 500 0 Up to 250 lbs., 30 cu. ft.
Boots of striding and springing 5 500 0 +10 ft. speed
Broom of flying 17 000 0 Overland fly
Hat of disguise 1 800 0 Into Unicorn
ioun stone, incandescent blue sphere 8 000 0 +2 Wis
Ioun stone, pale green prism* 30 000 0 +1 Competence bonus on attack rolls, saves, skill checks and ability checks
Ring of Protection +3 18 000 0 +3 AC deflection
Scarab of protection (slotless) 38 000 0 The scarab’s possessor gains SR 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing twelve such attacks, the scarab turns to powder and is destroyed.
Vestment of Enlarge person 8 000 0 Continuous Enlarge
Snow White Unicorn Figurine – Call unicorn, Special
Protection from Evil 50
Potion of Haste 750
Remove blindness/deafness potion 750
Potion of Magic Fang 50 +1 attack roll and damage
Cure moderate wounds 300 Heals 2d8+3
TOTAL SPENT 339 980
LIMIT 340 000
LEFT 20
Damaskenos

07-19-04, 07:39 AM
I like the Broom of Flying idea. A monk might just pull that one off without looking completely ridiculous - maybe. =P

You've probably already seen the following items, but if not then you might want to have a look. They might be handy.

Belt, Monk's (DMG3.5 p.248)
Monk's Tattoo (MoF p.163)
Sparring Dummy of the Master (A&E p.137)
Vega_Engi

07-19-04, 10:01 AM
Damaskenos,

I will put Broom of flying into Bag of holding. =)

I dont like Monks' belt. I suppose it is possible to buy better things with its money.

Thanks, I will check these 2 items:
Monk's Tattoo (MoF p.163)
Sparring Dummy of the Master (A&E p.137)

The core idea of my monk is to get insane AC (for each miss this monk gets AoO) and unpenetrable saves/magic resistance vs save or die spells (a must at high levels).

As NPC she also needs 2 things:
Fine hide and M.Sil. checks to stalk to PCs.
She has a nice speed, which should allow her to retreat 450 ft. (long range) in one round, if things start to look bad.

I plan her as a long-running NPC (Fey of Silver Marshes). She is not an enemy to PCs, but she should have the ability to stand for herself.

PCs will go from 9th to 19-20th through the campaign ("City of Spider Queen" is a central adventure with Planescape at high levels).